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Post by Steve64b on Jul 27, 2016 18:54:14 GMT
Just tried again, fresh install of Dunia, fresh install of project definitions & fresh unpack of "entityarchetypeslibrary\153129970837048857.ark.fcb" from fcc_main_unpack. Still the same issue. I'm assuming here that Gibbed.Dunia2.ConvertBinaryObject.exe uses "projects\Far Cry 4\binary objects\files\*.xml" to see if any of those XML's has a matching <file extension="(.ark.fcb/.fcb)">, and if so uses it. I see those XMLs are indeed being accessed, however ConvertBinaryObject keeps saying "Warning: could not find binary object file definition": C:\Games\Far Cry 4\Dunia Tools\bin>Gibbed.Dunia2.ConvertBinaryObject.exe 153129970837048857.ark.fcb Warning: could not find binary object file definition 'ark'
C:\Games\Far Cry 4\Dunia Tools\bin>Gibbed.Dunia2.ConvertBinaryObject.exe -b=".fcb" 153129970837048857.ark.fcb Warning: could not find binary object file definition '.fcb'
C:\Games\Far Cry 4\Dunia Tools\bin>Gibbed.Dunia2.ConvertBinaryObject.exe -b=".ark.fcb" 153129970837048857.ark.fcb Unhandled Exception: System.FormatException: did not consume all data for field 'Name' (read 4, total 8) at Gibbed.Dunia2.BinaryObjectInfo.FieldTypeDeserializers.Deserialize(XmlWriter writer, FieldDefinition fieldDef, Byte[] data) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.WriteNode(InfoManager infoManager, XmlWriter writer, IEnumerable`1 parentChain, BinaryObject node, ClassDefinition def, ObjectFileDefinition objectFileDef) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.WriteNode(InfoManager infoManager, XmlWriter writer, IEnumerable`1 parentChain, BinaryObject node, ClassDefinition def, ObjectFileDefinition objectFileDef) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.WriteNode(InfoManager infoManager, XmlWriter writer, IEnumerable`1 parentChain, BinaryObject node, ClassDefinition def, ObjectFileDefinition objectFileDef) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.WriteNode(InfoManager infoManager, XmlWriter writer, IEnumerable`1 parentChain, BinaryObject node, ClassDefinition def, ObjectFileDefinition objectFileDef) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.WriteNode(InfoManager infoManager, XmlWriter writer, IEnumerable`1 parentChain, BinaryObject node, ClassDefinition def, ObjectFileDefinition objectFileDef) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.WriteNode(InfoManager infoManager, XmlWriter writer, IEnumerable`1 parentChain, BinaryObject node, ClassDefinition def, ObjectFileDefinition objectFileDef) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.WriteNode(InfoManager infoManager, XmlWriter writer, IEnumerable`1 parentChain, BinaryObject node, ClassDefinition def, ObjectFileDefinition objectFileDef) at Gibbed.Dunia2.ConvertBinaryObject.Exporting.Export(ObjectFileDefinition objectFileDef, String outputPath, InfoManager infoManager, BinaryObjectFile bof) at Gibbed.Dunia2.ConvertBinaryObject.Program.Main(String[] args) Only thing I can think of is there's something wrong with my OS's XML support? *edit* Ah, just tried another random .ark.fcb ("fcc_main_unpack\entityarchetypeslibrary\7877176461280.ark.fcb"), and that workd just fine. Seems like an issue with 153129970837048857.ark.fcb then, can you confirm that on your environment?
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Post by JRavens on Jul 27, 2016 20:00:30 GMT
>Warning: could not find binary object file definition 'ark'
These "could not find" warnings are expected. We do not have updated definition files for Rick's tools so the program is merely saying "hey couldn't find a definition file - going to poop out an XML that's all in binhash - good luck!"
Ok maybe it doesn't say THAT but pretty sure it thinks it.
At any rate the error is not erroneous, but it can be ignored for the time being and not related to the crash.
(PS - you get 2 of those because it's confused as to if the file is a .ark or a .fcb surprise - it's both!)
