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dungeon siege 3 *.oaf file

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Auumar
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Re: dungeon siege 3 *.oaf file

Post by Auumar »

Hmm. I am able to open dds files I extracted from the Beta with the above tool just fine, but ones out of retail are giving me errors in both irfanview and photoshop. Did they become encrypted/compressed or something?

/e I've been told they lack a header and are compressed. Or something like that.

/edit 2

It may just be specific files as well. One that is broken is effects/fx_chroma_x_01.dds
kaine9mm
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Re: dungeon siege 3 *.oaf file

Post by kaine9mm »

Auumar wrote:Hmm. I am able to open dds files I extracted from the Beta with the above tool just fine, but ones out of retail are giving me errors in both irfanview and photoshop. Did they become encrypted/compressed or something?

/e I've been told they lack a header and are compressed. Or something like that.

/edit 2

It may just be specific files as well. One that is broken is effects/fx_chroma_x_01.dds

I've successfully edited dds files but i did not use the extractor i used quickbms to extract. and i only messed with some character textures so that could be a difference.

using photoshop btw.
Doublehex
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Re: dungeon siege 3 *.oaf file

Post by Doublehex »

kaine9mm wrote:
Auumar wrote:Hmm. I am able to open dds files I extracted from the Beta with the above tool just fine, but ones out of retail are giving me errors in both irfanview and photoshop. Did they become encrypted/compressed or something?

/e I've been told they lack a header and are compressed. Or something like that.

/edit 2

It may just be specific files as well. One that is broken is effects/fx_chroma_x_01.dds

I've successfully edited dds files but i did not use the extractor i used quickbms to extract. and i only messed with some character textures so that could be a difference.

using photoshop btw.
Think you could post the .bms script so that the rest of us can give it a try?
Pepper
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Re: dungeon siege 3 *.oaf file

Post by Pepper »

Doublehex wrote:
kaine9mm wrote:
Auumar wrote:Hmm. I am able to open dds files I extracted from the Beta with the above tool just fine, but ones out of retail are giving me errors in both irfanview and photoshop. Did they become encrypted/compressed or something?

/e I've been told they lack a header and are compressed. Or something like that.

/edit 2

It may just be specific files as well. One that is broken is effects/fx_chroma_x_01.dds

I've successfully edited dds files but i did not use the extractor i used quickbms to extract. and i only messed with some character textures so that could be a difference.

using photoshop btw.
Think you could post the .bms script so that the rest of us can give it a try?
Check chorrox's post on page 1.
Doublehex
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Re: dungeon siege 3 *.oaf file

Post by Doublehex »

Kinda hard to believe I missed that. Sorry.

It made no difference with the .OGG, though. Pity.
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XRaptor
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Re: dungeon siege 3 *.oaf file

Post by XRaptor »

Blah, shame on me. I made a new bug in extractor. Never try to fix bugs as quick as possible :-) 64bit offsets is fixed now everywhere (I hope). You can now safely rebuild all archives (big one included) :-)

Dungeon Siege 3 OAF Files Extractor v1.2
http://raptor.cestiny.cz/download/dunge ... actor.html
kaine9mm
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Re: dungeon siege 3 *.oaf file

Post by kaine9mm »

So don't really know where to post this question, but since it's on the topic of ds3, know how to or if you can, enable the console? Ive tried basic stuff. No freakin controls configuration either. Also there's a folder in the "globals" folder called console_scripts. Which contains...console scripts? in text file. Id like to be able to run w/ some of these parameters to mess around with, but I don't know how or if you can actually get them to load.
Auumar
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Re: dungeon siege 3 *.oaf file

Post by Auumar »

Awesome, thanks bros! The dds files work fine.
supercolin
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Re: dungeon siege 3 *.oaf file

Post by supercolin »

First extracted all the files from data_archive.oaf.
Then edit some files. Since I've added many new contents, the modified file became larger than before, i.e. 10k to 5M.
Finally, I use raptor's extract to pack all the files again.

It took a long very long time, since data_archive.oaf is a very large file, 2G. But the output file is very large, about 5G. How could it happen? Is there something wrong with the packer?
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XRaptor
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Re: dungeon siege 3 *.oaf file

Post by XRaptor »

Make sure you have last version 1.2 of this tool. Then if there is problem in this version, let me know. I made many fixes to version 1.2 because of 32bit values overflow, so I hope all are fixed.
kaine9mm
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Re: dungeon siege 3 *.oaf file

Post by kaine9mm »

supercolin wrote:First extracted all the files from data_archive.oaf.
Then edit some files. Since I've added many new contents, the modified file became larger than before, i.e. 10k to 5M.
Finally, I use raptor's extract to pack all the files again.

It took a long very long time, since data_archive.oaf is a very large file, 2G. But the output file is very large, about 5G. How could it happen? Is there something wrong with the packer?
I would like to help but since I never used the repack I can't comment on that. Only bit of info I can give is that it isn't necessary to repack the files.
supercolin
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Re: dungeon siege 3 *.oaf file

Post by supercolin »

XRaptor wrote:Make sure you have last version 1.2 of this tool. Then if there is problem in this version, let me know. I made many fixes to version 1.2 because of 32bit values overflow, so I hope all are fixed.
Yes, I used the latest version 1.2. It works on the other files, but the largest one data_archive.oaf fails.
Anyway I'll try again on data_archive.oaf. It really takes a long time..
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Re: dungeon siege 3 *.oaf file

Post by XRaptor »

Are you using for "patch" action all extracted files, or modified only? (Just to let you know, there is no need to pack again all files). If there is any way how to send me files you have modified, I can test it on my side to find out where the problem is.
supercolin
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Re: dungeon siege 3 *.oaf file

Post by supercolin »

XRaptor wrote:Are you using for "patch" action all extracted files, or modified only? (Just to let you know, there is no need to pack again all files). If there is any way how to send me files you have modified, I can test it on my side to find out where the problem is.
This time I only "patch" the modified ones.
My steps:
1. select file to extract.
2. replace the files with the modified ones.
In order to change the font, I replaced localized_fonts.gfx and localized_fonts_stddef.gfx.
3. Use the extractor to patch and pack to the new data_archive.oaf.
The file size looks normal. But after run the game, it crashes after the "Obsidian" loading screen.

I'll check if it is caused by the modified files or the patching.
Arxel
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Re: dungeon siege 3 *.oaf file

Post by Arxel »

Hi guys, I would like to extract files from .std
I know there we have translator already done, but I wanted to learn myself something..

So far, I have something like this:

Code: Select all

get FILES long
get unk1 short
get NUMBEROFLINES short

for i = 0 < NUMBEROFLINES
get ID long
get unk3 long
get LENGTH long
get OFFSET long
get EMPTY long
Next i

ID - seems to be some kind of ID (used in XML files), 'cos it's increasing +1
I wonder if I could have XML file as output, something like this: <String ID="32090" Tag="ABILITY_UNAVAILABLE"/>

update: ok, unk1 long are:
unk1 short (always 00 14)
NUMBEROFLINES short
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