Mass Effect Andromeda

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
y3804
Posts: 17
Joined: Sat Apr 15, 2017 6:02 pm

Re: Mass Effect Andromeda

Post by y3804 »

dumped all EBX to YAML (165000+ files, ~5gb)

https://github.com/meaebxdump/MEA_EBX
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

Snowpiercer wrote:
spinal wrote:Hey,

Do you have libfbxsdk.dll in your Mesh Plugin folder? It should be in the zip file I provided earlier.


Image

Yep I pasted all the files into the Mesh Plugin folder.


Hey,


I tried to reproduce your issue with a fresh installation but no luck...

Can you please try that as well and report if you have the same error or not?

Also, if someone had the fbx exporter working, can they report so I know it's not working only for me...
Thanks.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

spinal wrote:For WVoider:

I modified the Mesh Plugin and the PluginSytem : I moved Mesh, Skeleton and EBXStream classes to plugin system to avoid cyclic dependencies with my FBX exporter.
I added a bunch of new classes to Mesh plugin and modified the Main form.

Here are the classes only, let me know if you prefer that I upload the vs projects as well:
PluginMeshesWV_classes.zip
PluginSystem_classes.zip

Hope I haven't forgotten anything... I'll try to come back later in case of issue.


hey, thats how I wanted to have it anyway, thanks alot! It will take a bit time before I can look at it, because im a bit busy in RL this week

spinal wrote:And it's gal by the way ;)

alright, sorry then, hard to see through bits and bytes :P

greetz
Snowpiercer
Posts: 22
Joined: Thu Aug 13, 2015 5:08 pm

Re: Mass Effect Andromeda

Post by Snowpiercer »

spinal wrote:Hey,


I tried to reproduce your issue with a fresh installation but no luck...

Can you please try that as well and report if you have the same error or not?

Also, if someone had the fbx exporter working, can they report so I know it's not working only for me...
Thanks.


I did that a few times just to be sure.

I attached the "patched" version so you can try it yourself.
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

Snowpiercer wrote:
spinal wrote:Hey,


I tried to reproduce your issue with a fresh installation but no luck...

Can you please try that as well and report if you have the same error or not?

Also, if someone had the fbx exporter working, can they report so I know it's not working only for me...
Thanks.


I did that a few times just to be sure.

I attached the "patched" version so you can try it yourself.


Asking you for this was my next move :)
Unfortunately, i can't open the file. Can you reupload the file as zip?
Snowpiercer
Posts: 22
Joined: Thu Aug 13, 2015 5:08 pm

Re: Mass Effect Andromeda

Post by Snowpiercer »

spinal wrote:Asking you for this was my next move :)
Unfortunately, i can't open the file. Can you reupload the file as zip?


I 7zipped it because the .zip was bigger than the 5mb attachment limit.

https://my.mixtape.moe/jifhlu.zip
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

Snowpiercer wrote:
spinal wrote:Asking you for this was my next move :)
Unfortunately, i can't open the file. Can you reupload the file as zip?


I 7zipped it because the .zip was bigger than the 5mb attachment limit.

https://my.mixtape.moe/jifhlu.zip


So, it's working for me with your zip. Which means you must be missing some basic dependency I have... Not sure what for now... I'll give it some thought and tries and let you know if I find something.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

get dependency walker, it will tell you what dll is missing

greetz
Snowpiercer
Posts: 22
Joined: Thu Aug 13, 2015 5:08 pm

Re: Mass Effect Andromeda

Post by Snowpiercer »

warrantyvoider wrote:get dependency walker, it will tell you what dll is missing

greetz


When I use this on FBXExporter.dll I get a huge amount of "API-MS-WIN-CORE-****.DLL" and "EXT-MS-WIN-****.DLL" missing but the ones that stand out are "msvcr120d.dll" and "msvcp120d.dll" which are apparently debug versions from Visual Studio 2013.

I tried copy and pasting the non-debug versions and renaming them to the debug version but same result.

Edit: I downloaded those 2 files and put them in the Mesh Plugin folder and now it works.
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

Snowpiercer wrote:
warrantyvoider wrote:get dependency walker, it will tell you what dll is missing

greetz


When I use this on FBXExporter.dll I get a huge amount of "API-MS-WIN-CORE-****.DLL" and "EXT-MS-WIN-****.DLL" missing but the ones that stand out are "msvcr120d.dll" and "msvcp120d.dll" which are apparently debug versions from Visual Studio 2013.

I tried copy and pasting the non-debug versions and renaming them to the debug version but same result.

Edit: I downloaded those 2 files and put them in the Mesh Plugin folder and now it works.


