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 »

warrantyvoider wrote:
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



Hello,

I will provide you with the code of the fbx exporter, no problem. Just need to clean up some tests I've made and I'll post it. It should not take me long, so probably sometimes during the week-end.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

well so im gonna commit what I have sofar, ok?

UPDATE:

now on github

changes:
-moved asset classes to pluginsystem, so they can be reused by different plugins
-merged code from spinal in, so now you can export a LOD as OBJ aswell as PSK.
-if you use f.e. a default skeleton (from globals/masterbundle -> game/characters/_skeletons) you can export the PSK with the model rigged to it
-general cleanup (moved fb classes into fb folder, the mesh helper and helpers.cs into a folder called "helpers", etc)
-mesh ressources can now be loaded from VFS via context menu
-fixed an ebx bug when editing ebx of meshes (ebx class still not 100% perfect, but we seem to be close)

great thanks to spinal, this was alot help :D cant wait for the fbx stuff :P

greetz WV

PS: is ANYONE actually working on the wiki? seems to have no activity after my last edit
Last edited by warrantyvoider on Thu May 25, 2017 11:38 pm, edited 1 time in total.
lyutor1945
Posts: 42
Joined: Wed Feb 24, 2016 4:24 pm

Re: Mass Effect Andromeda

Post by lyutor1945 »

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


Sorry, my fault. In some archives there are "cloth" folders or "cloth" word in the model name.

Image

It is usually flexible models, I think. From Sarah Ryder Ponytail hair model or cloak from Vetra outfit model.

Image

These models are not open unfortunately.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

well I just checked those, sorry for the delay. if you look into mesh info, every lod has a chunk id of 000000... so they simply dont exist. maybe they get generated at runtime? no idea

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

Re: Mass Effect Andromeda

Post by warrantyvoider »

what I DID notice, is that in the same folder theres an ebx of type "ClothAsset", ofc no one ever heard of it on google, but...
Image
the binary had some interesting header so, I searched that...
Image

Code: Select all

BNRY header
position: bnryOffset
uint32 bnryLength: length of the whole BNRY section, excluding these four bytes
bytes(4): always BNRY (42 4E 52 59)
bytes(4): always 00 00 00 02
bytes(4): always LTLE (4C 54 4C 45)
position: bnryOffset + 16
uint32: always 01 00 00 00
uint32: always 02 00 00 00
uint32 numBNRYsections: number of sections in the BNRY section
uint32: some unknown offset/length

uint32 numLongLines: the number of long lines in the BNRY section
uint32 totalNum21Lines: the total number of lines starting with 0x21/0xA1; this number is the sum of the 0x21 lines from each BNRY section
uint32: always 01 00 00 00
uint32: always 01 00 00 00

float32: unknown, x coordinate?
float32: unknown, y coordinate?
float32: unknown, z coordinate?
uint32: always 01 00 00 00

float32: unknown, x coordinate?

...


from here, it seems they reuse .GR2 format here

btw the other res dont show up because they have a different type (0x85ac783d which is the hash for "ClothAsset" and 0x85ea8656 which is the hash of "ClothObjectBlueprint"), so I guess this is totally different mesh format

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

Re: Mass Effect Andromeda

Post by warrantyvoider »

I added a combo box with the known default skeletons, so you dont have to search them. but you can still use one from file, if needed
Image

also upgraded the search plugin:
-you can search by res type now
-status text shows you where its at and how many results it found
-it now has a "config.txt" if you need more than 1000 results, edit it there
-added a button to save the result into a textfile
-display now is : sha1 -> toc -> (bundle) -> id/name
Image

now on github

greetz WV
mrjack900
Posts: 3
Joined: Mon Apr 24, 2017 2:00 am

Re: Mass Effect Andromeda

Post by mrjack900 »

warrantyvoider wrote:what I DID notice, is that in the same folder theres an ebx of type "ClothAsset", ofc no one ever heard of it on google, but...


If it's like other games, cloth assets are meshes (or parts of meshes) that have physics. I assume the name comes from it being used to simulate how cloth moves in the real world but it can be used for anything.

That hair mesh the last page back is actually the default Sera ponytail mesh but the ponytail is missing because it is a ClothAsset. In Dragon Age Inquisition, this also happened with armour with flaps that moved in the wind. We could only export meshes as OBJ with the tools available so whole parts of the armour were missing.

We never got round to importing skinned meshes but hopefully they'll be someway around this for MEA. I guess you probably need to know what physics solution they're using.

I'm no expert though.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

mrjack900 wrote:
warrantyvoider wrote:what I DID notice, is that in the same folder theres an ebx of type "ClothAsset", ofc no one ever heard of it on google, but...


If it's like other games, cloth assets are meshes (or parts of meshes) that have physics. I assume the name comes from it being used to simulate how cloth moves in the real world but it can be used for anything.

