Mass Effect Andromeda

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

Hey,


Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...

Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.

In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.

I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...

One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.

One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...
A more recent version without this issue can be found here : https://github.com/Befzz/blender3d_import_psk_psa but it does not look finished either...
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

http://www.gildor.org/projects/unactorx

for 3ds max users...

greetz
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

created a small tool on the side to research the ebx format, because I need programmatic access to it, want to display it in a treeview later, and which shall also be editable... so I gotta start somewhere. this reads the ebx information up until the actual payload data (not processed yet). Maybe I can add import-awareness too, dunno. im posting this here, in case someone has a good idea on how to make it browseable and editable (the old way was to note down where a given value was stored in the payload area, now id like to recompile the entire thing)

Image

greetz VW
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

ok, update on that, I rewrote all my ebx code and now invented two new classes TypeNode and FieldNode, which will help me later to convert between lists and tree (hopefully :D)

Image

Image

greetz WV
lyutor1945
Posts: 42
Joined: Wed Feb 24, 2016 4:24 pm

Re: Mass Effect Andromeda

Post by lyutor1945 »

spinal wrote:Hey,


Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...

Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.

In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.

I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...

One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.

One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...
A more recent version without this issue can be found here : https://github.com/Befzz/blender3d_import_psk_psa but it does not look finished either...


Hi guys !! Anyone succeeded to extract the models are in PSK format?
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

Image

im not sure if I can offer full recompiling at the end, but this should help too. the set button doesnt do anything yet but im out of time for coding now. anyway, as I said, now I can easily link back to the original data from a treenode :P also fixed type 8 - enums, and fields now have a name and their value as subnode. if I now also get imports working, this could almost go into maintool as is^^

greetz WV
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

-added search function
-added saving to xml
-added saving back to ebx (with edits)
-some field values (integers and floats) can be edited now (set button now works, beware: input is hexdecimal)

Image

I think I let imports and recompiling be for now, this should help alot already. I will make a proper plugin out of this, for now here it is attached as standalone tool

greetz WV
danver
Posts: 1
Joined: Sat May 20, 2017 1:37 pm

Re: Mass Effect Andromeda

Post by danver »

Hello warrantyvoider im currently having a issue with the MeaExplorerWV. I can load every thing else into the vfs all except the mastersharedbundle it just freezes every time i try to load it into the vfs. Any thoughts on how to fix this? Also i am using the latest version of the program, and i do have the two dll's in my andromeda directory.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

danver wrote:Hello warrantyvoider im currently having a issue with the MeaExplorerWV. I can load every thing else into the vfs all except the mastersharedbundle it just freezes every time i try to load it into the vfs. Any thoughts on how to fix this? Also i am using the latest version of the program, and i do have the two dll's in my andromeda directory.


try redownloading, i was working on github

Image

ok, I integrated the new ebx class into pluginsystem, and now it is used by all plugins in preview (mesh plugin for now). I also moved the helpers class to pluginsystem, as again all plugins need it anyway. then I combined the previous tool and class to a new plugin, the "EBX plugin", with that you can edit ebx, export it as XML or BIN, import the edits back in or make a mod job out of it.

now on github

greetz WV

PS: warning ahead: the ebx in meshes are somehow *SPAM* up and cant be displayed for now
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

added a little hack to load mesh ebx still, but this is no proper code, it simply tries the other method (reading field offset and seeking there). somehow that second method doesnt work for all other ebx, so im kinda clueless for now, but it allows to edit both ebx, so dunno
Image

now on github

greetz WV
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

lyutor1945 wrote:
spinal wrote:Hey,


Finally, I was a lot closer to export as psk than I thought since the last problem I had was on blender side...

Attached is a modified version of the mesh plugin allowing to export as psk : I added a button next to the export obj one and 3 new classes : PSKFile, FBSkeleton and MEshExporter which are just revamped versions of similar classes from your DAI tools.

In the mesh class, the useful info for bones was the values of Unknown2c and Unknown3 in the MeshLodSection : Unknown2c is the count of bones affecting the section and Unknow3 is an offset in the res file from where we need to read indices of bones in the whole skeleton. In fact, this is exactly the same thing as what you did with DAI but the info just wasn't stored at the same place.

