Well, I did test the edited script on the .bnk file and that method proved to be much better than the dull 'log ""' extracting output. However, that's just the .bnk files. Does anyone feel that there's something missing?
I must add that these numbers are actually hashes of wwise audio event names. Wwise can't work without them, so usually if you find audio event names, something like "shrek_hits_wall_by_his_head", you can calculate its hash and find the audio file in BNK or PCK file. These names will usually be in other game files, like I said. And I'm not talking about SoundBanksInfo.xml, these names can be in actual game files, like maps, levels, scripts etc.
A quick technical explanation: when an archive doesn't contain the original filenames, it means it uses name hashes (you can call them also CRC and checksum, same stuff). Basically a 32 or 64bit number representing a sort of signature of the name instead of the name itself. In these situations, if filenames are really necessary, a solution is building a list of ALL the original filenames and then calculating the hash and checking it with the one of each file entry in the archive. That's what the NameCRC command of quickbms does. What's the problem of this solution? Obviously the problem is building, collecting or generating the list of original filenames, and in less part also finding the algorithm used to calculate the hash (my crc scanner may help in this step). Back to your question, if someone (*NOT ME*) has desire and abilities to build the list of names then there are some chances of assigning the names to the files.
Honestly, I'd rather have 32-bit/64-bit numbers as output filenames instead of the actual names. However, if someone has desire and abilities to build the list of names then I'll do it. Just give me the files necessary for the task.
Meanwhile, here's the modified armyoftwo.bms script. I've kept the header description untouched.
AnonBaiter some help from you? I really want to get the real names of the output wav files from pck file is that I know not build a list of names and speaking on the subject which is the necessary files for this task ? I have on my computer only shrek_akpk.bms script and streaming_eng.pck file and quickbms if you can help I would be grateful thanks for attention
"and speaking on the subject which is the necessary files for this task ?" The file in which the names are stored, of course. Oh yeah, I want to ask a question for more experienced people here: how can I calculate the hash?
It's like you didn't even understand what aluigi or id-daemon has even said.
Let's just get to the point: you choose me to help you, but I'll ask something in return. In that case, it's you who should be helping me. Go grab a hex editor program(mine is HxD),look through the files and see if you find any evidence of the names. The hash situation comes later.
you are wrong it seems that you do not know what I said that you have to help me and I do not now and I still comes from that you should be helping me your boring hahahahahahahahaha and not ever repeat what you said listening? each of which appears to m
What do I mean is that we should help each other, but then I might be contradicting myself here. I don't have the game so I need to know what are these files, what do they contain, etc. If nothing else then I might obtain the game by myself. So let me start with this question: which version of the game(PC, PS3, XBOX360, Wii, DS, iOS) do these files came from?
Oh yeah, and you cut off your own sentence before you could finish it. Take your time to actually read and see if you didn't miss anything before clicking on "Submit".