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The Witcher 3 Wild Hunt (*.cache*.bundle)

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hhrhhr
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by hhrhhr »

just in case, to inform you that I have no crystal ball to guess the desire and the contents of incorrect files.
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by kalleoskar »

repack possible with same script? ty
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by stalja »

hhrhhr wrote:
stalja wrote:String files came with the release of the game. Anyone has any info on how to approach the new w3strings format?
I think that the files are very simple, but the contents is just xor-ed. look at any br.w3strings, inside there is almost clean text (UTF16 with some html tags).
designgears wrote:Getting an error when I try to unpack.
full command line?
Not a simple XOR. They are probably using a hash/key. Anyone around that is able to make an unpacker/repacker for this?
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by hhrhhr »

"unpacker" is quite simple, but the decoder - not yet. and yes, strings are not just xored.
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by nav00811 »

Anyone figured out how to open .buffer files
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by Haoose »

witcher3.map for 1.0.2
Maybe helps =)
http://rghost.ru/private/7VSl9kGzJ/f1a2 ... e5039d546d
-= GP-team =-
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by nav00811 »

Haoose Just wanted to ask that how to use witcher.map file...
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by CMihai »

Anyone checked the models from game? Similar format with W2 ones?
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by slayer983 »

Mod mod mod, all works about with this files. This is boring and some people dislikes from mods. anybody coder not dealing with Localization files, .w3strings files.
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by erik945 »

someone try extract 3d models/textures?
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by NuclearTester »

Captured some textures and found that plant life textures look very interesting. I wonder what purpose all that smudging around the texture serves. Any idea?
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by ssringo »

NuclearTester wrote:Captured some textures and found that plant life textures look very interesting. I wonder what purpose all that smudging around the texture serves. Any idea?
Nothing particular. Just how many artists do textures for small, detailed meshes like hair or, in this case, foliage. An alpha channel will hide the excess (the "smudges").
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by NuclearTester »

ssringo wrote:
NuclearTester wrote:Captured some textures and found that plant life textures look very interesting. I wonder what purpose all that smudging around the texture serves. Any idea?
Nothing particular. Just how many artists do textures for small, detailed meshes like hair or, in this case, foliage. An alpha channel will hide the excess (the "smudges").
No, this doesn't look accidental and it's obvious to me that the process serves some purpose. So my question still stands why textures for small detailed meshes with transparency are done this way.
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by romainoir »

Most of the time we make a selection of the alpha channel (transparency) and then blur the edges in a second layer. This methods prevents from small artifacts on the edges.
My question is : which kind of image do you get ? (.dds/.tif/.tga/...) and can you repack them in the archive ?
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by NuclearTester »

Thanks for explanation. That makes sense. Unfortunately, I don't know how to unpack/repack. It's possible to get any texture/object/shader with this handy tool: http://developer.amd.com/tools-and-sdks ... erfstudio/
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