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Mass Effect Andromeda

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hqqttjiang, posted Sun May 07, 2017 10:48 am (22980)


is there a way to play as other NPC like play as their fater?
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warrantyvoider, posted Sun May 07, 2017 1:24 pm (22985)


I assume meshes are very wanted too, so I started making a mesh plugin, but then again, its mostly unknowns, and there is alot research left, so in the hopes that some coders out there wanna help making a good one, I release what I got sofar here. Its mostly the code from DAI, just edited a bit to load properly, still it doesnt work out of the box. I want to rewrite the mesh class entirely from scratch, but I want to use the old one to find its internal format out, first

this is experimental!

it doesnt even has 3d preview, but thats easy to do once the data is known. dunno any input here is very welcome, also why I make all the plugins open source

Image

greetz WV

PS: links for reference:
https://github.com/GreyDynamics/Frostbite3_Editor/blob/develop/src/tk/greydynamics/Resource/Frostbite3/MESH/MeshChunkLoader.java
https://github.com/zeroKilo/DAIToolsWV/blob/master/DAILibWV/Frostbite/Mesh.cs
http://daitools.freeforums.org/bf4-frostbite-3dsmax-import-scripts-t22.html

MeshPluginWV.rar

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OClear, posted Sun May 07, 2017 4:31 pm (22990)


Newbie question. If I just drag and drop PluginMeshesWV.dll into the plugins folder, how do I know it's loaded and working (if not by visual inspection of gui) ? Can the log file dump all the plugins that are currently loaded or failed to load?
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warrantyvoider, posted Sun May 07, 2017 4:59 pm (22992)


OClear wrote:
Newbie question. If I just drag and drop PluginMeshesWV.dll into the plugins folder, how do I know it's loaded and working (if not by visual inspection of gui) ? Can the log file dump all the plugins that are currently loaded or failed to load?


dunno if this plugin is anything for you then. yes, you just drop it in, maybe right click it to goto properties and unlock it (win10), and then it should show up in main menu

greetz
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warrantyvoider, posted Sun May 07, 2017 6:53 pm (23000)


new infos about the mesh structure, from what I got from ida:

I attached an example mesh and what I currently know about the structure of it:
Code:
//Start @0x0
DC 11 56 BF 4A CB 01 BC D8 32 39 BE 00 00 00 00 //min bbox
DA 11 56 3F C6 0A D7 3F 3D 65 27 3E 00 00 00 00 //max bbox
90 00 00 00 00 00 00 00          //offsetLod0
40 01 00 00 00 00 00 00          //offsetLod1
F0 01 00 00 00 00 00 00          //offsetLod2
A0 02 00 00 00 00 00 00          //offsetLod3
50 03 00 00 00 00 00 00          //offsetLod4
00 00 00 00 00 00 00 00          //unused offset
00 00 00 00 00 00 00 00          //unused offset
5A 0D 00 00 00 00 00 00          //MeshPath String Offset
8F 0D 00 00 00 00 00 00          //MeshName String Offset
F2 07 92 81                //Name Hash
01 00 00 00                //Mesh Type
01 FE 1E 80                //Flags
1F 00 00 00                //unknown
05 00                  //Lod Count
05 00                   //Section Count
FB 00 08 00                 //Flags
D0 13 00 00 00 00 00 00          //unknown
E0 13 00 00 00 00 00 00          //unknown

