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Post by Nerd_Insano on Mar 5, 2019 6:42:45 GMT 10
First, thanks for answering my question! But I still have doubts. I'm trying to unpak the re_chunk_000.pak file with quickbms. But the process fails at 19GB before completing. Also I can not find any file that starts with dlc. The game folder does not have a file that starts with dlc. It has only the re_chunk files and other files. I just want to put my favorite songs to play instead of Mr X's music. Which file specifically do I need to extract with quickbms before starting your tutorial? I do not want to annoy anyone, but could you make the upload of the files I need?
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Post by archerpz on Mar 5, 2019 6:54:33 GMT 10
in my previous post "you need to extract your dlc .pak file first"
which on my system is located in "C:\Program Files (x86)\Steam\steamapps\common\RESIDENT EVIL 2 BIOHAZARD RE2\920567"
but you don't have to extract that file, you can just download one of the audio mods that modifies the Original Soundtrack, and work with those files
the reason quickbms fails is because the file list is outdated after the updates for re2 by capcom (might be updated, I haven't checked) extracting the main .pak file is if you want to mod the Remake Soundtrack
but once again, you don't have to if you want to mod just the soundtrack, just download one of the audio mods that modifies the Remake Soundtrack, and work with those files
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✫Advanced Coder✫
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Post by FluffyQuack on Mar 18, 2019 8:46:49 GMT 10
Do you have experience with music loop data looking like this? I'm having a problem with the "volume modifier" values. I think I found where they are (the values after the two green values). But they're just 1.0 and 0.0. Neither are below 0. I'm pretty sure I found the right values as changing the green values makes the music fade out at different times. Do you have any idea for a proper solution? I'll try to increase the green values to extremely high values to see if it never fades out. Maybe not the best solution, but it's the only thing I can think of so far. Edit: Actually, it's possible I messed up the data for the A or B loop data. I'll see if I can double check that it's all correct.
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Post by archerpz on Mar 18, 2019 8:59:27 GMT 10
hmm, I've only ever encountered those -0.9999..6 float multipliers and less (well, technically more, closer to 0.0), never a round number either what might also work is changing the green values to 0 instead of increasing them to very high numbers, I think that's what the person did that did the s.t.a.r.s. theme mod
is that the part that loops or just the intro part? adjusting those to be the exact same duration as the looping part might work too (but then as a float, in seconds)
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Post by FluffyQuack on Mar 18, 2019 9:43:36 GMT 10
Okay, this is how everything looks right now: The hex data shown in the background is of the original file, but the numbers correspond to what the modified file is right now. It's based on this data from the song I'm trying to add into DMC5: bt009: (48000hz) loopStart 100864 (PCM) = 2101 (ms) loopEnd 6292992 (PCM) = 131104 (ms) length 137835 (ms) Total size of A: 2101 (start of song to loop start) Total size of B: 129003 (loop start to loop end) Size of everything after end of A: 135734 (total length of song - loop start) Size of everything after end of B: 6731 (total length of song - loop end) The song starts correctly, but it stops at around 1:49 and then fully restarts a while later. If you have time to look at this, does anything look wrong? I managed to make a properly looping song for RE2, so I'm puzzled what I'm doing wrong in this case. I'm not sure if I got anything in the B part wrong or if it's the green data which is wrong. I've also tried to set the green to match the length of the B part, but it still fades out at the same time.
