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Mass Effect Andromeda

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Devisaur, posted Mon Apr 10, 2017 6:19 pm (22118)


warrantyvoider wrote:
im going to add the code to this project aswell, but do what you want


Awesome, I figured as much but I know you've been working on the textures/model. Might as well spend some of my time messing around.
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warrantyvoider, posted Mon Apr 10, 2017 6:23 pm (22119)


added autopreview for those textures with type 0x37 (mostly used for diffs it seems), so a small percentage of the textures can be browsed and exported now^^

Image

if anyone can create a successfull dds header for the other formats, I can add those too :) but that wont be my focus, now id like to put a texture back in, to see how hard import is going to be

greetz WV

PS: attached current version, right click the preview for export

PPS: about the format and dumping from memory, choose dx11 wrapper and start the exe with it : https://www.unknowncheats.me/forum/gene ... ost1683823
Image

PPPS:in case someone wants to laugh at my code, this is the current texture code to make the header, let me know if anyone figures out how to add one :) https://pastebin.com/WqYFM77E
PPPPS:last update: after looking at the ripped dds files, I realize I simply miss support for the extended dx10 header, if anyone has code, let me know :D

Release.rar

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lyutor1945, posted Mon Apr 10, 2017 7:51 pm (22122)


Looks like you guys have had some success and step by step create mod tool for MEA:) Thank you so much for doing this:)
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warrantyvoider, posted Mon Apr 10, 2017 8:29 pm (22124)


katzsmile wrote:

thanks, I will play with that tomorrow :D unfortunately format 66 is still missing in those lists...
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Dragosh, posted Mon Apr 10, 2017 11:03 pm (22126)


Some good work you do guys ,

I wonder if it will be possible to extract music from the game ?
There's some great ambient synth music which is sadly not included in the official Soundtrack :'(
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Trip, posted Mon Apr 10, 2017 11:17 pm (22127)


Dragosh wrote:
Some good work you do guys ,

I wonder if it will be possible to extract music from the game ?
There's some great ambient synth music which is sadly not included in the official Soundtrack :'(


yes audio in general, sfx and dialogue
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OClear, posted Tue Apr 11, 2017 12:08 am (22128)


warrantyvoider wrote:
so why has none of the other 26 downloaders this problem? do you bought the game? do you select the game exe? have you edited files alread? a bit more information than "it crashed" would be needed if you want help


I'm following your instructions from before. Using the files posted by OP. Yes, it's incomplete, but the program shouldn't crash.

It worked for the first couple of releases, then you recently changed something. Now it doesn't even load. I think it dies in the toc/sb loading part.

Unlike a normal user, I have already decrypted the tocs, so maybe your program is trying is decrypt them twice?
nope, I restored all the tocs to their original file. program still stuck processing Data\Win32\anchorchannels.toc...
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OClear, posted Tue Apr 11, 2017 12:43 am (22129)


Rick wrote:
https://github.com/gibbed/Gibbed.MassEffectAndromeda/blob/master/projects/Gibbed.Frostbite3.ResourceFormats/TextureFormat.cs#L29


Hey Rick, do these formats have DirectX equivalents?

Code:
ETC1_UNORM
ETC2RGB_UNORM
EAC_R11_UNORM
PVRTC1_4BPP_RGBA_UNORM
ASTC_4x4_UNORM
...


Can't find them listed under the "DXGI_FORMAT_" constants.
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weiyun, posted Tue Apr 11, 2017 3:00 am (22131)


warrantyvoider wrote:
katzsmile wrote:

thanks, I will play with that tomorrow :D unfortunately format 66 is still missing in those lists...


I wrote a C /CLI wrapper library for DirectXTex, PVRTexLib and Crunch. So now I can preview and export most texture formats.

Image

Here is the compiled DLL. It only has 64 bit version because I got some compile errors when I was trying to compile 32 bit crnlib.

TextureLibNet.zip

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weiyun, posted Tue Apr 11, 2017 3:10 am (22132)


OClear wrote:
Rick wrote:
https://github.com/gibbed/Gibbed.MassEffectAndromeda/blob/master/projects/Gibbed.Frostbite3.ResourceFormats/TextureFormat.cs#L29


Hey Rick, do these formats have DirectX equivalents?

