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  #1  
Old 02-27-2015, 12:29 PM
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Default New 'n' Tasty modability

Hey guys! Is anyone interested in modding NnT? I managed to get out all of the sounds, .ogg format, it's a joy to listen to them. I also managed to extract .tex files so basically materials. When I tried to import the assets into Unity Pro, it just couldn't cooperate, so the thing I wanted the most isn't possible for now - create new levels/edit old levels. Did anyone try anything like that? Right now I am trying to replace Abe's gamespeak sounds with old ones just to test if it's possible to extract .bnk and then assemble it back with Wwise. Wish me luck!
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Old 02-27-2015, 12:41 PM
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Are the sounds in the "Oddio" folder?
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Old 02-27-2015, 01:07 PM
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I kept staring at your post for like.. 2 minutes.. and THEN I understood and laughed alot. Nice one, nice one.

The sounds are in .wem and .bnk, they can be extracted (http://puu.sh/gfrre/0a4e231c44.png) , but when I tried to assemble 'em together, it's silent ingame.
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Old 02-27-2015, 03:32 PM
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Quote:
I kept staring at your post for like.. 2 minutes.. and THEN I understood and laughed alot. Nice one, nice one.
In case you didn't know, the audio folder for MO on PC was "oddio" I think that's what he was referring too.

As for for modding, I hope to do sound mods at some point.
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Old 02-27-2015, 03:42 PM
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Confession time. I actually tried to get the soundtrack from the files just to see if I could. (and I wanted to hear the differences between AO and NnT's soundtrack).

Sadly I couldn't find a way to extract .bnk files. The most common extractor isn't on the web anymore.
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Old 02-27-2015, 04:35 PM
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Quote:
Originally Posted by Crashpunk View Post
Confession time. I actually tried to get the soundtrack from the files just to see if I could. (and I wanted to hear the differences between AO and NnT's soundtrack).

Sadly I couldn't find a way to extract .bnk files. The most common extractor isn't on the web anymore.
http://forum.bioware.com/topic/38629...o-audio-guide/

I used this and it worked with no problem. But you can skip the quickbms part if you want to convert .wem files. For those, just use ww2ogg (there's an old version on that forum, but it shouldn't matter)

http://puu.sh/gf02v/dbf177252f.jpg
http://puu.sh/gfHJC/c23be1a8c1.png

Also I tried to import the assets into Unity Pro but it wouldn't load, and sadly, even the levels were unopenable. http://puu.sh/gf441/ca5b1f0837.png
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Old 02-27-2015, 05:10 PM
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Did you type all of that into cmd by hand? You could either do
Code:
revorb.exe *.ogg
Or have a batch file

Code:
for %%i in (*.ogg) do (
    revorb.exe %%i
)

pause
exit
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Old 02-28-2015, 02:19 AM
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Quote:
Originally Posted by Phylum View Post
Did you type all of that into cmd by hand? You could either do
Code:
revorb.exe *.ogg
Or have a batch file

Code:
for %%i in (*.ogg) do (
    revorb.exe %%i
)

pause
exit
I used quickbms for bnk, which loads .txt with that "for i=..." text, so I dont have to type it. And for .wem, I used .bak with

Code:
for %%f in (*.wem) do ww2ogg.exe %%f --pcb packed_codebooks_aoTuV_603.bin
pause
for %%f in (*.ogg) do revorb.exe %%f
pause
The important thing is that after quickbms, you'll end up with unusable wavs, THEN you have to use ww2ogg but instead of "for %%f in (*.wem)" you have to replace .wem with .wav. Then you'll have lossless perfect .ogg of all the sounds of the game
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Old 02-28-2015, 05:02 AM
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I don't know what I'm doing wrong, but I cannot extract any files from the game. for starters I get this when I run the runthis2wwogg.bat file

Code:
argument error: only one input file at a time

usage: ww2 input.wav [-o output.ogg] [--inline-codebooks] [--full-setup]
I copied all the wem files into a folder and tried to follow your images.

I also used that quickbms to extract the .bnk music files but that didn't work either. I used Quickbms to get the "music.bkm" file, got all the music (.wav files which couldn't be opened), tried that "for %%f in (*.wav)" and they didn't get converted.

This is driving me nuts. I'll just wait for a OST to come out.

