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Mass Effect Andromeda

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warrantyvoider, posted Sun Apr 23, 2017 1:59 pm (22574)


ok, here come alot changes!

UPDATE! :D

from now on, I will put all updates on github, so you dont have to browse this forum for the latest release

URL and Download: https://github.com/zeroKilo/MEAExplorerWV

first off, I changed the plugin interface yet again, but I hope thats pretty much it for now, if anyone already started making plugins, please let me know.

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here the current declaration: clix
whats new in interface towards plugin is:
Code:
bool addToMainMenu { get; } //determines if your plugin shows up in main menu for plugins
bool addToContextMenu { get; } //determines if your plugin shows up in context menu for objects
bool supportsAllResTypes { get; } //enable for all res types (including ebx)
List supportedResTypes { get; } //if not all are supported, define the supported here
void DoMain(); //called from main menu
void DoContextData(DataInfo info);//called from context menu, including selected object info
string RunModJob(byte[] payload); //this is changed! now returns a result string, like 'done with x replacements'


whats new from the host side:
Code:
void AddModJob(string pname, string desc, byte[] payload); // this is now implemented!


for the last one, I added "Mod Manager" to the main tool, the list of mod jobs is global, so if you added a job via plugin, you will find it here and can now save it. it also loads additional jobs, in case you want to combine them

Image

other changes:
-"Find SHA1 Locations" now uses the sha1 of a select object, if one is selected
-Texture Tool is gone, but the preview stays for now, instead someone should make a plugin to only browse textures, make preview there , handle editing and so on...

greetz WV
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OClear, posted Sun Apr 23, 2017 5:14 pm (22575)


Found an explanation:
Quote:
You use the offset to read the SB file (Same format as the TOC). The offset will be a bundle that has EBX/DBX/RES and CHUNK entries. Each of these (With the exception of DBX) will have a SHA1 value which is used to lookup the cas.cat to find out which CAS file to read the data from. I believe DBX files are debug EBX files that have been stripped, since the SHA1 does not point to a valid entry in the cas.cat.


So, basically DBX sha1s point to nothing. No wonder why I couldn't find anything.
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warrantyvoider, posted Sun Apr 23, 2017 5:17 pm (22576)


OClear wrote:
Found an explanation:
Quote:
You use the offset to read the SB file (Same format as the TOC). The offset will be a bundle that has EBX/DBX/RES and CHUNK entries. Each of these (With the exception of DBX) will have a SHA1 value which is used to lookup the cas.cat to find out which CAS file to read the data from. I believe DBX files are debug EBX files that have been stripped, since the SHA1 does not point to a valid entry in the cas.cat.


So, basically DBX sha1s point to nothing. No wonder why I couldn't find anything.

told ya :P
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mrjack900, posted Mon Apr 24, 2017 2:06 am (22592)


warrantyvoider wrote:
y3804 wrote:
AimSpams wrote:
There are any way to extract meshes?


yes, although .res files can't yet be filtered by type, you can


if anyone makes me little icons, I could simply add a different one for each type to the nodes. I could probably also make it so, that you see the type when you hover over it, and ofc I can show the restype in the status bar...

now you guys decide! does anyone make me icons and/or do you want text?^^

greetz WV


I can make icons if you tell me what you need.

How many square pixels?
Do you want them in the .ico format or another?
What do you need icons for? Textures, meshes and...?
Colour or monochrome?
Transparent or using a background colour?

So glad to hear you're working on this tool. Good luck and don't work too hard :)

J
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warrantyvoider, posted Mon Apr 24, 2017 6:49 am (22593)


mrjack900 wrote:
I can make icons if you tell me what you need.

How many square pixels?
Do you want them in the .ico format or another?
What do you need icons for? Textures, meshes and...?
Colour or monochrome?
Transparent or using a background colour?

So glad to hear you're working on this tool. Good luck and don't work too hard :)

J


warrantyvoider wrote:
katzsmile wrote:
warrantyvoider wrote:
well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes


i mean, can you list filetypes which you want icons for


dunno, talktable, textures, meshes, "EBX", should be the most wanted I guess ?! just as info, there maybe over 100 of classes, so pick the ones you would imagine to edit, even if theres not tool for it yet... this xentax post with pastebin links should give you an idea whats there
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mrjack900, posted Mon Apr 24, 2017 8:05 am (22595)


warrantyvoider wrote:
mrjack900 wrote:
I can make icons if you tell me what you need.

How many square pixels?
Do you want them in the .ico format or another?
What do you need icons for? Textures, meshes and...?
Colour or monochrome?
Transparent or using a background colour?

So glad to hear you're working on this tool. Good luck and don't work too hard :)

J


warrantyvoider wrote:
katzsmile wrote:

i mean, can you list filetypes which you want icons for


dunno, talktable, textures, meshes, "EBX", should be the most wanted I guess ?! just as info, there maybe over 100 of classes, so pick the ones you would imagine to edit, even if theres not tool for it yet... this xentax post with pastebin links should give you an idea whats there


Ah, I see you already have someone on it.
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axellslade, posted Mon Apr 24, 2017 10:21 am (22601)


The ModManager is trying to apply the mods to the default install folder, but I changed it. Even after loading the FS and pointing to the .exe where the game is installed doesn't change that.?
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warrantyvoider, posted Mon Apr 24, 2017 10:36 am (22602)


ah *SPAM*, I think I know my mistake: the mods contain absolute path, not relative ones, i was stupid, sorry^^ im at work now, but will fix this as soon as I get home

greetz
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watafuzz, posted Mon Apr 24, 2017 10:47 am (22603)