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Posts: 176
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Post by archerpz on Mar 18, 2019 10:11:53 GMT 10
if the way dmc5 works is the same as re2's soundtrack, the replacement track is bigger and the header of the .pck file is copied correctly? I'm pretty sure you did that though, but it's still just a possibility
could you upload that file so I can take a look at it? I suspect there's some other volume modifier somewhere in there
edit; what I would do is, in the second part of the track, the longer one, go over each byte individually till I reach the "loop section bytes", and look at the inspector for a float value of '109~' or '-0.999~' since you mentioned that the float values are not less than 0, maybe changing that lowest value one to 1.0 instead could fix it? maybe it's a different kind of multiplier
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Post by FluffyQuack on Mar 19, 2019 2:30:13 GMT 10
if the way dmc5 works is the same as re2's soundtrack, the replacement track is bigger and the header of the .pck file is copied correctly? I'm pretty sure you did that though, but it's still just a possibility could you upload that file so I can take a look at it? I suspect there's some other volume modifier somewhere in there edit; what I would do is, in the second part of the track, the longer one, go over each byte individually till I reach the "loop section bytes", and look at the inspector for a float value of ' 109~' or '- 0.999~' since you mentioned that the float values are not less than 0, maybe changing that lowest value one to 1.0 instead could fix it? maybe it's a different kind of multiplier Whoops. I forgot to edit the smaller PCK file. Everything seems to be working fine now.
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Post by FluffyQuack on Mar 21, 2019 7:39:38 GMT 10
Finished a DMC5 music mod: residentevilmodding.boards.net/thread/10941/additional-music-tracks-dmc4I made this reference picture to make it easier to remember what bytes corresponds to what in the BNK file: cdn.discordapp.com/attachments/449840053049360388/558041746529845263/dmc5-music_0-00-00-00_2.pngAnd these are the notes I wrote down for the mod: pcm * 1000 / hz = ms bt009: (48000hz) (knight boss music) (-13db) loopStart 100864 (PCM) = 2101 (ms) loopEnd 6292992 (PCM) = 131104 (ms) length 137835 (ms) Total size of A: 2101 (start of song to loop start) Total size of B: 129003 (loop start to loop end) Size of everything after end of A: 135734 (total length of song - loop start) Size of everything after end of B: 6731 (total length of song - loop end) Replacing 62179196 (volume caps at 10.5) (Fire Away)
bt016: (48000hz) (viper boss music) (-14.3db) loopStart 607744 (PCM) = 12661 (ms) loopEnd 7503616 (PCM) = 156325 (ms) length 158336 (ms) Total size of A: 12661 (start of song to loop start) Total size of B: 143664 (loop start to loop end) Size of everything after end of A: 145675 (total length of song - loop start) Size of everything after end of B: 2011 (total length of song - loop end) Replacing 373347928 (volume caps at 11) (Shoot the Works)
bt017: (48000hz) (credo boss music) (-14db) loopStart 480896 (PCM) = 10018 (ms) loopEnd 5819520 (PCM) = 121240 (ms) length 123243 (ms) Total size of A: 10018 (start of song to loop start) Total size of B: 111222 (loop start to loop end) Size of everything after end of A: 113225 (total length of song - loop start) Size of everything after end of B: 2003 (total length of song - loop end) Replacing 500567106 (volume caps at 10.5) (Wings of the Guardian)
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Post by zombizombi on Mar 22, 2019 1:20:20 GMT 10
FluffyQuack , archerpz , I'm stuck in my sound mods progress because I can't replace some files using wwiseutils, my issue is with dialogues coming from the streaming folder (all files from sectionroot worked flawlessly without tweaking headers), in the streaming folder wwisutils just doesn't open pcks other then musics. Maybe because within the dialogue pck is a folder "english(US)" which contains the wems, as you can see in the header below (ev051_dialogue.pck).
streaming/ev051_dialogue.pck [AKPK......4......english(us)...sfx.....] < english folder, can't replace files
sectionroot/cf093_dialogue.bnk [BKHD....}....(.....DIDX0.....".....1...] < no folder
streaming/ev740_music.pck [AKPKH..................sfx...........b...] < no folder
So I guess I have to tweak the headers for either 1 - make the folder disapear so it could work in wwiseutils, or 2 - get rid of the size limitation also preventing me to replace files using rscanner. Am I right ? I'll just give it a try anyway, but i'd like to know more about this, if any of you had to deal with folders within pcks. Also, dialogues shouldn't work with loop points, do they? If it's the case I didn't have to worry about it until now.