That hair mesh the last page back is actually the default Sera ponytail mesh but the ponytail is missing because it is a ClothAsset. In Dragon Age Inquisition, this also happened with armour with flaps that moved in the wind. We could only export meshes as OBJ with the tools available so whole parts of the armour were missing.

We never got round to importing skinned meshes but hopefully they'll be someway around this for MEA. I guess you probably need to know what physics solution they're using.

I'm no expert though.


if you reread again, I a)already noticed its a new mesh type b)gave a link to its format definition and c) its havok

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

Re: Mass Effect Andromeda

Post by warrantyvoider »

Image

soon^^

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

Re: Mass Effect Andromeda

Post by warrantyvoider »

Image

changes:
- added skeleton preview in meshplugin and rewrote the renderer a bit (damn matrix-tree-math)
- you can now load entire toc files into VFS

now on github

greetz WV
apollon08170
Posts: 14
Joined: Fri Mar 17, 2017 9:41 pm

Re: Mass Effect Andromeda

Post by apollon08170 »

Hello Everyone :D , Good stuff, very good, i like your dev.
But I have an error when I export mesh :cry: (some files). I don't know why. :?:
Can you help me please :ugeek: ? :idea:

Image

Image

Code: Select all

Consultez la fin de ce message pour plus de détails sur l'appel du débogage
juste-à-temps (JIT) à la place de cette boîte de dialogue.

************** Texte de l'exception **************
System.IndexOutOfRangeException: L'index se trouve en dehors des limites du tableau.
   à PluginSystem.OBJExporter.GetVerticesPositionsArray(List`1 vertices)
   à PluginSystem.OBJExporter.ExportAsObj(MeshAsset mesh, MeshLOD lod)
   à PluginSystem.OBJExporter.ExportLod(MeshAsset mesh, Int32 lodIndex, String targetFile)
   à PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
   à System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   à System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   à System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   à System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   à System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   à System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   à System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   à System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   à System.Windows.Forms.Control.WndProc(Message& m)
   à System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   à System.Windows.Forms.ToolStrip.WndProc(Message& m)
   à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys chargés **************
mscorlib
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0 built by: NET47REL1
    CodeBase : file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
MEAExplorerWV
    Version de l'assembly : 1.0.6356.39047
    Version Win32 : 1.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/MEAExplorerWV.exe
----------------------------------------
System.Windows.Forms
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2094.0 built by: NET47REL1LAST
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2093.0 built by: NET47REL1LAST
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0 built by: NET47REL1
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
PluginSystem
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/PluginSystem.DLL
----------------------------------------
System.Configuration
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0 built by: NET47REL1
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2093.0 built by: NET47REL1LAST
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0 built by: NET47REL1
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Be.Windows.Forms.HexBox
    Version de l'assembly : 1.4.7.39046
    Version Win32 : 1.4.7.39046
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/Be.Windows.Forms.HexBox.DLL
----------------------------------------
PluginEbxWV
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/EBX%20Plugin/PluginEbxWV.dll
----------------------------------------
PluginMeshesWV
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh%20Plugin/PluginMeshesWV.dll
----------------------------------------
SharpDX.D3DCompiler
    Version de l'assembly : 3.1.0.0
    Version Win32 : 3.1.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh%20Plugin/SharpDX.D3DCompiler.dll
----------------------------------------
SharpDX.Desktop
    Version de l'assembly : 3.1.0.0
    Version Win32 : 3.1.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh%20Plugin/SharpDX.Desktop.dll
----------------------------------------
SharpDX.Direct3D11
    Version de l'assembly : 3.1.0.0
    Version Win32 : 3.1.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh%20Plugin/SharpDX.Direct3D11.dll
----------------------------------------
SharpDX
    Version de l'assembly : 3.1.0.0
    Version Win32 : 3.1.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh%20Plugin/SharpDX.dll
----------------------------------------
SharpDX.DXGI
    Version de l'assembly : 3.1.0.0
    Version Win32 : 3.1.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh%20Plugin/SharpDX.DXGI.dll
----------------------------------------
SharpDX.Mathematics
    Version de l'assembly : 3.1.0.0
    Version Win32 : 3.1.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Mesh%20Plugin/SharpDX.Mathematics.dll
----------------------------------------
TestPlugin
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Search%20Plugin/TestPlugin.dll
----------------------------------------
TestPlugin2
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/SHA1%20Plugin/TestPlugin2.dll
----------------------------------------
PluginTalktableWV
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Talktable%20Plugin/PluginTalktableWV.dll
----------------------------------------
PluginTexturesWV
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/plugins/Texture%20Plugin/PluginTexturesWV.dll
----------------------------------------
System.Runtime
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.dll
----------------------------------------
System.IO
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.IO.dll
----------------------------------------
System.Runtime.InteropServices
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.InteropServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.InteropServices.dll
----------------------------------------
System.Text.Encoding
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Text.Encoding/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Text.Encoding.dll
----------------------------------------
System.Collections
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Collections/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Collections.dll
----------------------------------------
System.Threading
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Threading/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Threading.dll
----------------------------------------
System.Reflection
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Reflection/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Reflection.dll
----------------------------------------
System.Runtime.Extensions
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Extensions/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.Extensions.dll
----------------------------------------
System.Globalization
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Globalization/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Globalization.dll
----------------------------------------
ZstdNet
    Version de l'assembly : 1.0.0.0
    Version Win32 : 1.0.0.0
    CodeBase : file:///C:/Users/Apollon/Desktop/MEAExplorerWV-master/MEAExplorerWV/Release/ZstdNet.DLL
----------------------------------------
mscorlib.resources
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0 built by: NET47REL1
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System.Windows.Forms.resources
    Version de l'assembly : 4.0.0.0
    Version Win32 : 4.7.2046.0 built by: NET47REL1
    CodeBase : file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------