Code:
ETC1_UNORM
ETC2RGB_UNORM
EAC_R11_UNORM
PVRTC1_4BPP_RGBA_UNORM
ASTC_4x4_UNORM
...


Can't find them listed under the "DXGI_FORMAT_" constants.



Those formats are used in mobile platforms and DirectX doesn't support them.
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Hairless_Wookiee, posted Tue Apr 11, 2017 5:00 am (22134)


warrantyvoider wrote:
unfortunately format 66 is still missing in those lists...

According to Rick's code it's BC7. Seems like both the formats used by most armours are:

BC7_UNORM = 66,
BC7_SRGB = 67,
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OClear, posted Tue Apr 11, 2017 5:22 am (22135)


weiyun wrote:
Those formats are used in mobile platforms and DirectX doesn't support them.


Thanks, I see now. You need like 3 different texture libraries just to cover them all! Hopefully, the majority fall under DirectX formats.
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peacheslamb, posted Tue Apr 11, 2017 8:23 am (22137)


Trip wrote:
yes audio in general, sfx and dialogue
Using warrantyvoider's tools? Or is there some other way to extract the music?
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warrantyvoider, posted Tue Apr 11, 2017 11:05 am (22138)


OClear wrote:
warrantyvoider wrote:
so why has none of the other 26 downloaders this problem? do you bought the game? do you select the game exe? have you edited files alread? a bit more information than "it crashed" would be needed if you want help


I'm following your instructions from before. Using the files posted by OP. Yes, it's incomplete, but the program shouldn't crash.

It worked for the first couple of releases, then you recently changed something. Now it doesn't even load. I think it dies in the toc/sb loading part.

Unlike a normal user, I have already decrypted the tocs, so maybe your program is trying is decrypt them twice?
nope, I restored all the tocs to their original file. program still stuck processing Data\Win32\anchorchannels.toc...


I added a log function for you, so you can find out at what point it crashes, also tested it with a reduced set of files and folders and no idea what your problem could be. do you use win10? also, yes, you can use decompressed files, but you have to keep the footer and destroy the signature (change a byte or so)

Image

greetz WV

Release.zip

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weiyun, posted Tue Apr 11, 2017 2:41 pm (22140)


peacheslamb wrote:
Trip wrote:
yes audio in general, sfx and dialogue
Using warrantyvoider's tools? Or is there some other way to extract the music?


The music and sound info is stored in ebx, it's a serialized object, the SoundWaveAsset class has fields for Chunks, which stores chunkid and name. Those chunkid points to the actual data. There are also information for RuntimeVariation and Segments, points to the sample offset into chunks.
The chunk file can be decoded into mp3 using ealayer3 tool
https://bitbucket.org/Zenchreal/ealayer3/downloads/

I managed to rip the main theme as it only have one RuntimeVariation.

https://mega.nz/#!9MsnCZxJ!fOLJJgXx8VSZ ... QzyDcWsNhk
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OClear, posted Tue Apr 11, 2017 3:35 pm (22141)


warrantyvoider wrote:
I added a log function for you, so you can find out at what point it crashes, also tested it with a reduced set of files and folders and no idea what your problem could be. do you use win10? also, yes, you can use decompressed files, but you have to keep the footer and destroy the signature (change a byte or so)


I think it's crashing on toc files that have been previously decrypted.

Code:
Loading FS...
Selected path = C:\MEA\MassEffectAndromeda_fake.exe
Loading TOC files...
 Loading Data\Win32\ambsibling.toc      -> encrypted
 Loading Data\Win32\anchorchannels.toc      -> decrypted
ERROR: Non-negative number required.
Parameter name: count
Stacktrace:    at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count)
   at MEAExplorerWV.TOC..ctor(Byte[] data)
   at MEAExplorerWV.FS.TOCEntry..ctor(String path, String display, Byte[] input)
   at MEAExplorerWV.FS.LoadTOCFile(String path, String display)
   at MEAExplorerWV.Form1.LoadFS()


I deleted anchorchannels.toc, and it started working. That was the only decrypted toc in my folder.
Not sure how that file got decrypted by itself. Thanks for the help!

btw, anchorchannels.toc looks like a proper decrypted toc file. No signature on the end.