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Posts: 176
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Post by archerpz on Mar 22, 2019 4:39:45 GMT 10
Finished a DMC5 music mod: residentevilmodding.boards.net/thread/10941/additional-music-tracks-dmc4I made this reference picture to make it easier to remember what bytes corresponds to what in the BNK file: cdn.discordapp.com/attachments/449840053049360388/558041746529845263/dmc5-music_0-00-00-00_2.pngAnd these are the notes I wrote down for the mod: pcm * 1000 / hz = ms bt009: (48000hz) (knight boss music) (-13db) loopStart 100864 (PCM) = 2101 (ms) loopEnd 6292992 (PCM) = 131104 (ms) length 137835 (ms) Total size of A: 2101 (start of song to loop start) Total size of B: 129003 (loop start to loop end) Size of everything after end of A: 135734 (total length of song - loop start) Size of everything after end of B: 6731 (total length of song - loop end) Replacing 62179196 (volume caps at 10.5) (Fire Away)
bt016: (48000hz) (viper boss music) (-14.3db) loopStart 607744 (PCM) = 12661 (ms) loopEnd 7503616 (PCM) = 156325 (ms) length 158336 (ms) Total size of A: 12661 (start of song to loop start) Total size of B: 143664 (loop start to loop end) Size of everything after end of A: 145675 (total length of song - loop start) Size of everything after end of B: 2011 (total length of song - loop end) Replacing 373347928 (volume caps at 11) (Shoot the Works)
bt017: (48000hz) (credo boss music) (-14db) loopStart 480896 (PCM) = 10018 (ms) loopEnd 5819520 (PCM) = 121240 (ms) length 123243 (ms) Total size of A: 10018 (start of song to loop start) Total size of B: 111222 (loop start to loop end) Size of everything after end of A: 113225 (total length of song - loop start) Size of everything after end of B: 2003 (total length of song - loop end) Replacing 500567106 (volume caps at 10.5) (Wings of the Guardian) are those db values also in the .bnk file or are those just notes on how to convert newer tracks? same question for the volume caps notes good stuff
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Posts: 176
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Post by archerpz on Mar 22, 2019 4:48:32 GMT 10
FluffyQuack , archerpz , I'm stuck in my sound mods progress because I can't replace some files using wwiseutils, my issue is with dialogues coming from the streaming folder (all files from sectionroot worked flawlessly without tweaking headers), in the streaming folder wwisutils just doesn't open pcks other then musics. Maybe because within the dialogue pck is a folder "english(US)" which contains the wems, as you can see in the header below (ev051_dialogue.pck).
streaming/ev051_dialogue.pck [AKPK......4......english(us)...sfx.....] < english folder, can't replace files
sectionroot/cf093_dialogue.bnk [BKHD....}....(.....DIDX0.....".....1...] < no folder
streaming/ev740_music.pck [AKPKH..................sfx...........b...] < no folder
So I guess I have to tweak the headers for either 1 - make the folder disapear so it could work in wwiseutils, or 2 - get rid of the size limitation also preventing me to replace files using rscanner. Am I right ? I'll just give it a try anyway, but i'd like to know more about this, if any of you had to deal with folders within pcks. Also, dialogues shouldn't work with loop points, do they? If it's the case I didn't have to worry about it until now. yea I tested it out and it does not work, unexpected end of file error how did you setup rscanner btw? I haven't used it and I get "no plugins loaded" error or something now onto a "possible" solution with the headers, it's a lot of work though if you replace the "english(us)" or whatever part with just sfx, you'll have to edit a few more bytes, and every offset of the starting position for the track (for that file that's 8 edits) and then after you've imported files into the file, you'll have to paste the text back in, and change those 8 offsets again (for that particular file) since the header of the file contains a byte indicating the length of the file upto the "RIFF" part, a byte indicating the length of the section of "IDs + length + offset" parts figured out how to do this when I researched how to add extra tracks to a .pck file (and yes, it works to select those files in the .bnk file) I haven't figured out how to change actual triggers for songs though, don't think I will either will edit that file and post some screenshots later of what I edited to have it load, and bit of an explanation as to what is what