E: Unless you can make a tutorial how to extract the soundtrack. I'm really not familiar with coding and I'm fucking useless without a proper guide.
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Old 02-28-2015, 05:47 AM
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I uploaded my ww2ogg with my convert.bat. Try to put the unusable wavs into the same folder and launch the convert. I hope it'll work for ya! http://www.mediafire.com/download/9f...nk_convert.rar
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Old 02-28-2015, 06:29 AM
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It worked! Thank you so much Strnadik!
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Old 02-28-2015, 07:49 AM
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No problem! I'm glad I could help.

I tried to assemble the .bnk back to achieve swapping some sounds but after reassembling, it's silent ingame, but it is definitely possible!

Off-topic: I finally finished NnT for the first time 5 minutes ago. 3 mudokons left in Zulag 4, gotta fix that! I really enjoyed the game ALOT.
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Old 02-28-2015, 12:35 PM
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Quote:
Originally Posted by Crashpunk View Post
I also used that quickbms to extract the .bnk music files but that didn't work either. I used Quickbms to get the "music.bkm" file, got all the music (.wav files which couldn't be opened), tried that "for %%f in (*.wav)" and they didn't get converted.
Using the cmd line script with QuickBMS from the Bioware forums thread linked, it complains about a disk space error at the end when trying to extract any .bnk from the game... I have 12.6gbs of free disk space

Code:
for i = 1
   FindLoc OFFSET STRING "WAVEfmt" 0 ""
   if OFFSET != ""
      math OFFSET -= 8
      goto OFFSET
      FindLoc DATA STRING "data" 0 ""
      math DATA += 4
      goto DATA
      get SSIZE long
      savepos HEADER
      math HEADER -= OFFSET
      set SIZE HEADER
      math SIZE += SSIZE
      get NAME basename
      string NAME += "_"
      string NAME += i
      string NAME += ".wav"
      log NAME OFFSET SIZE
   else
      cleanexit
   endif
next i
The error:
Code:
Error: Impossible to write 0xfffffed0 bytes 
Check your disk space

Last script line before the error or that produced the error:
18 log NAME OFFSET SIZE
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Old 02-28-2015, 02:01 PM
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If that's your OS drive, clean up your fucking hard drive.

0xfffffed0 bytes is 4.2Gb. The line that throws the error is trying to log the name, offset and size. Something is going seriously wrong here. If other iterations of the log command are writing that much data than no wonder you're running out of room.
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Old 02-28-2015, 02:07 PM
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I experienced similiar errors with such programs, but it was caused by long path. Like C:/folder/folder_with_long_name/folder_with_even_longer_name/file.bnk. Try to copy the folder to C:/ or your Desktop.
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Old 03-01-2015, 11:50 AM
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Huh. The shorter folder path didn't work, put the quickbms folder where I also have the extracted files folder and everything in right into C:/ and it still gives me that memory error... I have way more than 4.2 gbs of free space on both my SSD and my HDD so I don't know why it would be complaining.
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Old 03-01-2015, 11:56 AM
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That's ONE log command though. In one iteration. If 3 of those got called then your HD would be full.

Alternatively, 0xfffffed0 is suspiciously close to the largest possible unsigned 32bit integer, so there might be some kind of overflow problem giving an unexpected result.
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Old 03-01-2015, 11:59 AM
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Cleaned up my C drive a bit and I now have 22 gbs of disk space, still doesn't work at all :P Was hoping I could extract the music like Crash did, and misc sound effects
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Old 03-03-2015, 08:12 AM
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I'd upload them but I think it's definitely not allowed to distribute the assets of the game.
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Old 03-07-2015, 11:04 PM
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Hi Strnadik,

i am also interested to translate some files of "Oddworld: New N Tasty"
I love the german voice of Abe in "Oddworld Abe's Exoddus".
Extracting the Soundbank "VO_Abe.bnk" success with RavioliGameTools_v2.8 .
I try to repack the "VO_Abe.bnk" with Wwise (max 200 soundfiles per .bnk are free)
But inside the game Abe is stil quiet.

For german translation-packs we use in Germany the site schote.biz.

See also the topic of "mlg man"
He made a sound "hook in" for "Oddworld Abe's Exoddus"

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Old 03-08-2015, 01:24 AM
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That's what I did - silent ingame.

Alright guys, I experimented a bit and I think I am close. I'd appreciate if some sound maniac helped me, but I don't know if there's such person here, hah.