I used the program, MEATOCDecrypt, posted in this thread to decrypt them. Can you use it to decrypt only one toc file, and see what happens?
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warrantyvoider, posted Tue Apr 11, 2017 4:43 pm (22142)


OClear wrote:
btw, anchorchannels.toc looks like a proper decrypted toc file. No signature on the end.
well so I guess also no footer, that was your problem I guess (see the format description screenshot with the colored rectangles a few pages back)

in other news, im rewriting my texture code to be more flexible. im not even taking dx10 textures into account yet (will add for those formatIds where its needed), but made me some helper functions to generate the header, flags and pixelformat details as simple parameters, and I "just" need to figure out the correct ones for all used formats...

https://pastebin.com/wrD9PEpH

I currently dont have the time to test all the formats, maybe someone who uses those texture librarys, could produce a valid dds for each format, post it and I can simply look the settings from the header up :D (otherwise I will have to do this later on myself, I just dont want to include those huge librarys for such a simple settings job) so code prepared, but I move on to import next, as I know you translation guys are waiting for the talktables :P now, if I import a texture or a talktable, is no difference from the engines view, its just easier to test on textures if the import worked, thats why I made this small detour first.

greetz WV
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crackedmind, posted Tue Apr 11, 2017 10:26 pm (22145)


What about first 512 bytes of toc files, signature and the bytes at the end of the file? any ideas?
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crackedmind, posted Wed Apr 12, 2017 1:18 am (22149)


another question.
Did anybody try to load decrypted chunks to MEA? i think we may will *SPAM* up with files/chunks encoding, without private keys we can't do anything with files modifications:(
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peacheslamb, posted Wed Apr 12, 2017 3:15 am (22152)


weiyun wrote:
The music and sound info is stored in ebx, it's a serialized object, the SoundWaveAsset class has fields for Chunks, which stores chunkid and name. Those chunkid points to the actual data. There are also information for RuntimeVariation and Segments, points to the sample offset into chunks.
The chunk file can be decoded into mp3 using ealayer3 tool
https://bitbucket.org/Zenchreal/ealayer3/downloads/

I managed to rip the main theme as it only have one RuntimeVariation.

https://mega.nz/#!9MsnCZxJ!fOLJJgXx8VSZ ... QzyDcWsNhk
Sorry if I'm being a noob, but how do you point ealayer3 to the file? It seems to need a physical file for it to decode. Your method uses chunks instead, but how do I get the chunk file? If it wouldn't be too much of a hassle, could you post a short tutorial on how to do this? Thanks :)
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orangec, posted Wed Apr 12, 2017 4:14 am (22154)


How do i actually load the file structure data in MEAExplorerWV if the file system file is removed to load the exe? I have the tool in the main directory but nothing is loading.

EDIT: nvm figured it out. :P
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warrantyvoider, posted Wed Apr 12, 2017 8:43 am (22155)


added a function to load&save the current structure loaded into VFS, so you dont have to refind it in the tocs all the time (you still need to load FS tho)
Image

greetz WV

Release.zip

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Devisaur, posted Wed Apr 12, 2017 1:36 pm (22161)


warrantyvoider wrote:
OClear wrote:
btw, anchorchannels.toc looks like a proper decrypted toc file. No signature on the end.
well so I guess also no footer, that was your problem I guess (see the format description screenshot with the colored rectangles a few pages back)

in other news, im rewriting my texture code to be more flexible. im not even taking dx10 textures into account yet (will add for those formatIds where its needed), but made me some helper functions to generate the header, flags and pixelformat details as simple parameters, and I "just" need to figure out the correct ones for all used formats...

https://pastebin.com/wrD9PEpH

I currently dont have the time to test all the formats, maybe someone who uses those texture librarys, could produce a valid dds for each format, post it and I can simply look the settings from the header up :D (otherwise I will have to do this later on myself, I just dont want to include those huge librarys for such a simple settings job) so code prepared, but I move on to import next, as I know you translation guys are waiting for the talktables :P now, if I import a texture or a talktable, is no difference from the engines view, its just easier to test on textures if the import worked, thats why I made this small detour first.

greetz WV



Hehe, yeah there are a few of us waiting on the talktables. :D But you'll get to it when you get to it. No rush.
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