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Author Topic: Converting into .PCC format.  (Read 33465 times)
warrantyvoider
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Re: Converting into .PCC format.
« Reply #45 on: April 27, 2012, 12:05 »

yes, I checked it, its DXT5. Have you updated the PCConsoleTOC.bin? you have to enter the new filesize of the pcc there, also maybe ea/bw checks online for a checksum of the files to detect modification. I can't play MP so I can't help you there
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QuickBen
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Re: Converting into .PCC format.
« Reply #46 on: April 27, 2012, 18:26 »

Yes, I changed the value in the TOC file to match which didn't help. No biggie. Regardless, thanks for your help and best of luck with this project.
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warrantyvoider
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Re: Converting into .PCC format.
« Reply #47 on: April 29, 2012, 01:03 »

If anyone is interested in I made a wiki about the pcc file format http://me3explorer.wikispaces.com/PCC+File+Format
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wotmaniac
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Re: Converting into .PCC format.
« Reply #48 on: April 29, 2012, 10:11 »

dude, you're awesome! if the format is known, maybe more people can help. ill take a look at it myself once this term is over. (in a months time).
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warrantyvoider
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Re: Converting into .PCC format.
« Reply #49 on: May 04, 2012, 20:04 »

I don't know if this is already written somewhere, but heres another page about the psk format: http://me3explorer.wikispaces.com/PSK+File+Format
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Gildor
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Re: Converting into .PCC format.
« Reply #50 on: May 04, 2012, 20:09 »

Nice. Before now only this specification were available:
http://udn.epicgames.com/Two/BinaryFormatSpecifications.html
but it is outdated - it has no "EXTRAUV" etc.
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wotmaniac
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Re: Converting into .PCC format.
« Reply #51 on: May 06, 2012, 19:46 »

Hmm, so we can now re export to PSK with modified meshes and bigger textures?
that would be...awesome!
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warrantyvoider
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Re: Converting into .PCC format.
« Reply #52 on: May 07, 2012, 08:27 »

well there was an exporter before (http://udn.epicgames.com/Three/ActorX.html) and gildors tool can import them into max, also there's a blender tool. So I think this was possible before. But the object in the pcc isn't a plain psk file, it stores the information in another format
« Last Edit: May 07, 2012, 08:31 by warrantyvoider » Logged
wotmaniac
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Re: Converting into .PCC format.
« Reply #53 on: May 07, 2012, 20:56 »

But now we can replace meshes in the game with higher detail ones? right?
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warrantyvoider
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Re: Converting into .PCC format.
« Reply #54 on: May 07, 2012, 21:53 »

nope the psk file is just the converted output of also actorX and the data in the pcc object. we are crunching hard on reveresing the pcc object, but we can't replace it yet, because its made up of multiple objects. see here: http://me3explorer.wikispaces.com/SkeletalMeshObject
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wotmaniac
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Re: Converting into .PCC format.
« Reply #55 on: May 08, 2012, 00:14 »

ah i see, so first we need to convert to psk, then convert the psk to the bin format used in the pcc. i wish you maximum luck with that.
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warrantyvoider
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Re: Converting into .PCC format.
« Reply #56 on: May 08, 2012, 01:31 »

thanks alot. I can really need that^^
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franta05
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Re: Converting into .PCC format.
« Reply #57 on: May 13, 2012, 14:34 »

hi, I would like to mod ME3 so enemies would be like in ME2 - almost all of them had some kind of protection (shield, barrier, armor) on insanity - do you know how to add shield etc. to specific type of enemy on insanity (it doesn´t have to affect only insanity)? I´ve tried to change Coalesced.bin->biodifficulty.ini->sfxgame - i´ve tried to copy Marauders lines with shield value to assault trooper but it didn´t give troppers shields (only thing that works is increase health but thats not what i want...). I believe that this is hard coded into .pcc files. Do you have any idea how to modify these files with your tools?
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warrantyvoider
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Re: Converting into .PCC format.
« Reply #58 on: May 13, 2012, 16:21 »

I really don't know. well I guess there are maybe a 1000 different object types in those pccs, I only know Textures for sure and we are working on meshes too, but this would be stored in one of the other 998 types and unless you can tell me which one, you would probably have to find out youself or wait until we have gone through the rest. Anyway, you can extract and replace the binary of an object and this way coupled with a hexeditor you could find out their inner workings. But you can't just copy stuff over from other pccs and I don't think it will be something simple like a pointer to the desired character. I wish you good luck, honestly
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franta05
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Re: Converting into .PCC format.
« Reply #59 on: May 13, 2012, 17:20 »

i´ve opened SFXPawn_Trooper.pcc but a´m not sure how to get/change some useful data from/in it
http://postimage.org/image/80f2sw8e9/
« Last Edit: May 13, 2012, 17:34 by franta05 » Logged
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