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PostPosted: Tue Oct 27, 2015 11:26 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
it works perfect, sounds really good even after trying different sample rates (which happened to not work right just using the sx tool) you can go for the .gin files if you want, im gonna have some fun with this. thanks as always bro

edit: even if the tool works great, there was a problem bound to happen. The abk files cant exceed certain size because if the opponent car uses the same sound set, there will be no sound at all (im talking about a total mute if you want to call it so) currently my modified abk has a size of 297 kb, which is not even that much, but im letting you know this since it can be caused by the game not allocating or not allowing to use more memory


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PostPosted: Thu Oct 29, 2015 3:18 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
V12-POWER wrote:
The abk files cant exceed certain size because if the opponent car uses the same sound set, there will be no sound at all


This can be because I never changed the "total size of the bank" field. It was working without it, so I decide not to change it. Stand by for the new version.


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PostPosted: Thu Oct 29, 2015 4:30 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
id-daemon2 wrote:
V12-POWER wrote:
The abk files cant exceed certain size because if the opponent car uses the same sound set, there will be no sound at all


This can be because I never changed the "total size of the bank" field. It was working without it, so I decide not to change it. Stand by for the new version.


sorry I forgot to say, the problem is not the tool, it's the game. The AI car cannot use the sound set because the game is totally muted (music, fx, etc) That's why I said it was a prob a memory issue


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PostPosted: Thu Oct 29, 2015 6:24 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
I still don't understand how it could be game issue. Can you explain how can I reproduce your "mute" situation the check this?


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PostPosted: Thu Oct 29, 2015 8:18 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
id-daemon2 wrote:
I still don't understand how it could be game issue. Can you explain how can I reproduce your "mute" situation the check this?


well just make one big abk file and then start a race, if the AI opponent uses the same engine sound the game will kill the sound, but otherwise it works if you just free roam


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PostPosted: Sun Nov 01, 2015 12:34 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
I can't reproduce your situation. I made 350k abk file for Porsche. And even if opponent uses the same engine, everything works fine.

Can you send me the file that doesn't work?


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PostPosted: Sun Nov 01, 2015 6:42 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
well that's strange, here it is


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PostPosted: Sun Nov 01, 2015 6:43 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
well that's strange, here it is


Attachments:
CAR_21_ENG_MB_EEm.zip [237.83 KiB]
Downloaded 79 times
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PostPosted: Sun Nov 01, 2015 7:42 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
This file work for me. I only tried it in custom race mode, are you talking about career? But it must be the same.

Since I can't reproduce it, can you now set ABK bytes 20-23 to the total NEW file size and check if it solves the problem?


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PostPosted: Mon Nov 02, 2015 5:15 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
Just checked. It works in career too. So it must be some difference between our OS, memory or just random problem. Anyway, try what i said.


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PostPosted: Fri Nov 06, 2015 12:28 am 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
reinstalled the game and re-made the file, it seems to work now


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PostPosted: Thu Nov 26, 2015 8:10 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
I recently checked some of the later NFS games (HP 2010 & Rivals) for engine sounds and found that all of them use the same GIN format, and its decoded by my tool. Seems this is unique format for smoothed audio curves and they never changed it through the years.

As for other engine sounds previously stored in ABK files, newer games use modern EA formats that they use in all their games now, including Dead Space 3, Dragon Age Inquisition, StarWars Battlefront, e.t.c. and I'm more familiar with them, I was able to decode/encode such formats already a year ago.

Do you still like to proceed with MW 2005 or maybe we choose another game?


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PostPosted: Fri Nov 27, 2015 9:09 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
id-daemon2 wrote:
I recently checked some of the later NFS games (HP 2010 & Rivals) for engine sounds and found that all of them use the same GIN format, and its decoded by my tool. Seems this is unique format for smoothed audio curves and they never changed it through the years.

As for other engine sounds previously stored in ABK files, newer games use modern EA formats that they use in all their games now, including Dead Space 3, Dragon Age Inquisition, StarWars Battlefront, e.t.c. and I'm more familiar with them, I was able to decode/encode such formats already a year ago.

