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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Are the sounds in the "Oddio" folder?
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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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As for for modding, I hope to do sound mods at some point. |
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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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 |
Did you type all of that into cmd by hand? You could either do
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revorb.exe *.ogg :
for %%i in (*.ogg) do ( |
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for %%f in (*.wem) do ww2ogg.exe %%f --pcb packed_codebooks_aoTuV_603.bin |
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
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argument error: only one input file at a time 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. |
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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It worked! Thank you so much Strnadik!
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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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for i = 1 :
Error: Impossible to write 0xfffffed0 bytes |
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. |
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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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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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. |
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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I'd upload them but I think it's definitely not allowed to distribute the assets of the game.
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lets mod it
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" by Knot |
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: :
The best solution would be if JAW provided me/us .wproj or a way to repack the files. |
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? :
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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:
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 |
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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http://puu.sh/grJRo/bb961b9987.png
This is in SoundBanksInfo.xml too, this may be the solution, I'll change it here too. |
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 :
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.http://fs2.directupload.net/images/1...p/fnkqb2nb.png 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 :
The official Wwise-Projectname of the game is "aoNNT" |
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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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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Do you use Wwise for that?
I searched for this text "follow_me" inside ...\NNT_Data\StreamingAssets\Audio\GeneratedSoundBanks\Windows\SoundbanksInfo.xml :
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. |
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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