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Post by FluffyQuack on Mar 22, 2019 4:56:30 GMT 10
Finished a DMC5 music mod: residentevilmodding.boards.net/thread/10941/additional-music-tracks-dmc4I made this reference picture to make it easier to remember what bytes corresponds to what in the BNK file: cdn.discordapp.com/attachments/449840053049360388/558041746529845263/dmc5-music_0-00-00-00_2.pngAnd these are the notes I wrote down for the mod: pcm * 1000 / hz = ms bt009: (48000hz) (knight boss music) (-13db) loopStart 100864 (PCM) = 2101 (ms) loopEnd 6292992 (PCM) = 131104 (ms) length 137835 (ms) Total size of A: 2101 (start of song to loop start) Total size of B: 129003 (loop start to loop end) Size of everything after end of A: 135734 (total length of song - loop start) Size of everything after end of B: 6731 (total length of song - loop end) Replacing 62179196 (volume caps at 10.5) (Fire Away)
bt016: (48000hz) (viper boss music) (-14.3db) loopStart 607744 (PCM) = 12661 (ms) loopEnd 7503616 (PCM) = 156325 (ms) length 158336 (ms) Total size of A: 12661 (start of song to loop start) Total size of B: 143664 (loop start to loop end) Size of everything after end of A: 145675 (total length of song - loop start) Size of everything after end of B: 2011 (total length of song - loop end) Replacing 373347928 (volume caps at 11) (Shoot the Works)
bt017: (48000hz) (credo boss music) (-14db) loopStart 480896 (PCM) = 10018 (ms) loopEnd 5819520 (PCM) = 121240 (ms) length 123243 (ms) Total size of A: 10018 (start of song to loop start) Total size of B: 111222 (loop start to loop end) Size of everything after end of A: 113225 (total length of song - loop start) Size of everything after end of B: 2003 (total length of song - loop end) Replacing 500567106 (volume caps at 10.5) (Wings of the Guardian) are those db values also in the .bnk file or are those just notes on how to convert newer tracks? same question for the volume caps notes good stuff Those db numbers are the volume changes I made to the music tracks to get them closer to other music in the game (source files are taken from DMC4 itself which have MUCH louder sound files). The loopStart and loopEnd data are among the tags in the OGG files in DMC4. The volume caps are the volumes displayed for the tracks in audacity. I'm not sure what measurement it is.
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Post by zombizombi on Mar 22, 2019 5:15:00 GMT 10
I just tried a fresh download of Ravioli game tools 2.10, rscanner works right away, no special setup, nor errors whatsoever. Haven't yet replaced anything with it tho as it needs the replaced files to be the exact same bytes Ok, thanks.
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Posts: 176
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Post by archerpz on Mar 22, 2019 5:47:04 GMT 10
zombizombi below is a wall of images, should explain how to edit the files (this is a tedious method but it works for small files (few tracks) if it's more than, 10 tracks I'd look for other solutions, or try to find a way to automate it, because it takes way too long after replacing the files, the reverse process should work (replacing the original header, adding 32 to the offsets instead of removing 32)
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Post by zombizombi on Mar 22, 2019 6:26:52 GMT 10
zombizombi below is a wall of images, should explain how to edit the files (this is a tedious method but it works for small files (few tracks) if it's more than, 10 tracks I'd look for other solutions, or try to find a way to automate it, because it takes way too long after replacing the files, the reverse process should work (replacing the original header, adding 32 to the offsets instead of removing 32) Wow, I'm impressed you can come up with something working this fast ! This looks way too tricky and tedious as you said for multiple files. I'll dig into it if I have no other choice but you said you could automate it, would it be sort of patching ?
That would be really cool !
In my mods I'd have 3 files to edit with less then 10 wems and 5 files with more then 10 wems (ev890_dialogue, pl0000_dialogue, pl1000_dialogue, pl2000_dialogue, pl3000_dialogue) so I really cross my fingers that you can find a solution there too because I'm clueless about hexedition
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