Do you still like to proceed with MW 2005 or maybe we choose another game?


fuaarkkkkkkkkk. that's awesome. The main idea is to make a encoder for the audio files, so it's possible to mod the existing files, if you want we can start with NFSPro Street as it's mostly based on the gin files, then it's up to you.


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PostPosted: Tue Dec 01, 2015 4:16 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
I can encode audio (already did it, remember the roar), but the problem is in those tables. I still can't decide how to make them for new files. Also, do you know if people was able to repack the data for Frostbyte games, like rivals? Those sb/toc files?


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PostPosted: Wed Dec 02, 2015 10:50 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
id-daemon2 wrote:
I can encode audio (already did it, remember the roar), but the problem is in those tables. I still can't decide how to make them for new files. Also, do you know if people was able to repack the data for Frostbyte games, like rivals? Those sb/toc files?


Well remember that there are float 2 values which define the RPM. example, float1 has a value of 9000, float2 a value of 1000, right after 2 important values (call them "tablefields"), the amount of numbers in the array, at last one int32 defines a different value (a limit for the tables), the tables define the sound in the range of 1000-9000, and it's done within the value that the int32 gave. I'd picture the values 1000 and 9000 in the x axis of a graph, the max value of the tables in y axis and then the 2 tables created using the same amount of numbers that the tablefields give.

btw the repacking of sb/toc can be done with various scripts around the web, either for bf3 and bf4, or you could contact nofate or captainsplexx


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PostPosted: Fri Dec 04, 2015 3:54 pm 
User avatar

Joined: Fri Dec 04, 2015 3:51 pm
Posts: 6
Can you please make a decoder for NFS Pro Street .TMX and .ABK files?
That would be so awesome!

They shouldn't be different,but they're not decoded with MW 2005 tools

Here are the examples if you need ;)

http://www.mediafire.com/download/wpz35 ... _FILES.rar


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PostPosted: Sat Dec 05, 2015 12:13 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
V12-POWER wrote:
I'd picture the values 1000 and 9000 in the x axis of a graph, the max value of the tables in y axis


I know this. But the question is that they don't just make a straight line, the numbers are moving a little up or down, like they were adjusted corresponding to the waveform. I can't yet think how we can possibly repeat this. Anyway, lets try a line and see how it works.

p.s. thanks for FB tools author's names.


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PostPosted: Sat Dec 05, 2015 5:13 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
Here's a GIN encoder for you. Includes new decoder too, that will also print RPM values used.

Encode with 3 parameters: wav, rpm1, rpm2

All cars use different tables, so I just made an average, that starts on sample 480 and ends on sample 900 from the end and breaks it into small loops 900 samples each with an average curve line. I can make this all as parameters if you find it useful.

If you set rpm1>rpm2 it will try making GIN file for deceleration, in which the first table values are decreasing instead of increasing. (but i never found these _DCL.GINs audible in this game). Maybe it will be useful for others.


Attachments:
gin_tools.rar [7.01 KiB]
Downloaded 114 times
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PostPosted: Sat Dec 05, 2015 5:14 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 626
Ferrari formula 1 wrote:
They shouldn't be different


They ARE different, and use another audio codec.


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PostPosted: Sun Dec 06, 2015 10:37 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
id-daemon2 wrote:
Here's a GIN encoder for you. Includes new decoder too, that will also print RPM values used.

Encode with 3 parameters: wav, rpm1, rpm2

All cars use different tables, so I just made an average, that starts on sample 480 and ends on sample 900 from the end and breaks it into small loops 900 samples each with an average curve line. I can make this all as parameters if you find it useful.

If you set rpm1>rpm2 it will try making GIN file for deceleration, in which the first table values are decreasing instead of increasing. (but i never found these _DCL.GINs audible in this game). Maybe it will be useful for others.


How do you encode an archive? Using a shortcut and the parameters did not work somehow.


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