So my first attempt that was already mentioned was

1)QuickBMS to get sounds from .bnk (or RavioliGameTools)
2)Pack all of them again with Wwise but replace some file with classic sound
3)Export .bnk
4).. silent ingame

My guess is that when I create a brand new wproj and bnk, the address to each sound is then broken and it can't find the path to call and play the certain sound.

Second attempt:

1)Get needed tools like wwise_IMA_adpcm from Bodhi's sound repair group (http://steamcommunity.com/groups/bodhisoundrepair)
2)Use this tutorial to unpack/pack the bnk back https://www.youtube.com/watch?v=H7DLzrLkzkA
3)Get my hopes high
4)Get dissapointed

This one really looked promising, but no, it just won't work. Also, when I opened SoundBanksInfo.xml in NnT folder, there's this:
Quote:


vo_abe_followme_01.wav
sfx\vo_abe_followme_01_db50bab0.wem


vo_abe_followme_02.wav
sfx\vo_abe_followme_02_db50bab0.wem


vo_abe_followme_03.wav
sfx\vo_abe_followme_03_db50bab0.wem


vo_abe_hello_01.wav
sfx\vo_abe_hello_01_db50bab0.wem


vo_abe_hello_02.wav
sfx\vo_abe_hello_02_db50bab0.wem
And it goes on. If we extract bnk, we get either Vo_Abe01,02,03... or 10890789025.wwise. But here, it's properly named and it's in .wem, which is easily replacable. That's probably how it is in their .wproj (JAW's), organized .wems that are packed in bnk. Obviosly, we can't do that. Well... unless we do it all again and name all the sounds like THAT and pack the bnk. Which could work but it's hellovawork. Do you think that'll work? Is anyone else working on this?

The best solution would be if JAW provided me/us .wproj or a way to repack the files.
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Old 03-08-2015, 04:15 AM
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Hi ,

you are on the rigth way, i think.
I contact every tool developer to help with this mod project.
RavioliGameTools_v2.8: send already a Email
Compiler of BNK Editor: Iced_Bullet: send already a Email
support@oddworld.com: send already a Email

JAW Email unknown: http://www.jawltd.com currently offline
bnkextr.exe Autor:ctpax-x.org : send already a Email

Lets give it a try with a little BNK file with max. 3 Sounds? Is there any little file?
I try also the tutorial and i missed msvcp100d.dll and msvcr100d.dll ! Where do you get it from?

do you check this file?
Quote:
\NNT_Data\StreamingAssets\Audio\GeneratedSoundBanks\Wwise_IDs.h
see in one line of this:
Quote:
static const AkUniqueID VO_ABE = 1677461195U;
It looks like a ID for VO_ABE.bnk
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Old 03-08-2015, 07:08 AM
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i try to extract this file:
..\NNT_Data\StreamingAssets\Audio\GeneratedSoundBanks\Windows\28991918.wem

I use this Tools in one Folder:
  • A copy of "28991918.wem"
  • latest EXE of ww2ogg , updated with this files
  • revorb.exe
  • batch file "extract_it.bat" with this code inside
    Code:
    for %%b in (*.wem) do ww2ogg.exe --pcb packed_codebooks_aoTuV_603.bin "%%b"
    for %%c in (*.OGG) do revorb.exe "%%c"
    pause
    exit
When you start the batch file, you will get a .ogg file thats sound is correct.
could i do this steps backward? I give it a try like "Strnadik" explained in next post: throw some .wav's in Wwise and save the project to get the .wem

This steps are explained in many tutorials in the www.
really interessting about soundformats can you find here
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Old 03-08-2015, 07:24 AM
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I probably found a way to replace .wem, but the bnks are way more important. For .wem, I just opened Wwise, threw some .wav there and saved the project. The .wems were in the project folder so I can easily move it to NnT. I haven't tried it ingame but it's just 1 sound so it shouldn't get addressed incorrectly ingame. Please, if anyone can help with .bnk, I'll highly appreciate it.
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Old 03-08-2015, 07:34 AM
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http://puu.sh/grJRo/bb961b9987.png
This is in SoundBanksInfo.xml too, this may be the solution, I'll change it here too.
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Old 03-08-2015, 08:13 AM
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Also very usefull is this tutorial for Wwise

Total War and World of Warships have the same Problemes with sound files...
The User "TaihoChanSuki_RPH70" ask the developer also for ".wproj" file for Wwise, like you.
So it seems to be impossible without offical support. ? ? What do you think?

