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PostPosted: Thu Dec 11, 2014 5:35 pm 

Joined: Tue Oct 07, 2014 12:32 pm
Posts: 9
Hi

How to extract Dead Space 3 .viv files with BIGH header?

(sorry all files are bigger than 2GB so can't upload)


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PostPosted: Sun Dec 14, 2014 12:12 am 
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Joined: Mon Sep 15, 2014 5:13 am
Posts: 39
sma6871 wrote:
Hi

How to extract Dead Space 3 .viv files with BIGH header?

(sorry all files are bigger than 2GB so can't upload)


Theres a possibility you can use the tools found in this pack. The program used to view the files is the Visceral Big Viewer. Im not sure if the tool is endian specific and I don't have the files on me to test unfortunately.
In order for it to work you also have to update the file lists. You can download them here at viewtopic.php?p=82942#p82942 and put them in your projects folder then you should be good to go. Hope that helps.


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PostPosted: Sun Mar 22, 2015 8:05 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
As far as I know, 1100+ audio filenames from Dead Space 3 were still unidentified until now.
Here's the full list for bigfile0.viv:

http://pastebin.com/k19eBdvk

How it was done:

- extract all .smb files from all .str files (about 270)
- extract sound filenames from .smb files
- duplicate removal :)

.smb format was not analyzed completely, I needed just a number of sounds (at 0x10) and a following table of offsets, which points to structure with null-terminated strings

The sounds themselves can be converted using modified version of ealayer3


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PostPosted: Sun Jun 26, 2016 8:11 am 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
I'm interested in getting the unknown files converted but dunno if I have the right tools. I have ealayer3 (latest version), the ds2 and 3 .sbk converter made by daemon as well RickVisceral's .str unpacker.

Also I'm unable to convert the dead space 3 .exa files. Also finally does the

for %%a in (*.exa) do ealayer3 -i 32 "%%a"

.bat command work on the .snu files of the third game?


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PostPosted: Sun Jun 26, 2016 8:43 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
MaZTeR wrote:
I'm interested in getting the unknown files converted


1. There are no unknown files anymore. Using the filelist provided here you must get all files with names.

2. if you can't convert some files, tell me names or send them.


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PostPosted: Sun Jun 26, 2016 9:11 am 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
id-daemon wrote:
MaZTeR wrote:
I'm interested in getting the unknown files converted


1. There are no unknown files anymore. Using the filelist provided here you must get all files with names.

2. if you can't convert some files, tell me names or send them.

I'm a bit confused how am I supposed to get the unknown files with that pastebin text.

Also the files I'm unable to convert are possibly all the .exa files that get extracted by converting the NPC/enemy/SBK files. I tried using ealayer3 on the Brute files found from the global_assets/npc/brute folder and it said that the files are not readable


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PostPosted: Sun Jun 26, 2016 9:54 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
ok i'll check brute files.

meanwhile open RickVisceral tools project/deadspace3/files folder and you'll see they are just text files. Add that pastebin to any of them


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PostPosted: Sun Jun 26, 2016 10:13 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
ok, these .exa files from DS3 sbks can only be converted with MY version of ealayer3, no options needed

so now its clear that I made that new version of ealayer3 for dead space indeed, but only for 3rd game, because it uses new headers never seen before. It can also help other newer games.


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PostPosted: Mon Jun 27, 2016 1:39 pm 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
id-daemon wrote:
ok, these .exa files from DS3 sbks can only be converted with MY version of ealayer3, no options needed

so now its clear that I made that new version of ealayer3 for dead space indeed, but only for 3rd game, because it uses new headers never seen before. It can also help other newer games.
id-daemon wrote:
ok i'll check brute files.

meanwhile open RickVisceral tools project/deadspace3/files folder and you'll see they are just text files. Add that pastebin to any of them

Ok thx, I'll try that but can you post the new version of ealayer here?


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PostPosted: Mon Jun 27, 2016 1:44 pm 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
Alright, I'm confused again. Do I save just one uknown file, then open it with wordpad and paste that text from pastebin and then press save?


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PostPosted: Mon Jun 27, 2016 3:12 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
MaZTeR wrote:
id-daemon wrote:
Ok thx, I'll try that but can you post the new version of ealayer here?


here


Attachments:
ealayer3.rar [66.15 KiB]
Downloaded 292 times
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PostPosted: Mon Jun 27, 2016 3:13 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
MaZTeR wrote:
Alright, I'm confused again. Do I save just one uknown file, then open it with wordpad and paste that text from pastebin and then press save?


No. You have to go inside of Rick's tools folders, find a list there, and add names from pastebin there.


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PostPosted: Mon Jun 27, 2016 8:09 pm 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
Thanks, the new ealayer works on the ds3 exa files but I'm still confused about the unknown files.

I'm not sure what list I'm looking for inside the tool's folder as there is only a projects folder with some other folders inside it, then the .exe file and finally the .dll files.


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PostPosted: Mon Jun 27, 2016 8:15 pm 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
Anyways, is there a way to convert all the unknown files from the other .viv archives? As I am suspecting some of the sounds are locked in there along with the sounds of the new enemies introduced in the game as I can't find them in the bigfile2 file.


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PostPosted: Mon Jun 27, 2016 8:22 pm 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
Well, I looked into the pastebin text and found there was a line called "air_moon\air_moon\boss\boss_z01\enemies.str". I'm not sure is that the place where the new enemy sounds are located or is that where the devs put the audio of the enemies encountered in the last chapters of the game as it says "air_moon".


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PostPosted: Mon Jun 27, 2016 8:43 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
MaZTeR wrote:
Thanks, the new ealayer works on the ds3 exa files but I'm still confused about the unknown files.

I'm not sure what list I'm looking for inside the tool's folder as there is only a projects folder with some other folders inside it, then the .exe file and finally the .dll files.


right. As I told you already, go to project/deadspace3/files


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PostPosted: Mon Jun 27, 2016 9:11 pm 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
id-daemon wrote:
MaZTeR wrote:
Thanks, the new ealayer works on the ds3 exa files but I'm still confused about the unknown files.

I'm not sure what list I'm looking for inside the tool's folder as there is only a projects folder with some other folders inside it, then the .exe file and finally the .dll files.


right. As I told you already, go to project/deadspace3/files

Hmmm.... I only have Dead Space 2 and Dante's Inferno folders there


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PostPosted: Tue Jun 28, 2016 4:02 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
Find a version that supports DS3. It must be here somewhere or on xentax.


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PostPosted: Wed Jun 29, 2016 9:18 am 

Joined: Sun Jun 05, 2016 1:30 pm
Posts: 54
id-daemon wrote:
Find a version that supports DS3. It must be here somewhere or on xentax.

Oh yeah, I can't access Xentax because I can't register there. I haven't still received my confirmation code, so I can't download any attached files there.

Could you possibly send me the proper version of the tool if you have it?


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PostPosted: Wed Jun 29, 2016 3:23 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 901
i suggest you try another email and register on xentax. it may be useful.

here are my ds3 files. the tool itself looks the same


Attachments:
ds3.rar [30.71 KiB]
Downloaded 330 times
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