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Middle-earth: Shadow of War (.arch06) HELP

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Tosyk, posted Wed Nov 22, 2017 10:25 pm (30219)


moreover I got this:
Code:
- 76 files found in 12 seconds
  coverage file 0     0%   772331     1417178720 . offset 000bc8eb
  coverage file -1   97%   4844       4948       . offset 00001354

Press ENTER or close the window to quit
on minasithil.arch06\minasithil.embb

which is ~1.4 gigs
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aluigi, posted Thu Nov 23, 2017 12:27 pm (30233)


That's interesting yes.
Can you upload the 2 files generated by http://aluigi.org/bms/filecutter.bms on minasithil.embb?
Maybe set the MEGABYTES variable to 4 instead of 2.
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aluigi, posted Thu Nov 23, 2017 2:01 pm (30241)


It's a concatenation of EMBB archives... very strange and a bit senseless too.
Anyway I have updated the script to version 0.3.7, let me know if it works and if it works with other embb archives too.
http://aluigi.org/bms/shadow_of_mordor.bms
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erik945, posted Thu Nov 23, 2017 3:45 pm (30246)


Did is changes only for embb or arch06 too?
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aluigi, posted Thu Nov 23, 2017 4:41 pm (30247)


embb, the only type of archive for which have been reported problems.
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erik945, posted Thu Nov 23, 2017 7:12 pm (30251)


Ok, thank you

When I added your script code
Code:
            else
                log NAME OFFSET SIZE
            endif

I got some extra embb with a zero size
Middle Earth Shadow of War\unp\island.arch06\carnun1_00000001.embb
Middle Earth Shadow of War\unp\minasithil.arch06\blade15_00000001.embb
Middle Earth Shadow of War\unp\mtnpass.arch06\gondor15_00000001.embb
Middle Earth Shadow of War\unp\mtnpass.arch06\shelob3_00000001.embb
e.t.c.

Also I have a bunch of small embb (up to 10 kb) when unpacking which results is the following error
Code:
QuickBMS generic files extractor and reimporter 0.8.1 (64bit test)
by Luigi Auriemma
e-mail: [email protected]
web:    aluigi.org
        (Sep  9 2017 - 00:41:16)

                   quickbms.aluigi.org  Homepage
                            zenhax.com  ZenHAX Forum
                               @zenhax  Twitter & Scripts

- open input file E:\Program Files (x86)\Middle Earth Shadow of War\unp\presentations_de.arch06\dx\go015\010\020\baranor.embb
- open script E:\Program Files (x86)\Middle Earth Shadow of War\shadow_of_mordor_embb.bms
- set output folder E:\Program Files (x86)\Middle Earth Shadow of War\__embb

Error: incomplete input file 0: E:\Program Files (x86)\Middle Earth Shadow of War\unp\presentations_de.arch06\dx\go015\010\020\baranor.embb
       Can't read 4 bytes from offset 0000000000000010.
       Anyway don't worry, it's possible that the BMS script has been written
       to exit in this way if it's reached the end of the archive so check it
       or contact its author or verify that all the files have been extracted.
       Please check the following coverage information to know if it's ok.


This is normal?
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aluigi, posted Thu Nov 23, 2017 9:51 pm (30256)


The zero size duplicated files explain why I correctly checked ZSIZE in the script. I did the job correctly the first time but I forget the details once the script is finished :)

And yes it's correct the error of the script with those empty embb files, that error tells you that the input embb file is shorter than 16 bytes indeed.
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Tosyk, posted Fri Nov 24, 2017 1:07 am (30263)


Luigi, thanks for your time - script working perfect now!
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erik945, posted Fri Nov 24, 2017 4:45 am (30266)


Thank you again! All work fine.
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Noriuen, posted Sun Nov 26, 2017 1:13 pm (30338)


Does anyone know where the sound files are?
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Graesholt, posted Fri Dec 01, 2017 9:13 pm (30439)


Hey guys, I'm a little confused (because I'm not very smart).

I have extracted most of the models from Shadow of Mordor, and would like to graduate to the sequel.
However, I am unclear on which script I use to unpack the game's .arch06 archives.

I understand that shadow_of_mordor.bms has been updated to unpack the Shadow of War .embb files, which I assume are found within the .arch06 archives, but which script do I run to get them out of there in the first place?

Thank you.
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erik945, posted Sat Dec 02, 2017 8:49 pm (30463)


This is same script for both types of files.
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Graesholt, posted Sun Dec 03, 2017 6:34 pm (30484)


erik945 wrote:
This is same script for both types of files.