At the moment i try this
Quote:
By using AudioKinetic’s Wwise 2013.1.1 you will be able to create music mods, include them in your game and share them with other Total War players via the Steam Workshop.
I know it is a other game but the same problems.
UPDATE:
I get all the time a "Init.bnk" but i dont need it, because i use the original one.
Also i get a "Music_Data.bnk" file in the "total war" example, when i import an wav and generate soundbank.
So I have to rename "Music_Data" to "VO_Abe"

We have also to checked this file:
..\NNT_Data\StreamingAssets\Audio\GeneratedSoundBanks\Windows\Plugininfo.xlm
PHP Code:
<?xml version="1.0" encoding="utf-8"?>
<PluginInfo Project="aoNNT" Platform="Windows" Key="46C9ED64-6" Motion="false">
    <Plugins>
        <Plugin Name="Wwise Silence" ID="6619138" />
        <Plugin Name="Wwise Parametric EQ" ID="6881283" />
        <Plugin Name="Wwise Delay" ID="6946819" />
        <Plugin Name="Wwise Peak Limiter" ID="7208963" />
        <Plugin Name="Wwise Matrix Reverb" ID="7536643" />
        <Plugin Name="Wwise RoomVerb" ID="7733251" />
        <Plugin Name="Wwise Flanger" ID="8192003" />
        <Plugin Name="Wwise Guitar Distortion" ID="8257539" />
        <Plugin Name="Wwise Stereo Delay" ID="8847363" />
        <Plugin Name="Wwise Pitch Shifter" ID="8912899" />
        <Plugin Name="Wwise Harmonizer" ID="9043971" />
    </Plugins>
</PluginInfo>
This are the used Wwise-Plugins of the Game.
The official Wwise-Projectname of the game is "aoNNT"
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Last edited by knot-together; 03-08-2015 at 09:25 AM.. Reason: UPDATE
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Old 03-08-2015, 09:14 AM
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Yeah I searched the Total War forums too. It is true that 1 single simple .wproj would save ALOT of hours/days of trying to get it to work.
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Old 03-08-2015, 11:06 AM
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Now I matched file ID of the bank AND of the event to play Abe's voice, but I can't make my vo_abe_alloya_01 ID same as in the original bank, I am so close to a solution but now it decides to not work
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Old 03-08-2015, 12:10 PM
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Do you use Wwise for that?

I searched for this text "follow_me" inside
...\NNT_Data\StreamingAssets\Audio\GeneratedSoundBanks\Windows\SoundbanksInfo.xml
PHP Code:
<SoundBank Id="1677461195" Language="SFX">
<
ShortName>VO_Abe</ShortName>
<
Path>VO_Abe.bnk</Path>
<
IncludedEvents>
...
<
Event Id="3883600947" Name="Play_vox_abe_follow_me" />
...
</
IncludedEvents>
<
IncludedDialogueEvents />
<
ReferencedStreamedFiles />
<
IncludedFullFiles>
...
 </
IncludedFullFiles>
<
IncludedPrefetchFiles />
<
ExternalSources />
</
SoundBank>
<
SoundBank Id="3415309473" Language="SFX">
<
ShortName>sfx_frontend</ShortName>
<
Path>sfx_frontend.bnk</Path>
<
IncludedEvents>
...
<
Event Id="3294738273" Name="Play_vo_abe_fe_follow_me" />
...
</
IncludedEvents>
<
IncludedDialogueEvents />
<
ReferencedStreamedFiles />
<
IncludedFullFiles>
...
<
File Id="119713097" Language="SFX">
<
ShortName>vo_abe_follow_me_02-1.wav</ShortName>
<
Path>sfx\vo_abe_follow_me_02-1_db50bab0.wem</Path>
</
File>
...
</
IncludedFullFiles>
<
IncludedPrefetchFiles />
<
ExternalSources />
</
SoundBank
VO_Abe.bnk and sfx_frontend.bnk included "follow_me".
Maybe sfx_frontend.bnk is for the main menu.

I get no new ansers for today. see you next time.
Please explain and share your steps and i will try to reproduce and help you with this isue.
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Last edited by knot-together; 03-08-2015 at 12:12 PM..
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Old 03-08-2015, 12:15 PM
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The other .bnk is definitely for the main menu, because even if I screw up the VO_Abe, the menu gamespeak works.
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