I'll have to try and test that particular file myself. Note there are several files in FC3 and FC4 that the tools do not read despite them being named in the same format. Encounter .fcbs come to my mind. Those cannot be decoded using the binary converter yet they are .fcb files.
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Post by Steve64b on Aug 6, 2016 20:19:35 GMT
Hey JRavens, happen to have tested that file? I'm curious about it. In other news, I fixed a few bugs over at steve.farcry.eu/fc4-xml.php, BinHex value decoding is supported better now, and I fixed conversion to UINT64. Next step, make it database-driven and add your list.
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Post by JRavens on Aug 7, 2016 16:33:37 GMT
>Hey JRavens, happen to have tested that file? I'm curious about it. Hi Steve. Sorry for the late reply. I tried it a couple of different ways. Using Gibbed's default tools it does convert for me. Fino's tool extracted it as part of a huge batch but there were many errors during extraction and I think this was one of them. When I open the .xml it's truncated about halfway down and ends abruptly at line 60-70 or so. Not sure why. So unfortunately I don't think all of the ark.fcb files play nice with Fino's converter I'm having some... weirdness... with all of my ark.fcb files actually. It's not related to Fino's converter, but for some reason now when converted they have huge blocks in the middle for the field field hash="A137E136" type="BinHex". Here's an exampled from that very file you were asking about (although this seems to happen with just about every ark.fcb file I convert now and I don't remember it being this way before): <field hash="A137E136" type="BinHex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Just seems vastly different than before and when converted it looks like a lot sub items crammed together: �� &| 08 :AC JA PY ^Y go љC J٠P۠^۠g`ҠC J8 P�� g�� ҿ' C J�� P�� ^�� g�� ҿn C J�� P�� ^�� g�� ҿׁ C J�� P�� ^�� g�� ҿ �� �� �� g�� ҿς �� �� �� �� JA �� �� �� �� �� �� Y �� �� �� �� �� �� ۠�� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A�� �� �� �� �� �� �� �� A �� 0٠:A �� �� �� �� hidDescriptor component class GraphicComponent version 2 detail 0 object index meshName CLIP boneName bboxMin -0.00902411,-0.0395912,-0.0516317 bboxMax 0.0108265,0.0448507,-0.00508859 1 FRAME -0.034784,-0.112622,-0.0549293 0.0418493,0.945759,0.155062 SCOPE_HI -0.0167997,-0.00874684,-0.0170494 0.0153442,0.0266639,0.0150912 3 SLIDE -0.0106362,-0.0310954,-0.0415005 0.0445855,0.116862,0.0108076 4 Lens_CAP -0.00119825,-0.0285722,-0.090758 0.00119825,-0.0263623,-0.0903666 5 BULLET -0.00461177,-0.0320979,-0.00475465 0.00502394,0.031993,0.00488105 resource fileName graphics\_Common\Weapons\700SniperRifle\700SniperRifle.xbg -0.0417102,-0.23276,-0.0530809 0.0384841,0.825621,0.156911 skeleton_reference_list skeleton name 700SniperRifle pos 0,0,0 rot 1,-0,-0,-0 bone -0.006926,0.158105,0.065039 1,0,0,0 -0.006926,-0.120138,0.001848 FX_FIRE -0.006501,0.848236,0.075165 -0.006016,0.06545,0.115009 CROSSHAIR -0.000654,0.026258,-0.000993 -0.006101,0.085129,0.074963 -0.005772,0.348978,0.14114 SILENCER -0.006022,0.825754,0.074149 IK_LeftHand -0,0.387514,0.03103 ATTACH_SILENCER -0.006023,0.822947,0.074546 ATTACH_UPGRADE -0.005809,0.282724,0.116353 FX_CASING 0.007302,0.158105,0.076323 0.754406,0.133022,-0.111619,-0.633022 -0.006811,0.236958,0.049383 material_reference_list material SVD_OCCLUSION_2 shader_name Unlit ref_shader_id