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Author Topic: TNA Impact! The Video Game - Problems Extracting Sound Files in UModel32  (Read 817 times)
osusolus3
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« on: January 07, 2019, 15:34 »

I have been wanting to get the sound files from TNA Impact! The Video Game for a long time now, especially the music in game as it's nowhere else to be found as far as I can see and UModel32 supports it according to the compabillity table to some extent, (extracting actor model files etc) but can't get it to extract sound file. When I try to extract sound files from the in game folder xxx files, nothing happens? Models and other content work like I said but I was wondering if there was anything to be done about solving this issue? @Gildor if you are available, perhaps you could assist? Would be appreciated.






https://anonfile.com/raK0T2pab1/u_model_opening_game_png
https://anonfile.com/x5K8T2p8bb/umodel_tna_in_game_file_list_png
https://anonfile.com/01K8Tapcbd/u_model_extracting_tna_in_game_sound_file_attempt_png
https://anonfile.com/1fK5Tbp3b1/u_model_tna_attempting_to_extract_sound_files_yeilds_no_results_in_u_model_export_folder_png
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Gildor
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« Reply #1 on: January 07, 2019, 15:38 »

Try opening (not "exporting") these files to see what's inside. Probably there's no sounds here.
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osusolus3
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« Reply #2 on: January 07, 2019, 18:23 »

So I have tried opening every file in that cookedxenon folder to see what's store inside and mostly seem to be sound cue's and ambient sound loops. This game doesn't have a separate music/sound effects folder on any version of the game like other games out there which makes it more time consuming to find the music but this the main folder where everything is stored.



https://anonfile.com/GcCaUap5b0/sound_files_umodel_png
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Gildor
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« Reply #3 on: January 07, 2019, 18:27 »

For UE3, sounds are stored inside a SoundNodeWave object. If no such objects exists in upk file, export won't do anything. Sometimes games use custom sound system which uses different sound object type, this won't work with umodel as well.
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osusolus3
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« Reply #4 on: January 07, 2019, 18:32 »

Thanks, will check that out.
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osusolus3
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« Reply #5 on: January 07, 2019, 20:31 »

For UE3, sounds are stored inside a SoundNodeWave object. If no such objects exists in upk file, export won't do anything. Sometimes games use custom sound system which uses different sound object type, this won't work with umodel as well.

This is all the main files in the main cookedxenon game folder. There is quite a few that seem to point to audio but doesn't seem to contain audio maybe headers or something? Tried exporting them to no avail. Maybe someone else out there can look and this and hopefully help solve this issue. EDIT: Forgot to mention, as far as I can see in the game files, this game doesn't use upk files to store it's textures,texts, sounds etc. Everything is stored in xxx unreal engine 3 container format. Kinda strange but not uncommon.

https://anonfile.com/K5K4Vdp6bc/CookedXenon_rar [Xbox 360 Files in full]
https://anonfile.com/t7V1V7p0bc/CookedPS3_rar [PS3 Files in Full to compare]

Has slightly more then 360 version of the game.
« Last Edit: January 07, 2019, 21:05 by osusolus3 » Logged
Gildor
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« Reply #6 on: January 07, 2019, 22:10 »

I've downloaded Xbox360 version of archive. There's a bunch of files called Audio_*.xxx. Smallest of them has absolutely nothing inside. Largest one is Audio_DX_Commentary_P_01_ITA.xxx, 38Mb. Looking at contents with Package Extractor tool revealed "Audio_DX_Commentary_P_01_XenonData.FmodEventFile" object inside, which takes 38Mb. So, this game is using non-standard sound system "Fmod", and umodel can't extract data from it. I'm unsure, but probably some people extracted Fmod data from UE3 games before.

Forgot to mention, as far as I can see in the game files, this game doesn't use upk files to store it's textures,texts, sounds etc. Everything is stored in xxx unreal engine 3 container format.
It's exactly upk file format, just with different extension. I think this means "cooked for console", while "upk" means either original package file or cooked for non-console platform. Content format is exactly the same.
« Last Edit: January 07, 2019, 22:12 by Gildor » Logged
osusolus3
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« Reply #7 on: January 08, 2019, 00:29 »

I've downloaded Xbox360 version of archive. There's a bunch of files called Audio_*.xxx. Smallest of them has absolutely nothing inside. Largest one is Audio_DX_Commentary_P_01_ITA.xxx, 38Mb. Looking at contents with Package Extractor tool revealed "Audio_DX_Commentary_P_01_XenonData.FmodEventFile" object inside, which takes 38Mb. So, this game is using non-standard sound system "Fmod", and umodel can't extract data from it. I'm unsure, but probably some people extracted Fmod data from UE3 games before.

Forgot to mention, as far as I can see in the game files, this game doesn't use upk files to store it's textures,texts, sounds etc. Everything is stored in xxx unreal engine 3 container format.
It's exactly upk file format, just with different extension. I think this means "cooked for console", while "upk" means either original package file or cooked for non-console platform. Content format is exactly the same.

Hmm interesting, thanks for getting back. Would you know of anyway to extract fmod data from the game as this game is using non-standard sound system? Any tool or anything? Where to look etc? Would be useful.
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osusolus3
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« Reply #8 on: January 08, 2019, 04:13 »

I have finally figured out ways to extract the sound files from the FMODEVENTFILES.

Use the Unreal Package Extractor (gildor.org) to extract the files from the .xxx file from here: http://www.gildor.org/downloads

The files that contain audio have the extension .FmodEventFile.

Download the Sound Mod Tools by oubgrdevvbuyn from the following website/link: https://www.mksecrets.net/forums/eng/viewtopic.php?f=84&t=6529

Run the .FmodEventFile through fsbii.exe and you'll get a .fsb file. Included with the Sound Mod Tools By oubgrdevvbuyn.

Run the .fsb file through towav.exe and you'll get all the .wav audio files from the .fsb.

Thanks Gildor for determining that the audio contains Fmod data but this issue is now resolved and the steps are basically what user ''Ikuzen'' said from mk secrets: https://www.mksecrets.net/forums/eng/viewtopic.php?t=6320

Tools avaliable from the following link:
https://anonfile.com/N7j3Ycpaba/Collection_Of_Tools_sourced_to_use_with_FMODEVENT_Audio_Files_rar
« Last Edit: January 08, 2019, 05:29 by osusolus3 » Logged
Juso3D
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« Reply #9 on: January 08, 2019, 07:38 »

Very good on doing your own research Cheesy
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Blender + Linux User Here.
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« Reply #10 on: January 08, 2019, 09:42 »

Yeah, cool. Most people on this forum can't even shut down their PC without a tutorial, so getting full final result in this thread is a very unexpected thing Smiley
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