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Mass Effect Andromeda

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warrantyvoider, posted Mon May 15, 2017 6:45 pm (23249)


changes:
-added looking for high res meshes
-added context menu to all trees in texture/mesh plugin
-added button "collapse all" to all trees in texture/mesh plugin
-LOD 0 is now default preview

Image

thanks again to spiney

now on github

greetz WV
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Snowpiercer, posted Mon May 15, 2017 7:21 pm (23253)


warrantyvoider wrote:
changes:
-added looking for high res meshes
-added context menu to all trees in texture/mesh plugin
-added button "collapse all" to all trees in texture/mesh plugin
-LOD 0 is now default preview

thanks again to spiney

now on github

greetz WV


Great stuff WV.

I tried ripping some meshes after the game out and found that they were deformed, after exporting the same meshes I can see they're exactly the same. Not sure why they would be like this but it's unfortunate.

For example: female Angara (face is squashed if you can't tell):

ripped (Ninja Ripper) on one side, exported on the other
Image

profile:
Image

Just wanted to share.

Edit:
data paths:
ROOT/win32/game/levels/hubs/hub_aya/hub_aya_level2
ROOT/game/characters/angara/0_heads/agm_agf_head_base01/agm_agf_head_base01_model_mesh

Here's one that's completely *SPAM* up:

Image

ROOT/win32/game/ui/paperdolls/bundles/bb_paperdoll_vetra
ROOT/game/characters/turian/tuf/0_heads/tuf_head_base01/sam_tuf_head_vetra_skinned_mesh

From what I've seen it looks like it only effects the head meshes.
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warrantyvoider, posted Mon May 15, 2017 8:02 pm (23255)


Dunno if you forgot to include an image, but i cant see anything. Anyway if anything, i need bundle and res path. Thats why i added the context menu to the trees.

Greetz wv
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OClear, posted Mon May 15, 2017 10:00 pm (23259)


GOTBLZ wrote:
I don't know how else to explain it to you. Ok tell me, when you re-imported a texture into DAI, and went in-game, did the texture you edit show up only when you were far away from the object with the texture? Because if the LOD 0 existed it would take priority over the lower LOD that you edited. Just by roughly calculating the textures of the male customized faces, if all LOD0 textures existed there would be 500MB just in 10 items, that is not counting the females custom faces, or their hair, or the armor models etc etc etc...


Here's an idea to find out if games like DAI are truly cooked or not. Use a process of elimination to find hidden data. All the game data is stored in the cas/cat files by SHA1, right? So, process all the sb files, and make a note of whether a certain chunk is being used. Then count them all up. If all the game data is being used, then every single chunk will be in use. If not, then there's hidden data.
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warrantyvoider, posted Tue May 16, 2017 3:22 am (23266)


Are you still here?! Do you have more great ideas others already had? What do you think the search plugin is for? Man you are so smart, you should write the tools. In fact, its open source, make a plugin yourself after all your demands, maybe it even works at the end
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Renmiri, posted Tue May 16, 2017 3:47 am (23267)


OClear wrote:
Here's an idea to find out if games like DAI are truly cooked or not. Use a process of elimination to find hidden data. All the game data is stored in the cas/cat files by SHA1, right? So, process all the sb files, and make a note of whether a certain chunk is being used. Then count them all up. If all the game data is being used, then every single chunk will be in use. If not, then there's hidden data.


We know for a fact DAI is cooked, if you had bothered to read the DAI forum you would see it there. And see the months, even years of research put on it..

Why don't you start doing some research or coding yourself instead of wanting others to do it for you ?
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OClear, posted Tue May 16, 2017 5:10 am (23269)


warrantyvoider wrote:
Are you still here?! Do you have more great ideas others already had? What do you think the search plugin is for? Man you are so smart, you should write the tools. In fact, its open source, make a plugin yourself after all your demands, maybe it even works at the end


I wasn't replying to you, so bud out. And I haven't given up on the game, just you.
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warrantyvoider, posted Tue May 16, 2017 5:16 am (23270)


Snowpiercer wrote:
warrantyvoider wrote:
changes:
-added looking for high res meshes
-added context menu to all trees in texture/mesh plugin
-added button "collapse all" to all trees in texture/mesh plugin
-LOD 0 is now default preview

thanks again to spiney

now on github

greetz WV


Great stuff WV.

I tried ripping some meshes after the game out and found that they were deformed, after exporting the same meshes I can see they're exactly the same. Not sure why they would be like this but it's unfortunate.

For example: female Angara (face is squashed if you can't tell):

ripped (Ninja Ripper) on one side, exported on the

Just wanted to share.