You are correct. Thank you very much for your help :)
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dondrick01, posted Fri Feb 23, 2018 9:20 am (32691)


how is everyone converting the emb. files to viewable meshes like .obj? how do I oopen the stuff I unpack in a program like blender
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dondrick01, posted Fri Feb 23, 2018 1:11 pm (32693)


ive found .mesh files for the olog beast head but having hard time getting rest of body, let alone a format to get them into blender or zbrush
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Mana, posted Thu Sep 20, 2018 8:43 am (38650)


Is there any way to reimport these archives? Even unmodified I've been getting filesize errors.
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Mana, posted Thu Sep 20, 2018 9:12 am (38652)


Even if it involves manually altering things. I've tried unpacking an archive, not editing anything, and just repacking a few files and even with no changes the files are still slightly larger. Can't use the alternate version since afaik the files have no offsets. Is there anything I can do? Make a new archive? Anything?

EDIT: I've looked into Oodle and could it be that its due to a version difference in the Oodle used by the game archives vs Quickbms? The differences in these unaltered files was pretty small, only a few bytes in some cases.
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Mana, posted Fri Sep 21, 2018 6:30 am (38682)


I had some spare time available and decided to try and figure out how the archive format works on my own. Help me understand it a bit better so I can ask questions better. I've noticed that the extractor often turns out files with the same name, that it then auto-renames. I've got a hunch that those files are actually all supposed to be one archive, and the extraction script is reading it wrong.

Lets take Patch_00.arch06 as an example. When used to unpack it, Quickbms gives a prompt to rename duplicate files, and ends up extracting 8 files total. fortwallgameplay.bndl, fortwallgameplay.embb, and three additional pairs of files that had to be automatically renamed. My hunch is that this archive is actually only supposed to contain two files. It seems like the file structures within fortwallgameplay.embb are listed in such a way that the extractor ends up treating different subfolders within that archive as different archives completely.

EDIT: I've extracted all of the automatically renamed embb's from that patch archive. Each one was a different subfolder in the same file structure. I'm almost certain my hunch was right. I know nothing about bms scripting, so I can't fix it. Hopefully someone who does know what to do sees this. Will keep digging. I guess I'm technically making a bug report for this specific script. I have no idea where I would make such a report more formally, so I'll just have to hope that the creator sees it.

EDIT EDIT: Apparently aluigi already handled this problem. I'm certain I'm using the newest version of the script.
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Mana, posted Mon Sep 24, 2018 10:26 am (38772)


Success! Thanks a million aluigi. By setting the offset/size/zsize variables to 01, I was able to get a file appended to the archive. It didn't work completely, some bytes got garbled, I had to manually add some values to the newly appended file since it included the contents but not the actual sizes associated with them. But after making all the adjustments, it worked. I have an arch06 archive with a custom file added to it. Next step is trying the same thing but with something more complicated, a mesh file.

EDIT: Mesh worked. I re-extracted it and tested it by importing it into 3ds max. Its intact. Next is trying out folder structures, seeing if the process still works when I'm using multiple files, and then finally, trying to replace an in game model.

EDIT2: I've now tried this with multiple files at once. I imported a mesh, skeleton, and cloth file. The manual hex editing required is going to make it unlikely anybody but me will use this, but it seems to work. Next step is to either figure out how to do file structures, figure out if I need to alter the gamedb file to get it to load these assets, etc.
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Mana, posted Tue Sep 25, 2018 9:50 am (38811)


No luck actually pulling off a replacement. Files get into the archives just fine, but I cannot for the life of me find the right file to replace to actually affect the game. The archives are definitely being loaded, because if I put in an incorrect one the game won't launch. No crashes happen, just nothing occurs. No idea what to do from here. Hopefully aluigi can shed some light on the BNDL files, which might help.
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Mana, posted Fri Oct 12, 2018 8:33 am (39447)


Aluigi has released a script 0.4 that addresses an issue with file paths, resulting in output folders and files being mangled. I've tested it on a few archives and I no longer get asked to rename files during extraction. The output folders make far more sense than they used to. Haven't tried using it for a replacement yet, but I'm far more hopeful now. Thanks a million aluigi.

Script 0.4
http://aluigi.org/bms/shadow_of_mordor.bms
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Scofield_TR, posted Sun Nov 25, 2018 11:10 am (40727)


@Hi aluigi, How are you? :)

Extract this file, but wants to overwrite because it is the same file.

Image
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aluigi, posted Sun Nov 25, 2018 11:27 am (40728)


Try choosing 'r' (it should work even if they are chunked files) but there is not much I can do if the archive has multiple files with the same name.
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Scofield_TR, posted Sun Nov 25, 2018 12:52 pm (40735)


aluigi wrote:
Try choosing 'r' (it should work even if they are chunked files) but there is not much I can do if the archive has multiple files with the same name.

Thanks, I'm try. 8-)
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