I have only tested on a few meshes, 2 or 3 human bodies, 2 human heads and vetra body and head. All seems to work. Bad news is, Vetra's head is still all weird...

One thing missing though is how to decide which skeleton to use for which mesh. In the version I'm uploading, user needs to select the skeleton ebx file on disk. So this means, one has to identify first the skeleton and export it using the tool. From what I saw, there seems to be many of them in globals.toc/mastersharedbundle.

One last thing, I've tested the exported psks in blender. They weren't working with the psk import script provided with blender. The script seems to remove (at least) the head bone for some reason. Took me forever to notice...
A more recent version without this issue can be found here : https://github.com/Befzz/blender3d_import_psk_psa but it does not look finished either...


Hi guys !! Anyone succeeded to extract the models are in PSK format?


Hey lyutor1945,

Haven't seen your message before as I haven't been around much.
Anyway if you still need help with this :

From the zip file I posted you need to get the file PluginMeshesWV.dll in folder PluginMeshesWV/bin/Debug/ and replace the one you have in folder Mesh Plugin in your MEAExplorer install.

If you have already done that and this is not working, I will need more info to help : do you have the export as psk button? what mesh did you try? what actually happens when you click?


More generally, regarding mesh export, I'm also working on a fbx exporter and doing that, I have noticed that the psk exporter currently exports the mesh mirrored along one axis. I will try to fix that and also make sure that my code is still working with WVoider's recent modifications during the week-end.
Finder
Posts: 13
Joined: Sat May 20, 2017 4:58 pm

Re: Mass Effect Andromeda

Post by Finder »

warrantyvoider wrote:added a little hack to load mesh ebx still, but this is no proper code, it simply tries the other method (reading field offset and seeking there). somehow that second method doesnt work for all other ebx, so im kinda clueless for now, but it allows to edit both ebx, so dunno
Image

now on github

greetz WV

Odd, since I installed the latest version of the tool and used it to install a mod, my game can no longer get past the intro loading screen :o

Also loading / installing a mod takes a lot longer now :?

And sadly I deleted the old version a while back, not to mention accidentally deleting my backup of the working "AnselSDK64.dll", so now I can't play with mods :(
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

log?
Finder
Posts: 13
Joined: Sat May 20, 2017 4:58 pm

Re: Mass Effect Andromeda

Post by Finder »

warrantyvoider wrote:log?

This is the last one: https://www.dropbox.com/s/b1nsi5aj90xqgtw/log.zip?dl=0
Finder
Posts: 13
Joined: Sat May 20, 2017 4:58 pm

Re: Mass Effect Andromeda

Post by Finder »

Okay I managed to get things going again, just loaded my game without any mods installed and logged all the way into my character, then closed the game, installed the mods and started the game up again and it was working :D

But the mod installer is still really slow compared to the previous version :|
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

Finder wrote:But the mod installer is still really slow compared to the previous version :|


better slow than incomplete, right?^^ dunno, I commited to github a version now that adds a timestamp to the log, so you can see what takes so long

example output
https://pastebin.com/ULJJFLL4

greetz WV
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

WE HAVE A WIKI NOW! Please, if you were able to solve a problem and dont find it listed there, pls add it :D

http://meamodding.wikia.com/wiki/Mass_Effect_Andromeda_modding_tools_Wiki

greetz WV
Finder
Posts: 13
Joined: Sat May 20, 2017 4:58 pm

Re: Mass Effect Andromeda

Post by Finder »

warrantyvoider wrote:WE HAVE A WIKI NOW! Please, if you were able to solve a problem and dont find it listed there, pls add it :D

http://meamodding.wikia.com/wiki/Mass_Effect_Andromeda_modding_tools_Wiki

greetz WV
Grtz! :D
Finder
Posts: 13
Joined: Sat May 20, 2017 4:58 pm

Re: Mass Effect Andromeda

Post by Finder »

This is the log with timestaps: https://www.dropbox.com/s/9pxsaydw3im0gby/log.txt?dl=0

5 minutes of loading time, used to be less than a minute with the same mods :P
InKviZ
Posts: 124
Joined: Fri Oct 24, 2014 2:55 pm

Re: Mass Effect Andromeda

Post by InKviZ »

Can this tool to translate Battlefield: Hardline and Battlefield 3????