//Lod0 @0x90
01 00 00 00               //MeshType
FF FF 00 00                //unknown
01 00 00 00                //Section Count
00 04 00 00 00 00 00 00            //Section Offset
01 00 00 00                //unknown
B0 0D 00 00 00 00 00 00  00 00 00 00       //unknown
B1 0D 00 00 00 00 00 00  00 00 00 00       //unknown
B1 0D 00 00 00 00 00 00  01 00 00 00       //unknown
B1 0D 00 00 00 00 00 00  01 00 00 00       //unknown
B2 0D 00 00 00 00 00 00          //unknown
40 00 00 00                //unknown
21 00 00 00                //Vertex Count ?
94 BD 02 00                //unknown
B0 EB 0D 00                //unknown
73 29 58 1F 06 EB C5 6F E8 69 AF 8F E6 E2 4A 99 //LOD chunk id
FF FF FF FF                //unknown
35 0B 00 00 00 00 00 00          //shaderDebugName
3A 0B 00 00 00 00 00 00          //name
6F 0B 00 00 00 00 00 00          //shortName
3A 58 CA D9               //Name Hash
00 00 00 00 00 00 00 00            //unknown
4D 00 00 00                //Index Count ?
C0 0D 00 00 00 00 00 00            //Index Buffer Offset ?
00 00 00 00                //unknown
00 00 00 00                //unknown
00 00 00 00                //unknown

//Section 0 @0X400
00 00 00 00 00 00 00 00          //unknown
20 0B 00 00 00 00 00 00            //material name
00 00 00 00                //unknown
00 00 00 00                //unknown
EE 74 00 00 00 00 00 00          //unknown
00 00 00 00                //unknown
A3 3F 00 00                //unknown
38 03 06 4D                //unknown
10 08 00 00                //unknown
00 00 00 00                //unknown offset
01 03 00 00                //unknown offset
08 08 0C 00                //unknown offset
02 0C 14 00                //unknown offset
03 0C 18 00                //unknown offset
04 0D 1C 00                //unknown offset
05 0D 20 00                //unknown offset
06 08 24 00                //unknown offset
07 08 2C 00                //unknown offset
21 06 34 00                //unknown offset
00 00 FF 00                //unknown
00 00 FF 00                //unknown
00 00 FF 00                 //unknown
00 00 FF 00                 //unknown
00 00 FF 00                 //unknown
00 00 FF 00                 //unknown
00 00 FF 00                 //unknown
38 00 00 00 00 00 00 00           //unknown
00 00 00 00 00 00 00 00           //unknown
09 01 00 00                 //unknown
9C A3 3F 3F                 //some float?
00 00 80 3F                 //some float?
00 00 80 3F                 //some float?
00 00 80 3F                 //some float?
00 00 80 3F                 //some float?
00 00 80 3F                 //some float?
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                 //unknown
00 00 00 00                //unknown

//Lod2 @0x140
01 00 00 00
FF FF 00 00
01 00 00 00
D0 04 00 00 00 00 00 00
01 00 00 00
B3 0D 00 00 00 00 00 00 00 00 00 00
B4 0D 00 00 00 00 00 00 00 00 00 00
B4 0D 00 00 00 00 00 00 01 00 00 00
B4 0D 00 00 00 00 00 00 01 00 00 00
B5 0D 00 00 00 00 00 00
40 00 00 00
21 00 00 00
90 BC 01 00
30 03 09 00
C2 9D DF D2 37 96 E1 6F 59 1F A3 4B 9D CA 92 79
FF FF FF FF
A7 0B 00 00 00 00 00 00
AC 0B 00 00 00 00 00 00
E1 0B 00 00 00 00 00 00
3B 58 CA D9
00 00 00 00 00 00 00 00
4D 00 00 00
F4 0E 00 00 00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00

...


and what ida says towards it (outdated, as its bf3)

Code:
enum fb::PrimitiveType (standard)
   PrimitiveType_PointList  = 0
   PrimitiveType_LineList  = 1
   PrimitiveType_LineStrip  = 2
   PrimitiveType_TriangleList  = 3
   PrimitiveType_TriangleStrip  = 5
   PrimitiveType_QuadList  = 7
   PrimitiveType_XenonRectList  = 8

enum fb::MeshType (standard)
   MeshType_Rigid   = 0
   MeshType_Skinned  = 1
   MeshType_Composite  = 2

