Hi all. I understand it may be a bit intruding to register only to have my first post in the help section.. but I hope it's acceptable.
I made my way here through
this video, that's description said "
If anyone knows how to extract .rof files please send me a Private Message on YouTube or on the Oddworld Forums.".
I've looked into the ROF archives myself in the past and was happy to find someone else interested in it.
ROF files are the most common file in Munch's Oddysee. The root contains three important folders that consist four file formats.
The first one is BIK. BIK is the Bink video codec and they are the video files used in Munch's Oddysee. They're viewable with Bink Video Player.
The second/third one is WAV and its accompanying SGT. WAVs are standard waveform audio files of the Mudokon Shaman's lines you can listen in practically any player, and SGTs are their sister files that's usage is yet unknown to me. For every WAV, there's a SGT of the same name. All SGTs are 4 kb.
The last one is ROF, the one I'm after. ROFs are very likely to be (sometimes compressed) archives that contain even more files and unknown formats, including the models, the levels, the sound effects, the textures, etc. ProjectOddMods, if you're reading this, please have a look below.
All ROFs begin with a 8 byte header. In Layout_y.nif000017.rof, the biggest of the ROFs, and also the one I'll be using as a prime example has 08 00 00 00 54 01 00 00.
After that, there are 20-byte headers that are directly linked to the ASCII paths right after them. Observe the bytes after the 8-byte header (formatted for viewability):
FC 01 00 00 9F 06 88 00 00 00 00 00 34 00 00 00 00 00 00 00
9B 08 88 00 D3 9F 00 00 00 00 00 00 29 00 00 00 34 00 00 00
6E A8 88 00 45 66 79 00 00 00 00 00 26 00 00 00 5D 00 00 00
B3 0E 02 01 60 91 77 00 00 00 00 00 2E 00 00 00 83 00 00 00
13 A0 79 01 12 1B 00 00 00 00 00 00 27 00 00 00 B1 00 00 00
25 BB 79 01 3D 8E 01 00 00 00 00 00 2A 00 00 00 D8 00 00 00
62 49 7B 01 06 58 00 00 00 00 00 00 29 00 00 00 02 01 00 00
68 A1 7B 01 0F 17 00 00 00 00 00 00 29 00 00 00 2B 01 00 00
And RIGHT after them in ASCII (again, formatted):
\LAYOUT\REGION05\ROOM01\GAMESTOCKDEMO\GSDEMO_BV.NIF
\LAYOUT\REGION05\ROOM01\GROUNDCLOUDS.NIF
\LAYOUT\REGION05\ROOM01\ROOM01_BV.NIF
\LAYOUT\REGION05\ROOM01\ROOM01_VILLAGE_BV.NIF
\LAYOUT\REGION05\ROOM01\SMALLWATER.NIF
\LAYOUT\REGION05\ROOM01\SPLINTERZSIGN.NIF
\LAYOUT\REGION05\ROOM01\VILLAGEFLAGS.NIF
\LAYOUT\REGION05\ROOM01\VILLAGEWATER.NIF
It is not a coincidence that there are eight 20-byte headers and eight paths to NIF files. They are clearly linked and the headers hold the key to getting the NIFs out.
The NIFs themselves are NetImmerse/Gamebryo model files, the same model files used in games such as Civilization IV, Dark Age of Camelot, Freedom Force, Morrowind, Oblivion and Sid Meier's Pirates.
Long story short, if we break this format, we will have access to Munch's Oddysee resources. NIFs can already be opened and converted in Maya, 3DSMAX and Blender through the
NIFTools plugin, and who wouldn't want their 3D models of Abes, Sligs, Slogs, Munches, Scrabs, Glukkons, levels.. maybe even unused areas?
So, my first question is, does anyone around here 3DSMAX and be interested enough to install the NIFtools plugin so we could venture into the depths of Munch's Oddysee? Or even be ready to install the
NIFSkope viewer that I, as a Mac user, can't open?
Thanks in advance. Hope this turns into a group effort.