Hi there,
does anyone know about any tools for extracting text from this game? There are arhive files called "resources" which should contain all ingame text.
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Wolfenstein: The New Order (PC)
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Re: Wolfenstein: The New Order (PC)
There is no bms script yet. Waiting for someone who can afford it. viewtopic.php?f=10&t=11509phill05 wrote:Hi there,
does anyone know about any tools for extracting text from this game? There are arhive files called "resources" which should contain all ingame text.
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Re: Wolfenstein: The New Order (PC)
script for .resources
Code: Select all
open FDDE index 0
open FDDE resources 1
comtype unzip_dynamic
endian big
goto 0x24
get files long
get unk long
math TMP = files
math TMP - 1
for i = 0 < files
endian little
get FNsize1 long
getdstring FN1 FNsize1
get FNsize2 long
getdstring FN2 FNsize2
get namesize long
getdstring name namesize
endian big
get offset long
get size long
get zsize long
get unksize long
math unksize * 0x18
math unksize + 5
getdstring unkdata unksize
if size = zsize
log name offset size 1
else
clog name offset zsize size 1
endif
if i != TMP
get filenumber long
endif
next i
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Re: Wolfenstein: The New Order (PC)
Thief1987 - many thanks...
Please, can you write script for .streamed files?
It looks there is text for transalation...
Please, can you write script for .streamed files?
It looks there is text for transalation...
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Re: Wolfenstein: The New Order (PC)
No. I think .streamed file contaings audio files. Look at chunk0.resources.folkemon1977 wrote:Thief1987 - many thanks...
Please, can you write script for .streamed files?
It looks there is text for transalation...
In the chunk0\generated\textures\borderclamp_alpha_fonts\arial_black folder,
there are 64_df.bimage.
And the main story script is at chunk0\strings Folder.
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Re: Wolfenstein: The New Order (PC)
albert1905: Many thanks.... please, what program are using for open font files?
And is there some way how put edited files back to .resource file?
And is there some way how put edited files back to .resource file?
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Re: Wolfenstein: The New Order (PC)
I used Photoshop CS5. Open it as raw file.folkemon1977 wrote:albert1905: Many thanks.... please, what program are using for open font files?
And is there some way how put edited files back to .resource file?
<Unpack>
First, make a new foleder in quickbms folder. Name it chunk0_unpacked.
Second, double click quickbms.exe and select bms script.
Third, select both chunk0.index, chunk0.resources files.
Fourth, unpack it in the chunk0_unpacked folder.
When you unpack the .resource file, be sure to use option 'r' in order to rename duplicated files.
Type 'r' and enter.
After unpack and when you edit it, you should edit both english.lang and english_00000001.lang.
<Reimport>
To put it back, try to use reimport.bat. You can find it quickbms folder.
First, select bms script.
Second, select Original file. For example, chunk0.resources.
Third, select unpacked folder. For example, chunk0_unpacked.
Fourth, copy chunk0.resources and paste it to Wolfenstein The New Order\base folder.
<result>
Re: Wolfenstein: The New Order (PC)
albert1905 wrote:I used Photoshop CS5. Open it as raw file.folkemon1977 wrote:albert1905: Many thanks.... please, what program are using for open font files?
And is there some way how put edited files back to .resource file?
<Unpack>
First, make a new foleder in quickbms folder. Name it chunk0_unpacked.
Second, double click quickbms.exe and select bms script.
Third, select both chunk0.index, chunk0.resources files.
Fourth, unpack it in the chunk0_unpacked folder.
When you unpack the .resource file, be sure to use option 'r' in order to rename duplicated files.
Type 'r' and enter.
After unpack and when you edit it, you should edit both english.lang and english_00000001.lang.
<Reimport>
To put it back, try to use reimport.bat. You can find it quickbms folder.
First, select bms script.
Second, select Original file. For example, chunk0.resources.
Third, select unpacked folder. For example, chunk0_unpacked.
Fourth, copy chunk0.resources and paste it to Wolfenstein The New Order\base folder.
<result>
reimport problem
First, select bms script.
Second, select Original file. For example, chunk0.resources.
Third, select unpacked folder. For example, chunk0_unpacked.