//header
00000000 fb::MeshSetLayout struc ; (sizeof=0x70, align=0x10)
00000000 meshType        fb::SmallEnum ?
00000004 flags           dd ?
00000008 lodCount        dd ?
0000000C totalSubsetCount dd ?
00000010 boundingBox     fb::AxisAlignedBox ?
00000030 lods            fb::RelocPtr 5 dup(?)
00000058 name            fb::RelocPtr ?
00000060 shortName       fb::RelocPtr ?
00000068 nameHash        dd ?
0000006C                 db ? ; undefined
0000006D                 db ? ; undefined
0000006E                 db ? ; undefined
0000006F                 db ? ; undefined
00000070 fb::MeshSetLayout ends

//LOD
00000000 fb::MeshLayout  struc ; (sizeof=0xB0, align=0x4)
00000000 m_type          fb::SmallEnum ?
00000004 m_subsetCount   dd ?
00000008 m_subsets       fb::RelocPtr ?
00000010 m_categorySubsetIndices fb::RelocArray 4 dup(?)
00000040 m_flags         dd ?
00000044 m_indexBufferFormat fb::SmallEnum ?
00000048 m_indexDataSize dd ?
0000004C m_vertexDataSize dd ?
00000050 m_edgePartitionBufferSize dd ?
00000054 m_dataChunkId   fb::Guid ?
00000064 m_auxVertexIndexDataOffset dd ?
00000068 m_embeddedEdgeData fb::RelocPtr ?
00000070 m_shaderDebugName fb::RelocPtr ?
00000078 m_name          fb::RelocPtr ?
00000080 m_shortName     fb::RelocPtr ?
00000088 m_nameHash      dd ?
0000008C m_data          fb::RelocPtr ?
00000094 ___u17          $59EC9C292D27C1C2CABAE2FE0E580781 ?
00000098 ___u18          $8537C5BD73CC781BDD27D0E38C757383 ?
000000A0 ___u19          $6EBF6BDA98DDA9CF947E3336E37AC4EC ?
000000A8 m_subsetPartIndices fb::RelocPtr > > ?
000000B0 fb::MeshLayout  ends

//Section
00000000 fb::MeshSubset  struc ; (sizeof=0x94, align=0x4)
00000000 geometryDeclarations fb::RelocPtr ?
00000008 materialName    fb::RelocPtr ?
00000010 materialIndex   dd ?
00000014 primitiveCount  dd ?
00000018 startIndex      dd ?
0000001C vertexOffset    dd ?
00000020 vertexCount     dd ?
00000024 vertexStride    db ?
00000025 primitiveType   fb::SmallEnum ?
00000026 bonesPerVertex  db ?
00000027 boneCount       db ?
00000028 boneIndices     fb::RelocPtr ?
00000030 geometryDeclarationDesc fb::GeometryDeclarationDesc ?
0000007C texCoordRatios  dd 6 dup(?)
00000094 fb::MeshSubset  ends


so anyone who can help eliminating the "unknown", please let me know

greetz WV
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OClear, posted Mon May 08, 2017 1:19 am (23008)


If you're creating a mesh export plugin, then I have one request. Could you make it so the highest detail LOD (LOD 0) is always exported? Because in the your example file above, that isn't the LOD zero chunk. And I used some of the DAI tools too, and noticed it never exported the highest detail LOD. It usually picked the lowest detail LOD (3 or 4). Thanks.
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warrantyvoider, posted Mon May 08, 2017 3:15 am (23010)


OClear wrote:
If you're creating a mesh export plugin, then I have one request. Could you make it so the highest detail LOD (LOD 0) is always exported? Because in the your example file above, that isn't the LOD zero chunk. And I used some of the DAI tools too, and noticed it never exported the highest detail LOD. It usually picked the lowest detail LOD (3 or 4). Thanks.