As of the last version, importing data into an ebx modify both the files in \Data and \Patch if there are patched files to modify, which seems to break everything, no matter what I do. Using a previous version only modify files in \Data which allow the mod to function as expected.
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watafuzz, posted Mon Apr 24, 2017 11:00 am (22604)


Or more likely, I'm just doing something horribly wrong.
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warrantyvoider, posted Mon Apr 24, 2017 11:04 am (22605)


im at work ppl, I cant do much here.

patches obviously have to be overriden, but what if your ebx is used in mutliple bundles? have you used the searchplugin? you need to make a mod for each, or I have to scan every single .sb file for the sha1 and its changes. I can do that, but it slows modding down ALOT (besides the wear on the hdd)

for the absolute path problem, well I cant change code I dont have here, but I can make a quick tool to fix the mods...

Image

Image

as I compress data, this tools decompresses the data and makes it export/import-able, where you can edit the paths. once I get home, I will rewrite the maintool and plugins, to generate relative ones (relative to the basefolder you load in FS)

greetz

Release.zip

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watafuzz, posted Mon Apr 24, 2017 11:33 am (22606)


Nevermind, I think I know what I got wrong.
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axellslade, posted Mon Apr 24, 2017 2:54 pm (22610)


warrantyvoider wrote:
for the absolute path problem, well I cant change code I dont have here, but I can make a quick tool to fix the mods...

as I compress data, this tools decompresses the data and makes it export/import-able, where you can edit the paths. once I get home, I will rewrite the maintool and plugins, to generate relative ones (relative to the basefolder you load in FS)


No hurry WV, that workaround worked for now. I'll download the fixed tool when you make the proper changes!

Cheers,
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warrantyvoider, posted Mon Apr 24, 2017 4:37 pm (22617)


am home, coded abit and now its on github. mods now use relative paths, plugin writers please notice! that also means anyone that had already made mods has to redo them, because I changed the "setDataBySha1" function, in that it now expects toc to be a relative path (you can get these from the getTOCFileLabels function) Im sorry, but I hope I dont have to change formats again, that should be it :D
Image

about patching, yes, it automatically "deactivates" any existing patch for a given sha1, if theres none, then there will be also nothing done about patches. but keep in mind that a sha1 might be used in different bundles, as you probably know the path (right click node, copy path) of the object, you can use the search plugin to find any other references with that and can make mods for those too. I havent "modded" alot in the game myself either and I have to work off your feedbacks, so thanks for that

greetz WV

PS: ofc now on github
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watafuzz, posted Mon Apr 24, 2017 5:30 pm (22620)


import seems to be buggy.

Edit: And it's already fixed lol, you're awesome
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redspike474, posted Mon Apr 24, 2017 7:45 pm (22623)


redspike474 wrote:
Loving the progress in this thread, Im wondering has anyone located the shader files?
also is it possible to edit the LUA files?
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y3804, posted Tue Apr 25, 2017 7:39 am (22636)


Unofficial ME:A modding discord

https://discord.gg/JPzBNGw

By Rick Gibbed and Ehamloptiran.

i will be there too to answer basic questions (I'm not a coder, but more of an experienced modder)! feel free to come take a look
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y3804, posted Tue Apr 25, 2017 7:45 am (22637)


redspike474 wrote:
redspike474 wrote:
Loving the progress in this thread, Im wondering has anyone located the shader files?
also is it possible to edit the LUA files?


LUA res can be exported, but I don't think this game uses much LUA scripts. as far as i can tell most of the calculations are done in ebx instead. as far as editing those files i have no idea. maybe the previous lua decompiler from DAI still works? :shrug:
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axellslade, posted Tue Apr 25, 2017 1:55 pm (22640)


Could anyone point me in the direction of the textures for the armors? I spend 3 hours searching yesterday and couldn't find.
Maybe because I had just came home from work and was tired, or I'm just dumb.
I'd bet the latter.
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warrantyvoider, posted Tue Apr 25, 2017 3:08 pm (22642)


go a few pages back and see how the texture preview worked (only on res objects in VFS), there was a tool to display info about the infos in res data, but its removed now and will be replace with a proper texture plugin

greetz
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warrantyvoider, posted Tue Apr 25, 2017 3:10 pm (22643)


ok, rick helped me fix a critical bug in my patching code, now the patched ebx should display correctly

Image

now on github

greetz
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watafuzz, posted Tue Apr 25, 2017 5:37 pm (22647)


That fixed whatever issue I had. Thanks a lot for your amazing work.
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slicernce, posted Tue Apr 25, 2017 10:22 pm (22648)


Does anyone know how to edit the .res textures? I've managed to export a bunch of .res.bin files but I have no idea how to edit these.
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warrantyvoider, posted Thu Apr 27, 2017 7:00 am (22670)


slicernce wrote:
Does anyone know how to edit the .res textures? I've managed to export a bunch of .res.bin files but I have no idea how to edit these.

as no one seems to answer you: res data includes a chunk id, this chunk is usually in the same bundle, so load the entire bundle. the res data tells you the size, format, mipcount and alot more things you need to make a dds header for the pixel data in the chunk. go a few pages back where I released a version that had a little tool called texture data preview, which auto loaded the texture pixel data and gave you info from res data, like format (around 100 that there are) and size. im working on a texture plugin anyway, so at best just wait, or google around for old frostbite extraction scripts and see how those worked

greetz WV
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