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Mass Effect Andromeda

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mattiaperry95, posted Thu Apr 27, 2017 8:55 am (22673)


hi, sorry for bother u but i have an error when i click on 'run all':

Running Job 'Replacement by SHA1' with Plugin 'SHA1 Export / Import' ...
ERROR: Accessing the path ' D : \ Program Files (x86) \ Mass Effect Andromeda \ Data \ Win32 \ streaminginstall \ levelprereqinstallpackage \ cas.cat' is denied.

i cheked the box in properties to unlock and run it in admin mode, but nothing. same problem everytime
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warrantyvoider, posted Thu Apr 27, 2017 8:56 am (22674)


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

PPS: proof im not sitting around on my ass, also visual explanation of above text:

Image
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warrantyvoider, posted Thu Apr 27, 2017 9:00 am (22675)


mattiaperry95 wrote:
hi, sorry for bother u but i have an error when i click on 'run all':

Running Job 'Replacement by SHA1' with Plugin 'SHA1 Export / Import' ...
ERROR: Accessing the path ' D : \ Program Files (x86) \ Mass Effect Andromeda \ Data \ Win32 \ streaminginstall \ levelprereqinstallpackage \ cas.cat' is denied.

i cheked the box in properties to unlock and run it in admin mode, but nothing. same problem everytime


does this path even exist?
are the game files write protected?
do you have the game running while attempting this?
what mod is this, wheres it from?
does any other program access those file?

i mean it clearly states it can not access those files, and afaik no one else has these problems, I definitly dont, so cant recreate your error and therefor not fix it

greetz
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VladlenCry, posted Thu Apr 27, 2017 1:31 pm (22676)


Hello. Can you add a function, with the ability to extract all the chunks from the directory VFS->CHUNKS? Extract one file when there is a lot, very long.
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warrantyvoider, posted Thu Apr 27, 2017 1:52 pm (22677)


no thanks, thats a task for a plugin, also why would you even want that? you can browse them already. if you need dumping functions (btw not only just chunks, but I already got asked to dump all textures, all meshes, all ebx, all whatever) thats what the plugin interface is for. just look at the example code

greetz
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VladlenCry, posted Thu Apr 27, 2017 2:01 pm (22678)


warrantyvoider wrote:
no thanks, thats a task for a plugin, also why would you even want that? you can browse them already. if you need dumping functions (btw not only just chunks, but I already got asked to dump all textures, all meshes, all ebx, all whatever) thats what the plugin interface is for. just look at the example code
greetz

Earlier wrote that my interest is exclusive in music, I do not care about textures and models. And the music is in these chunks. With the help of your program I can find out to which EBX the chunk belongs.
Thank you for opportunity extratct and view in game files.
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warrantyvoider, posted Thu Apr 27, 2017 5:24 pm (22680)


why can I never really say no?

Image
Image
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now on github

greetz WV
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warrantyvoider, posted Thu Apr 27, 2017 6:51 pm (22682)


ok, for all of you who cant wait, I uploaded my first version of a texture plugin, I think from the previous screenshot with text, it should be clear in what order you do things to see a texture :D obviously this is far from complete, I only implemented 2 formats (of the maybe 100 ?) sofar, that means only a few textures will work with preview, but it shows you the raw res and pixeldata that you can export. if anyone has example code to make dds header for the other formats, let me know

Image

now on github

greetz WV

PS: also fixed a small bug with dumping vfs, in case it doesnt find the data for a loaded item, where it would crash, now it skips the item
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axellslade, posted Thu Apr 27, 2017 11:54 pm (22683)


warrantyvoider wrote:
why can I never really say no?

[snip]

now on github

greetz WV


I can hear a certain russian pirate rejoicing from here, a continent away.
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vortena, posted Fri Apr 28, 2017 12:07 am (22684)


would someone mind putting up the face textures somewhere?
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katzsmile, posted Fri Apr 28, 2017 12:25 pm (22689)


axellslade wrote:
I can hear a certain russian pirate rejoicing from here, a continent away.


pirate? why? it there anything related to pirating stuff? harr! i didnt see any ships around here
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AnonBaiter, posted Fri Apr 28, 2017 12:44 pm (22690)


Maaaan... all this pirate talk and it makes me want to crack the latest patch of the game already.

If I had one.
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axellslade, posted Fri Apr 28, 2017 1:31 pm (22691)


katzsmile wrote:
axellslade wrote:
I can hear a certain russian pirate rejoicing from here, a continent away.


pirate? why? it there anything related to pirating stuff? harr! i didnt see any ships around here


I was actually talking about VladlenCry, who had something about russian pirates in his signature. :P
He was the one who asked for a feature and WV promptly added it.
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warrantyvoider, posted Sat Apr 29, 2017 3:31 pm (22724)


I contacted him since his first post but he never responded, the library he wrapped is available, but no idea how that should tell me what frostbite format id belongs to what dds format or how to make a proper header for it
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warrantyvoider, posted Sat Apr 29, 2017 5:30 pm (22726)


I commited a few changes, but still no idea about the textures. I guess I will simply move on and skip textures

Changes:
-better memory management on dumping
-on start the program now ask for .exe location automatically
-added search bar to texture plugin

now on github

greetz
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axellslade, posted Sun Apr 30, 2017 2:48 am (22735)


warrantyvoider wrote:
-on start the program now ask for .exe location automatically

greetz


Yay!
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OClear, posted Sun Apr 30, 2017 5:10 am (22737)


warrantyvoider wrote:
I contacted him since his first post but he never responded, the library he wrapped is available, but no idea how that should tell me what frostbite format id belongs to what dds format or how to make a proper header for it


I like this list:
https://raw.githubusercontent.com/gibbe ... eFormat.cs

Formats 1-67 are all DX10 formats. Just construct a DX10 format header.
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warrantyvoider, posted Sun Apr 30, 2017 1:56 pm (22748)


aaaare you shitting me?! the list was inside the exe all along! *big facepalm* and thanks to rick for the pointer...
Image

greetz WV
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warrantyvoider, posted Mon May 01, 2017 4:05 pm (22779)


Hairless_Wookiee wrote:
Didn't Rick post that info a couple of weeks back?

viewtopic.php?f=9&t=3971&p=22134#p22125

well then no one saw it, including me, because there are many format lists out there...


anyway, as im continue to research dds I had a simple idea: why not create a dds in the (now known) target format and size, and replace the pixel data? that lead me to the idea to make a GUI frontend for texconv, as it already supports many many formats and can read and write them, so heres my new tool :D hopefully it will help me to make correct headers for export

Image
Image
Image

Somehow you can not use quotes in the output folder name, so you can not use folders with spaces in the path!

now on github: https://github.com/zeroKilo/DDSCreatorWV

greetz WV
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AnonBaiter, posted Mon May 01, 2017 4:19 pm (22780)


Well, I've never thought of this before but...

Do you plan on implementing an header generator for your "DDS" tool? I say this because I have a lot of headerless files lying around, and I don't kow the resolution of them. For that end, I could experiment on trying to figure out exactly the correct image of these headerless DDS files.
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