First off, its not my fault the upper lods dont exist, again, cooking! Then you dont help at all but request stuff all the time, cant you wait until one exists? Or help, or shut up? ...
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warrantyvoider, posted Mon May 08, 2017 12:14 pm (23015)


ok, combining the previous infos from ida and with help from kiwidog, I concluded following sofar, only missing are the sub section definitions:

Code:
Header:
Bounding Box Min : ( -0,83621 -0,007922003 -0,180858 0 )
Bounding Box Max : ( 0,8362099 1,680016 0,1634721 0 )
LOD Pointers     : 0x90 0x140 0x1F0 0x2A0 0x350 0x0 0x0
Name             : game/characters/human/hmm/0_armors/hmm_arm_a/skinned/hmm_arm_hvya_und_skinned_mesh
Short Name       : hmm_arm_hvya_und_skinned_mesh
Name Hash        : 0x819207F2
Mesh Type        : MeshType_Skinned
Unknown01        : 0x801EFE01
Flags            : 0x0000001F
LOD Count        : 5
Section Count    : 5
Unknown02        : 0x00FB
Unknown03        : 0x00FB
Unknown04        : 0x00000000000000FB
Unknown05        : 0x00000000000000FB
 
LOD0:
-Mesh Type            : MeshType_Skinned
-Max Instance Count   : 65535
-Section Pointer      : (1 items @0x400)
...

full output

also attached my testcode for this

greetz WV

FBMeshInfo.zip

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lyutor1945, posted Mon May 08, 2017 2:03 pm (23021)


warrantyvoider wrote:
ok, combining the previous infos from ida and with help from kiwidog, I concluded following sofar, only missing are the sub section definitions:

Code:
Header:
Bounding Box Min : ( -0,83621 -0,007922003 -0,180858 0 )
Bounding Box Max : ( 0,8362099 1,680016 0,1634721 0 )
LOD Pointers     : 0x90 0x140 0x1F0 0x2A0 0x350 0x0 0x0
Name             : game/characters/human/hmm/0_armors/hmm_arm_a/skinned/hmm_arm_hvya_und_skinned_mesh
Short Name       : hmm_arm_hvya_und_skinned_mesh
Name Hash        : 0x819207F2
Mesh Type        : MeshType_Skinned
Unknown01        : 0x801EFE01
Flags            : 0x0000001F
LOD Count        : 5
Section Count    : 5
Unknown02        : 0x00FB
Unknown03        : 0x00FB
Unknown04        : 0x00000000000000FB
Unknown05        : 0x00000000000000FB
 
LOD0:
-Mesh Type            : MeshType_Skinned
-Max Instance Count   : 65535
-Section Pointer      : (1 items @0x400)
...

full output

also attached my testcode for this

greetz WV


Oh, great!!! The turn to meshes. Thanks that you are doing this hard work:)
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warrantyvoider, posted Mon May 08, 2017 2:49 pm (23023)


lyutor1945 wrote:
Oh, great!!! The turn to meshes. Thanks that you are doing this hard work:)


Dunno if you know, but this is motivating, thanks
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OClear, posted Mon May 08, 2017 9:07 pm (23030)


warrantyvoider wrote:
Or help, or shut up? ...


I'm offering helpful suggestions to improve your tool. whatever. :|
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warrantyvoider, posted Tue May 09, 2017 3:19 am (23037)


OClear wrote:
warrantyvoider wrote:
Or help, or shut up? ...


I'm offering helpful suggestions to improve your tool. whatever. :|

And you determine what is helpful on this research? Great, improvements for tools that dont even exist yet? This is the exact shit that stops any research, demands before anyone can even know if its possible. If you dont know how to re, yeah, pls leave and let it be. Dunno if you noticed, but in this is thread are ppl that do research and collect information for research, not make-a-wish foundation and collections for demands. Wheres your code? Your messing with files? Your testing of my tools? Your search for frostbite information? Your debugging results and obfuscation/encryption research? wheres your help with the texture formats? or creating dds? or talktables? or animations? or sounds? or finding structures? etc, etc, etc
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AnonBaiter, posted Tue May 09, 2017 2:36 pm (23047)


Beware not to turn off anyone that uses your tool.
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warrantyvoider, posted Tue May 09, 2017 4:26 pm (23049)


AnonBaiter wrote:
Beware not to turn off anyone that uses your tool.

