Re: Nier Automata
Posted: Thu May 11, 2017 12:24 pm
Ok, I've hit my limit. I'm trying to mess around with the BGM files, I can extract them, convert them to OGG, convert them back to WEM, but how in the hell do I repack them back into a WSP?
I dont know exactly how. What I did was I download the latest version of blender 2.78 and it worked. Hopefully it works the same for you.lyutor1945 wrote:Hi! how are you doing? I noticed your message on the forum. I faced the same problem as you. Can't install the gtb_importer. How did you manage to fix it?Pokkentag wrote:nevermind, i got it to work. thanks delguoqing again for this awesome script.
WSP is just a concatenation of the WEM files with 255 bytes alignment. You'll have to figure out where the offsets to each WEM is stored or you can't use files sizes bigger than the original WEMs.nenkitsune wrote:Ok, I've hit my limit. I'm trying to mess around with the BGM files, I can extract them, convert them to OGG, convert them back to WEM, but how in the hell do I repack them back into a WSP?
marcussacana wrote:Hi, i write my tool to translate the .bin files: https://github.com/marcussacana/AutomataTranslator
Works but he need delete some language of the game to overwrite...
And i found this tool to translate too... (unstable): https://github.com/micktu/att
Code: Select all
struct TMD{
int32 StrCount;
TMDEntry[] Content = new TMDEntry[StrCount];
}
struct TMDEntry{
int32 len;
byte[] Buffer = new byte[len*2];
}
When I try to run the script with the wmb file path as argument I get SyntaxError: invalid syntaxdelguoqing wrote:I'm using python 2.7.8, and most likely it will work with 2.7.x.o0Crofty0o wrote:Thank you very much!
Any word on how to get the wmb parser to work? Does it require a specific Python version?
Make sure you have python installed, then run the script with the wmb file path as argument.
for example:
python wmb_parser.py D:\data006\pl\pl000_dtt\pl000.wmb
A gtb file should be generated in the same directory as the wmb file. Then you can use Blender addon to import it.
Here's what it should look like in Blender.
Would you please post a screenshot of that error so that I can see what's happening?Anony wrote:When I try to run the script with the wmb file path as argument I get SyntaxError: invalid syntaxdelguoqing wrote:I'm using python 2.7.8, and most likely it will work with 2.7.x.o0Crofty0o wrote:Thank you very much!
Any word on how to get the wmb parser to work? Does it require a specific Python version?
Make sure you have python installed, then run the script with the wmb file path as argument.
for example:
python wmb_parser.py D:\data006\pl\pl000_dtt\pl000.wmb
A gtb file should be generated in the same directory as the wmb file. Then you can use Blender addon to import it.
Here's what it should look like in Blender.
That's the error I get. I made sure to check that the file path was correct before trying to run the script.delguoqing wrote:Would you please post a screenshot of that error so that I can see what's happening?
In your case, you should execute the following command straight ahead, WITHOUT entering python interactive REPL.Anony wrote:That's the error I get. I made sure to check that the file path was correct before trying to run the script.delguoqing wrote:Would you please post a screenshot of that error so that I can see what's happening?
Thanks. It works now.delguoqing wrote:In your case, you should execute the following command straight ahead, WITHOUT entering python interactive REPL.Anony wrote:That's the error I get. I made sure to check that the file path was correct before trying to run the script.delguoqing wrote:Would you please post a screenshot of that error so that I can see what's happening?
C:\Python27\python.exe wmb_parser.py C:\Users\User\Desktop\rips\files\wmb\pl0000.wmb
Anyway, since many people know little about python or programming, I'll make an executable to which you can simply drag and drop. Just wait a day or two.
marcussacana wrote:My tools are only to .smd and .bin
the .mcd have this struct to help: http://zenhax.com/viewtopic.php?t=1502& ... witterfeed
the .mcd is the menu text i think, he do not have encryption but the text format is a shit...
He contains entries of the position of a char in the font (s0001.dat>s0001.mcd => s0001.dtt) and the "string" in the .mdc is a sequence of index of the char entry... soo, is a little shit edit this...
the .dtt is like the .dat, contains just a .dds
The .dat and .pck i sent a mediafire url in the frist page of this topic.
have the .tmd, i do not created a tool to this format, but i think is just something like thisanyway to the tmd i can wrote a code after...Code: Select all
struct TMD{ int32 StrCount; TMDEntry[] Content = new TMDEntry[StrCount]; } struct TMDEntry{ int32 len; byte[] Buffer = new byte[len*2]; }
CPK with text is: data002, data009, data012, data013, data100
i think is this:
SMD => Cutscene Subtitle
Bin => In Game Text
MCD => Menu/UI Text
DTT => A part of the .mcd, the font/texture.
TMD => I think is itens description, but looks have a general content.
--edit
Now my tool support the TMD.
the s0001.dtt is the font, is a collection of .dds texturesMuratG wrote: Hi font (s0001.dat>s0001.mcd => s0001.dtt) where font files?