OK, I get it: I worked with the debug version of the fbx sdk dll and forgot to switch to the release one when I uploaded the plugin. Sorry about that and glad you sorted it out.
Thanks WVoider for suggesting dependency Walker.

I'll upload a new version later with a fix for UVs being upside down and will fix that as well at the same time.
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

Hey,


New version of the mesh plugin:
Mesh Plugin.zip


Changes:
- FBX exporter provided in release version so hopefully it should work for everyone with no need for other dlls
- Fixed UVs exported upside down

Don't forget to copy PluginSystem.dll beside MEExplorerWV.exe

@WVoider, below, the two classes modified:
PluginMeshesWV_classes.zip

PluginSystem_classes.zip
katzsmile
Posts: 6
Joined: Sat Apr 08, 2017 5:37 pm

Re: Mass Effect Andromeda

Post by katzsmile »

iirc bones for each mesh is encoded in ebx files. well that was true with frostbite2 and C&C Generals alpha. may be this is actual for mea too
lyutor1945
Posts: 42
Joined: Wed Feb 24, 2016 4:24 pm

Re: Mass Effect Andromeda

Post by lyutor1945 »

warrantyvoider wrote:this can be true, as I only export a single set of UV coordinates (the first), PSK will be able to hold up to 4. otherwise I can only say, I export data as-is, so dunno. Thanks for reporting

greetz WV


I checked my assumption. Really wrong uv coordinates in the second layer hairstyles models
spinal
Posts: 34
Joined: Sat May 13, 2017 10:35 am

Re: Mass Effect Andromeda

Post by spinal »

lyutor1945 wrote:
warrantyvoider wrote:this can be true, as I only export a single set of UV coordinates (the first), PSK will be able to hold up to 4. otherwise I can only say, I export data as-is, so dunno. Thanks for reporting

greetz WV


I checked my assumption. Really wrong uv coordinates in the second layer hairstyles models



Hey,


Can you give us a more precise example? A model impacted and what you get and what you expect would help.
lyutor1945
Posts: 42
Joined: Wed Feb 24, 2016 4:24 pm

Re: Mass Effect Andromeda

Post by lyutor1945 »

Hey,


Can you give us a more precise example? A model impacted and what you get and what you expect would help.


For this example I used hair model for female characters: root/win32/game/characters/human/hmf/hair/hmf_hair_b_(iconic)/hmf_hair_b_emily_unique_mesh.

I exported PSK hair model in blender. Hairstyle models consist of two layers. Let's call them basic and secondary.

Basic:

Image

Secondary:

Image

With a basic no problem. I had a suspicion that the secondary layer has a incorrect UV map. It seemed a little strange.

Image

I ripped a few hairstyle models with ninja ripper and compared the UV-maps.

Here UV map from ripped hair model

Image

Corresponds to this texture:

Image

The same problem with a male hair models.
Last edited by lyutor1945 on Thu May 25, 2017 10:06 pm, edited 1 time in total.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

spinal wrote:@WVoider, below, the two classes modified:
PluginMeshesWV_classes.zip
PluginSystem_classes.zip


hey there, are you missing the fbxexporter.dll source code? or do you want to keep it closed? I can also decompile it, say how you like...

greetz WV

UPDATE:
export as .psk already works
Image

.obj too
Image
now can someone tell me how to find the "skeleton file" for it? its ebx?
lyutor1945
Posts: 42
Joined: Wed Feb 24, 2016 4:24 pm

Re: Mass Effect Andromeda

Post by lyutor1945 »

now can someone tell me how to find the "skeleton file" for it? its ebx?


Skeletons are in toc archives ...globals.toc/mastersharedbundle, if I understand you correctly:)
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

lyutor1945 wrote:
now can someone tell me how to find the "skeleton file" for it? its ebx?


Skeletons are in toc archives ...globals.toc/mastersharedbundle, if I understand you correctly:)


thanks, I found them!^^

Image

export with skeleton works too! :D now I just wait for spinal and her fbx code

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

Re: Mass Effect Andromeda

Post by lyutor1945 »

export with skeleton works too! :D now I just wait for spinal and her fbx code

greetz WV


This is great news:)

By the way, it will be possible to extract a model marked "cloth", They are a part of the hair and cloth models?
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

lyutor1945 wrote:By the way, it will be possible to extract a model marked "cloth", They are a part of the hair and cloth models?


I just merged code today, renamed and moved classes, I had no time to look much at the actual implementations, but it seems straigh forward. with "cloth" I dunno what you mean, as usual, give an example at best

greetz WV