because? I mean you are right, I could not release anything at all too. I dont think you understand how less I care
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GOTBLZ, posted Tue May 09, 2017 4:31 pm (23050)


Hey WV,

With the texture tool, there seems to be a problem with how it imports from DDS', for example I am trying to edit "Game/Characters/Human/HMM/0_Heads/HMM_Head_Vik/PCA/textures/diffuse_mean.res" or maybe it'd do the same with any other face diffuse, the problem is that when I edit it, and re-import it, or even just export, and re-import the same face, when in-game it works fine and looks good, for about 1-2 minutes, then becomes totally distorted as though the DDS format has changed completely... (Like not even remotely like a face texture, more like i've imported it as a BC1_UNORM or something)

Is there some thing i've missed? I've been at this a while, and read everything here, and can't seem to find a work around.

Thanks

*If you test this yourself, you may need to run around for a little, but it shouldn't take long to appear*
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GOTBLZ, posted Tue May 09, 2017 5:42 pm (23054)


Really? What could I be doing wrong then... Like the data looks the same when I re-import it but I cannot get rid of the odd coloured face unless I restore from a backup, some face textures I have noticed are BC3_UNORM at 86kb, while others are BC1_UNORM at 43kb, so maybe I will try a BC1_UNORM one, so I wonder whats up. I don't think it matters if you have anyone with you or not, I tested it on Eos, but in saying that, maybe I will try testing it somewhere else.

Thanks for looking into it, I will try some other things and see, I am playing with a custom character which is preset 6, (knowing my luck, it'd be just the right combination that gives this problem lol)

*Edited:* Thats the exact same looking face as I get, well obviously mine is a little different, but yeah... I wonder what causes it
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OClear, posted Tue May 09, 2017 6:04 pm (23055)


warrantyvoider wrote:
And you determine what is helpful on this research? Great, improvements for tools that dont even exist yet? This is the exact shit that stops any research, demands before anyone can even know if its possible. If you dont know how to re, yeah, pls leave and let it be. Dunno if you noticed, but in this is thread are ppl that do research and collect information for research, not make-a-wish foundation and collections for demands. Wheres your code? Your messing with files? Your testing of my tools? Your search for frostbite information? Your debugging results and obfuscation/encryption research? wheres your help with the texture formats? or creating dds? or talktables? or animations? or sounds? or finding structures? etc, etc, etc


Have a snickers bar dude, and try not to eat the hand that feeds you. See ya.
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GOTBLZ, posted Tue May 09, 2017 6:27 pm (23057)


OClear wrote:
warrantyvoider wrote:
And you determine what is helpful on this research? Great, improvements for tools that dont even exist yet? This is the exact shit that stops any research, demands before anyone can even know if its possible. If you dont know how to re, yeah, pls leave and let it be. Dunno if you noticed, but in this is thread are ppl that do research and collect information for research, not make-a-wish foundation and collections for demands. Wheres your code? Your messing with files? Your testing of my tools? Your search for frostbite information? Your debugging results and obfuscation/encryption research? wheres your help with the texture formats? or creating dds? or talktables? or animations? or sounds? or finding structures? etc, etc, etc


Have a snickers bar dude, and try not to eat the hand that feeds you. See ya.



I believe you were looking for "bite the hand that feeds you"? You weren't offering suggestions, you were requesting something that you already have, WV's tool already exports the highest quality LOD, the LOD you think exists, doesn't. What ever texture size that is exported, is the highest LOD there is, because if every texture was the highest LOD that you think is there, the game would be like 400 GB... When they "release" a game, it gets cooked, and an automated process happens to reduce the size of all textures.
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y3804, posted Tue May 09, 2017 7:31 pm (23058)


OClear wrote:
warrantyvoider wrote:
And you determine what is helpful on this research? Great, improvements for tools that dont even exist yet? This is the exact shit that stops any research, demands before anyone can even know if its possible. If you dont know how to re, yeah, pls leave and let it be. Dunno if you noticed, but in this is thread are ppl that do research and collect information for research, not make-a-wish foundation and collections for demands. Wheres your code? Your messing with files? Your testing of my tools? Your search for frostbite information? Your debugging results and obfuscation/encryption research? wheres your help with the texture formats? or creating dds? or talktables? or animations? or sounds? or finding structures? etc, etc, etc