************** Débogage JIT **************
Pour activer le débogage juste-à-temps (JIT), le fichier de configuration pour cette
application ou cet ordinateur (machine.config) doit avoir la valeur
jitDebugging définie dans la section system.windows.forms.
L'application doit également être compilée avec le débogage
activé.

Par exemple :

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

Lorsque le débogage juste-à-temps est activé, les exceptions non gérées
seront envoyées au débogueur JIT inscrit sur l'ordinateur
plutôt que d'être gérées par cette boîte de dialogue.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

apollon08170
Posts: 14
Joined: Fri Mar 17, 2017 9:41 pm

Re: Mass Effect Andromeda

Post by apollon08170 »

Thank you warrantyvoider :P
Is for help me the guids.txt file :?:
Sorry I'm confused :?
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

apollon08170 wrote:Hello Everyone :D , Good stuff, very good, i like your dev.
But I have an error when I export mesh :cry: (some files). I don't know why. :?:
Can you help me please :ugeek: ? :idea:
...


next time please post the log.txt and your bundle/mesh path, in your case I needed the info like this:

Code: Select all

CE7C2B2F9B963649E2FF3A95A8CD689C32E9D4E4 
-> D:\Program Files (x86)\Origin Games\Mass Effect Andromeda\Data\Win32\game\levels\hubs\hub_aya_unc\hub_aya_unc_level.toc
-> win32/game/levels/hubs/hub_aya_unc/hub_aya_unc_level
-> game/environments/palettes/human/prop/machinery/rigs/hum_prp_mach_forward_station_01_skinned_mesh


or at least

Code: Select all

win32/game/levels/hubs/hub_aya_unc/hub_aya_unc_level 
game/environments/palettes/human/prop/machinery/rigs/hum_prp_mach_forward_station_01_skinned_mesh


this bug is fixed now, this also made me commit my current test project, but I guess I can release it already, even without real function:

Image

every EBX has GUID, so I made a tool to scan all tocs, for all bundles and for all ebx, and load them and extract its GUID. Obviously this takes hours to do, so I already dumped them for you (plain txt in previous post), I will add a search function later. for now, it skips all ebx already in the db (guids.bin) and only needs a few hrs instead of days to update (no user ever needs to do this). now what is this used for? every EBX has imports, referenced by its GUID, and as there is no real global way to search for that, I simply dumped them :D 178k GUIDs are already known (20mb txt, 4mb compressed) and this way I can make EBX also chain load imports for display in its tree, or follow assets around (levelasset->mesh asset->texture asset f.e.)

now on github

greetz WV
apollon08170
Posts: 14
Joined: Fri Mar 17, 2017 9:41 pm

Re: Mass Effect Andromeda

Post by apollon08170 »

Wow :o
Thank you very much for your great job.
I understand partially your dev process, but i try to learn.
With your software, I can print the best 3d of MEA, that's wonderful :roll: :mrgreen:

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

Re: Mass Effect Andromeda

Post by warrantyvoider »

thats nice, I build 3d printers for fun from scratch :P
apollon08170
Posts: 14
Joined: Fri Mar 17, 2017 9:41 pm

Re: Mass Effect Andromeda

Post by apollon08170 »

The Viewer of MeshPlugin can't view the "hyperionexterior" mesh, is too large.

but the exporter work perfectly ;)

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

Re: Mass Effect Andromeda

Post by Finder »

Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|
lyutor1945
Posts: 42
Joined: Wed Feb 24, 2016 4:24 pm

Re: Mass Effect Andromeda

Post by lyutor1945 »

Finder wrote:Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|


Try noesis:)
Finder
Posts: 13
Joined: Sat May 20, 2017 4:58 pm

Re: Mass Effect Andromeda

Post by Finder »

lyutor1945 wrote:
Finder wrote:Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|


Try noesis:)
Getting a ton of google results if I type that in, you have a link? :D