Unreal engine 4.
Maybe @chachachat can explain about the yellow colored textures.
Unreal engine 4.
Which texture maps are you talking about? (yellow/orange)
TSelman61X wrote: ↑Sat May 04, 2019 7:08 pmWhich texture maps are you talking about? (yellow/orange)
Show an example
Can you share this or similar dds with us?
-I did not play the game just watched videos on the internet.
How? i'm interested!anthony78880 wrote: ↑Thu May 09, 2019 12:09 pm I managed to get the animations, sounds and videos of the game.
Uncompressed segments not supported But now I have this error Someone knows how to do
interesting which files did you get it from?
Wow! Thank you! Can you please explain how to extract them myself? (for best possible quality)Hamers wrote: ↑Fri May 10, 2019 10:52 pm I dumped all of the music that isn't on the official OST and made a YouTube playlist if anyone is interested in that: https://www.youtube.com/playlist?list=P ... fisY44_OHL
General stuff and some early chapters are stored in the main big files, the rest together with the chapter data in the chunk big files. All the audio for a chapter (both SFX and music, excluding dialog) are grouped together as a singular audio bank using the Audiokinetic Wwise BNK format (http://wiki.xentax.com/index.php/Wwise_ ... nk_(*.bnk)). Extraction of the individual unnamed WEM files is pretty easy after that. I converted them to plain OGG using ww2ogg.
Thank you so much for the detailed answer! wish I could understand how to do these lolHamers wrote: ↑Mon May 13, 2019 2:47 am Also here is Connor's most famous "28 STAB WOUNDS" quote in raw format for whoever requested it
https://www.youtube.com/watch?v=okSD0vqYsCY
General stuff and some early chapters are stored in the main big files, the rest together with the chapter data in the chunk big files. All the audio for a chapter (both SFX and music, excluding dialog) are grouped together as a singular audio bank using the Audiokinetic Wwise BNK format (http://wiki.xentax.com/index.php/Wwise_ ... nk_(*.bnk)). Extraction of the individual unnamed WEM files is pretty easy after that. I converted them to plain OGG using ww2ogg.
Since they are unnamed I had to figure it all out by listening to the tracks, which was awful as you got 445 audio banks and 33000 audio files (this game is huge!). But since they are grouped by chapter listening to the biggest sized files usually gives you a quick indication which chapter this is and most of the music tracks for that chapter. Bitrate isn't the best sadly, but decent.
The game does index the banks and can address the WEM files by name as well, but I have only figured out how that works to 50% and didn't care enough to complete the research there. I was already finished making the compilation at that point lol.
If anyone wants to extract the banks for himself, ideally you have knowledge how Quantic Dream's IDM files and Data Containers work. If you do, the communicator type you are looking for is 1032 (CSNDBKDT). Since being stored in Data Containers, they might be segs compressed. Most of them aren't and the tools I write for myself automatically handle segs so I don't really know if there were any that were segs compressed lol
Otherwise the good old file scraping method should work too, just finding the file ending could sometimes be a bit tricky I guess (and you would miss any segs ones)