Edit:
data paths:
ROOT/win32/game/levels/hubs/hub_aya/hub_aya_level2
ROOT/game/characters/angara/0_heads/agm_agf_head_base01/agm_agf_head_base01_model_mesh

Here's one that's completely *SPAM* up:


ROOT/win32/game/ui/paperdolls/bundles/bb_paperdoll_vetra
ROOT/game/characters/turian/tuf/0_heads/tuf_head_base01/sam_tuf_head_vetra_skinned_mesh

From what I've seen it looks like it only effects the head meshes.


I can verify this, I think the problem here is that this is a skinned mesh and i havent found the bone data to apply yet. Also obj cant hold bone information, so I have to add export as psk at some point anyway. As far as ive seen tho this is the true mesh data (unless spiney sees another bug :p) that gets exported.

Greetz wv
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GOTBLZ, posted Tue May 16, 2017 10:05 am (23276)


OClear wrote:
Here's an idea to find out if games like DAI are truly cooked or not. Use a process of elimination to find hidden data. All the game data is stored in the cas/cat files by SHA1, right? So, process all the sb files, and make a note of whether a certain chunk is being used. Then count them all up. If all the game data is being used, then every single chunk will be in use. If not, then there's hidden data.


Ok here's an idea, if you really want to find answers to your questions, get off your arse, and learn to code software, and then write a plugin to find out if you should be making demands before know what can be done and what can't... If you aren't willing to do that, then we're not willing to waste time looking for something there is no point in looking for.
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spinal, posted Tue May 16, 2017 11:39 am (23279)


warrantyvoider wrote:
Snowpiercer wrote:
warrantyvoider wrote:
changes:
-added looking for high res meshes
-added context menu to all trees in texture/mesh plugin
-added button "collapse all" to all trees in texture/mesh plugin
-LOD 0 is now default preview

thanks again to spiney

now on github

greetz WV


Great stuff WV.

I tried ripping some meshes after the game out and found that they were deformed, after exporting the same meshes I can see they're exactly the same. Not sure why they would be like this but it's unfortunate.

For example: female Angara (face is squashed if you can't tell):

ripped (Ninja Ripper) on one side, exported on the

Just wanted to share.

Edit:
data paths:
ROOT/win32/game/levels/hubs/hub_aya/hub_aya_level2
ROOT/game/characters/angara/0_heads/agm_agf_head_base01/agm_agf_head_base01_model_mesh

Here's one that's completely *SPAM* up:


ROOT/win32/game/ui/paperdolls/bundles/bb_paperdoll_vetra
ROOT/game/characters/turian/tuf/0_heads/tuf_head_base01/sam_tuf_head_vetra_skinned_mesh

From what I've seen it looks like it only effects the head meshes.


I can verify this, I think the problem here is that this is a skinned mesh and i havent found the bone data to apply yet. Also obj cant hold bone information, so I have to add export as psk at some point anyway. As far as ive seen tho this is the true mesh data (unless spiney sees another bug :p) that gets exported.

Greetz wv


Hi there,

Noticed that also when doing my tests. Humans head and bodies look mostly good whereas aliens heads are all weird. No clue
why though... Another weird thing I noticed with aliens heads: in blender when running the 'remove doubles' command, there are hundreds or even thousands of vertices removed, unlike what happens for humans...
I guess we should wait for the export with the bones to see if this fixes this mess or not, before looking deeper into the mesh export.

Speaking of which, I've made some progress with psk export but blender seems to remove some bones when importing the skeleton which results in more weirdness...

I'll try to post more info about bones when I have some time after work tonigh.
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warrantyvoider, posted Tue May 16, 2017 11:57 am (23280)


awesome^^
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spinal, posted Tue May 16, 2017 7:44 pm (23288)


Hey,


Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...

Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.

In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.

I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...

One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.

One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...
A more recent version without this issue can be found here : https://github.com/Befzz/blender3d_import_psk_psa but it does not look finished either...

PluginMeshesWV.zip

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warrantyvoider, posted Thu May 18, 2017 12:38 pm (23311)


created a small tool on the side to research the ebx format, because I need programmatic access to it, want to display it in a treeview later, and which shall also be editable... so I gotta start somewhere. this reads the ebx information up until the actual payload data (not processed yet). Maybe I can add import-awareness too, dunno. im posting this here, in case someone has a good idea on how to make it browseable and editable (the old way was to note down where a given value was stored in the payload area, now id like to recompile the entire thing)

Image

greetz VW

EBXInspector.zip

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warrantyvoider, posted Thu May 18, 2017 6:46 pm (23315)


ok, update on that, I rewrote all my ebx code and now invented two new classes TypeNode and FieldNode, which will help me later to convert between lists and tree (hopefully :D)

Image

Image

greetz WV

EBXInspector.rar

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lyutor1945, posted Thu May 18, 2017 6:59 pm (23316)


spinal wrote:
Hey,


Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...

Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.

In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.

I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...

One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.

One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...
A more recent version without this issue can be found here : https://github.com/Befzz/blender3d_import_psk_psa but it does not look finished either...


Hi guys !! Anyone succeeded to extract the models are in PSK format?
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warrantyvoider, posted Fri May 19, 2017 1:10 pm (23324)


Image

im not sure if I can offer full recompiling at the end, but this should help too. the set button doesnt do anything yet but im out of time for coding now. anyway, as I said, now I can easily link back to the original data from a treenode :P also fixed type 8 - enums, and fields now have a name and their value as subnode. if I now also get imports working, this could almost go into maintool as is^^

greetz WV

EBXInspector.zip

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warrantyvoider, posted Fri May 19, 2017 10:44 pm (23329)


-added search function
-added saving to xml
-added saving back to ebx (with edits)
-some field values (integers and floats) can be edited now (set button now works, beware: input is hexdecimal)

Image

I think I let imports and recompiling be for now, this should help alot already. I will make a proper plugin out of this, for now here it is attached as standalone tool

greetz WV

EBXInspector.rar

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danver, posted Sat May 20, 2017 1:41 pm (23348)


Hello warrantyvoider im currently having a issue with the MeaExplorerWV. I can load every thing else into the vfs all except the mastersharedbundle it just freezes every time i try to load it into the vfs. Any thoughts on how to fix this? Also i am using the latest version of the program, and i do have the two dll's in my andromeda directory.
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warrantyvoider, posted Sat May 20, 2017 3:11 pm (23353)


danver wrote:
Hello warrantyvoider im currently having a issue with the MeaExplorerWV. I can load every thing else into the vfs all except the mastersharedbundle it just freezes every time i try to load it into the vfs. Any thoughts on how to fix this? Also i am using the latest version of the program, and i do have the two dll's in my andromeda directory.


try redownloading, i was working on github

Image

ok, I integrated the new ebx class into pluginsystem, and now it is used by all plugins in preview (mesh plugin for now). I also moved the helpers class to pluginsystem, as again all plugins need it anyway. then I combined the previous tool and class to a new plugin, the "EBX plugin", with that you can edit ebx, export it as XML or BIN, import the edits back in or make a mod job out of it.

now on github

greetz WV

PS: warning ahead: the ebx in meshes are somehow *SPAM* up and cant be displayed for now
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warrantyvoider, posted Sat May 20, 2017 3:44 pm (23356)


added a little hack to load mesh ebx still, but this is no proper code, it simply tries the other method (reading field offset and seeking there). somehow that second method doesnt work for all other ebx, so im kinda clueless for now, but it allows to edit both ebx, so dunno
Image

now on github

greetz WV
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spinal, posted Sat May 20, 2017 5:05 pm (23365)


lyutor1945 wrote:
spinal wrote:
Hey,


Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...

Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.

In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.

I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...

One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.

One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...
A more recent version without this issue can be found here : https://github.com/Befzz/blender3d_import_psk_psa but it does not look finished either...


Hi guys !! Anyone succeeded to extract the models are in PSK format?


Hey lyutor1945,

Haven't seen your message before as I haven't been around much.
Anyway if you still need help with this :

From the zip file I posted you need to get the file PluginMeshesWV.dll in folder PluginMeshesWV/bin/Debug/ and replace the one you have in folder Mesh Plugin in your MEAExplorer install.

If you have already done that and this is not working, I will need more info to help : do you have the export as psk button? what mesh did you try? what actually happens when you click?


More generally, regarding mesh export, I'm also working on a fbx exporter and doing that, I have noticed that the psk exporter currently exports the mesh mirrored along one axis. I will try to fix that and also make sure that my code is still working with WVoider's recent modifications during the week-end.
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Finder, posted Sat May 20, 2017 5:07 pm (23367)


warrantyvoider wrote:
added a little hack to load mesh ebx still, but this is no proper code, it simply tries the other method (reading field offset and seeking there). somehow that second method doesnt work for all other ebx, so im kinda clueless for now, but it allows to edit both ebx, so dunno
Image

now on github

greetz WV

Odd, since I installed the latest version of the tool and used it to install a mod, my game can no longer get past the intro loading screen :o

Also loading / installing a mod takes a lot longer now :?

And sadly I deleted the old version a while back, not to mention accidentally deleting my backup of the working "AnselSDK64.dll", so now I can't play with mods :(
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warrantyvoider, posted Sat May 20, 2017 5:13 pm (23368)


log?
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