Have a snickers bar dude, and try not to eat the hand that feeds you. See ya.


the *SPAM* are you talking about
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warrantyvoider, posted Tue May 09, 2017 7:58 pm (23059)


GOTBLZ wrote:
Really? What could I be doing wrong then... Like the data looks the same when I re-import it but I cannot get rid of the odd coloured face unless I restore from a backup, some face textures I have noticed are BC3_UNORM at 86kb, while others are BC1_UNORM at 43kb, so maybe I will try a BC1_UNORM one, so I wonder whats up. I don't think it matters if you have anyone with you or not, I tested it on Eos, but in saying that, maybe I will try testing it somewhere else.

Thanks for looking into it, I will try some other things and see, I am playing with a custom character which is preset 6, (knowing my luck, it'd be just the right combination that gives this problem lol)

*Edited:* Thats the exact same looking face as I get, well obviously mine is a little different, but yeah... I wonder what causes it


well after some testing, its definitly not a format problem, because I was able to import a texture with big letters on the face, it showed up for like 2 seconds, before converting to that effect. this also happens with the byte exact original data. I really dont know.

in any case, I added more debug output to the log, so you can see what happens on import, it will look like this:

https://pastebin.com/7Hm3am4A

now on github

greetz

PS: I know, I need to reduce .sb patching to one time, but I run out of time here and need sleep, maybe next time...
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AnonBaiter, posted Tue May 09, 2017 8:36 pm (23060)


warrantyvoider wrote:
AnonBaiter wrote:
Beware not to turn off anyone that uses your tool.

because? I mean you are right, I could not release anything at all too. I dont think you understand how less I care
In your defense though OClear's request was too much. Perhaps I should've thought about that request before jumping into the discussion for no reason.
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GOTBLZ, posted Tue May 09, 2017 9:03 pm (23061)


You're not the only one, I should've got some rest ages ago, but when something gets in my head, there ain't much I can do... haha.

Just thinking, from a quick guess, i'm guessing MEAExplorer creates\adds the modified file to a container file be that cas_99.cas, and then creates a link to the modified file?

Would it be possible to try modifying the original data? (Like editing the container that actually contains the data) and see if that has any effect? I'm not meaning that has to be released to the public, but more so just to see if that changes the result?

Maybe MEA doesn't like loading textures/or certain textures from containers other than what it knows...

(Only ideas)

Also thanks for taking the time to look into these things, I know you don't have to, and as much as it only seems like people are not happy with your tools and just want more, there are quite a few who appreciate your work. Some people find it easier to demand than to thank... I don't think people would get the same response if they actually thanked you for the ability to do what they can, before they asked if the things they want to request are even possible.
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envoy23, posted Tue May 09, 2017 10:18 pm (23064)


not here to make a wish :D , just a question what do you guys use to open/edit .dds files from the game ?, have tried but nothing will open or change its format so it can be opened
and why do sites not allow .dds file uploads ?
great work WV
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OClear, posted Tue May 09, 2017 11:03 pm (23066)


GOTBLZ wrote:
WV's tool already exports the highest quality LOD, the LOD you think exists, doesn't. What ever texture size that is exported, is the highest LOD there is, because if every texture was the highest LOD that you think is there, the game would be like 400 GB... When they "release" a game, it gets cooked, and an automated process happens to reduce the size of all textures.


I believe in statistics. Prove that LOD 0 doesn't exist.

Write a plugin that scans all meshes, and keep a tally of whether a LOD exists or not. Print the results for all 5 LODs.
percentage of meshes with LOD 0 found
percentage of meshes with LOD 1 found
percentage of meshes with LOD 2 found
percentage of meshes with LOD 3 found
percentage of meshes with LOD 4 found
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