Fourth, copy chunk0.resources and paste it to Wolfenstein The New Order\base folder.
reimport.bat open..
select chunk0.resources
select chunk0_unpacked.. but not selected.. folder opens?
Where is the error I'm doing?
sorry for my bad english
ich bin deutsche
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Re: Wolfenstein: The New Order (PC)
Lib87:
First, select bms script - use same script as for unpack
Second, select Original file - find this original file: chunk0.resources.
Third, select unpacked folder - go into the folder with this name = chunk0_unpacked a click on path in window (see screen) and click on button below. In this folder you must have only folder strings and inside file english.lang (nothing more).
You must received following message from BMS:
But there is a problem. Your translated file must be same or smaller as original file recources.
Hope it helps.
First, select bms script - use same script as for unpack
Second, select Original file - find this original file: chunk0.resources.
Third, select unpacked folder - go into the folder with this name = chunk0_unpacked a click on path in window (see screen) and click on button below. In this folder you must have only folder strings and inside file english.lang (nothing more).
You must received following message from BMS:
But there is a problem. Your translated file must be same or smaller as original file recources.
Hope it helps.
Re: Wolfenstein: The New Order (PC)
folkemon1977 wrote:Lib87:
First, select bms script - use same script as for unpack
Second, select Original file - find this original file: chunk0.resources.
Third, select unpacked folder - go into the folder with this name = chunk0_unpacked a click on path in window (see screen) and click on button below. In this folder you must have only folder strings and inside file english.lang (nothing more).
You must received following message from BMS:
But there is a problem. Your translated file must be same or smaller as original file recources.
Hope it helps.
Vielen dank! It's working... Thank you very much indeed!
Und for pm It is very kind of you..
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Re: Wolfenstein: The New Order (PC)
Thanks for useful infos but how about this file?
\fonts\arial_black\64_df.dat.
Second thing is that texts can be imported manually in HEX editor, texts in chunk0.resources aren't compressed.
\fonts\arial_black\64_df.dat.
Second thing is that texts can be imported manually in HEX editor, texts in chunk0.resources aren't compressed.
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Re: Wolfenstein: The New Order (PC)
thanks for code
Last edited by nurullah390 on Sat May 24, 2014 11:45 pm, edited 1 time in total.
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Re: Wolfenstein: The New Order (PC)
I don't fully research format, need test, but i don't have game. This is what i know about it:GRiNDERKILLER wrote:Thanks for useful infos but how about this file?
\fonts\arial_black\64_df.dat.
0x0A - 2 bytes in BE number of glyphs
from offset 0x0C start description of each glyph on font textures, each glyph described by 12 bytes
1 byte - width
1 byte - height
4 bytes - unknown(need test, maybe yadvance, yoffset, xadvance, xoffset)
2 bytes - x (little endian)
2 bytes - y (little endian)
2 bytes - unknown
After glyph table, going symbols id 4 bytes for each, and then kerning pairs, i think.
Last edited by Thief1987 on Sat May 24, 2014 11:37 pm, edited 1 time in total.
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Re: Wolfenstein: The New Order (PC)
Thanks Thief1987 for your quick research. Just keep going in peace.
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Re: Wolfenstein: The New Order (PC)
Here is complete template for index file :
With this you can simple found out data like offset of lang or fonts, if reimport failed for qbms, you can replace any other lang file with bigger size and simple change offset/size or add to end of the archive Simple as that and no repack is needed...
Code: Select all
//--------------------------------------
//--- 010 Editor v4.0.3 Binary Template
//
// File:
// Author: michalss
// Revision:
// Purpose:
//--------------------------------------
BigEndian();
local int i,charC,isIt;
local string text;
local int offsetF,sizeC,sizeU,zaloha;
FSeek(36);
int files;
for (i=0;i<files;i++) {
LittleEndian();
struct Files {
struct FileNames {
int FileNum; '<hidden=true>';
int charCount;
char textentry0[charCount];
int charCount1;
char textentry1[charCount1];
text=textentry1;
int charCount2;
if (charCount2!=0) char textdata1[charCount2];
BigEndian();
int offset;
offsetF=offset;
int fsize;
sizeU=fsize;
int csize;
sizeC=csize;
int extra; //some junk
byte unkJunk[5];
if (extra!=0) char dummms[extra*24];
} FILENAMES;
} FILES;
}
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/