grassam-M-722201349027873 hd SVD_OCCLUSION grassam-M-722201349003676 SVD_FC4_GLASS Blended grassam-M-722201348799752 Sniper_700_Metal Metal jzhang2-M-0906201460437124 BOW_NEW_DECALS_2 - Copy grassam-M-20120621110104 Sniper_700_Fabric_01 xperreault-M-2010121454774725 700SniperRifle_Plastic xperreault-M-2010121365495007 illuminated_R700_Falloff grassam-M-2806201254244160 Illuminated_R700 grassam-M-1502201261121930 Sniper_700_Anisotropy_Metal slabreche-M-2010022439537248 InteriorVolumeComponent RigidPhysComponent graphics\_Common\Weapons\700SniperRifle\700SniperRifle.hkx Fairly certain these were all individual lines before listing the components. Not sure why mine is cramming them into a single field now. Haven't tried altering and reconverting one of these to see if they work in game yet, but looks like it would cause issue if I did... odd. Still trying to figure out what has changed where (possibly this IS a Windows 10 thing as I did recently upgrade on the last day it was available free ) >In other news, I fixed a few bugs over at steve.farcry.eu/fc4-xml.php, BinHex value decoding is supported better now, and I fixed conversion to UINT64. Next step, make it database-driven and add your list. Awesome job! If you can get your tool to convert most everything automatically it would be a HUGE missing piece that has held back modding FC4 greatly (because it's sucha huge pain to have to manually convert .fcb files each time)
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Post by Steve64b on Aug 7, 2016 17:42:43 GMT
Feeding your <field hash="A137E136" type="BinHex"> to my tool, it detects: <field name="hidDescriptor" type="Rml"> Which indeed is XML crammed into a single value. Wish my tool could convert RML to XML; for now you'll possibly need to copy that value into a .rml file and use Gibbed.Dunia2.ConvertXml.exe to convert it to XML: <hidDescriptor> <component class="GraphicComponent" version="2" detail="0"> <object index="0" meshName="CLIP" boneName="CLIP" bboxMin="-0.00902411,-0.0395912,-0.0516317" bboxMax="0.0108265,0.0448507,-0.00508859" /> <object index="1" meshName="FRAME" boneName="FRAME" bboxMin="-0.034784,-0.112622,-0.0549293" bboxMax="0.0418493,0.945759,0.155062" /> <object index="2" meshName="SCOPE_HI" boneName="SCOPE_HI" bboxMin="-0.0167997,-0.00874684,-0.0170494" bboxMax="0.0153442,0.0266639,0.0150912" /> <object index="3" meshName="SLIDE" boneName="SLIDE" bboxMin="-0.0106362,-0.0310954,-0.0415005" bboxMax="0.0445855,0.116862,0.0108076" /> <object index="4" meshName="Lens_CAP" boneName="Lens_CAP" bboxMin="-0.00119825,-0.0285722,-0.090758" bboxMax="0.00119825,-0.0263623,-0.0903666" /> <object index="5" meshName="BULLET" boneName="BULLET" bboxMin="-0.00461177,-0.0320979,-0.00475465" bboxMax="0.00502394,0.031993,0.00488105" /> <resource fileName="graphics\_Common\Weapons\700SniperRifle\700SniperRifle.xbg" bboxMin="-0.0417102,-0.23276,-0.0530809" bboxMax="0.0384841,0.825621,0.156911" /> <skeleton_reference_list> <skeleton name="700SniperRifle" index="0" pos="0,0,0" rot="1,-0,-0,-0"> <bone name="CLIP" pos="-0.006926,0.158105,0.065039" rot="1,0,0,0" /> <bone name="FRAME" pos="-0.006926,-0.120138,0.001848" rot="1,0,0,0" /> <bone name="FX_FIRE" pos="-0.006501,0.848236,0.075165" rot="1,0,0,0" /> <bone name="SCOPE_HI" pos="-0.006016,0.06545,0.115009" rot="1,0,0,0"> <bone name="CROSSHAIR" pos="-0.000654,0.026258,-0.000993" rot="1,0,0,0" /> </bone> <bone name="SLIDE" pos="-0.006101,0.085129,0.074963" rot="1,0,0,0" /> <bone name="Lens_CAP" pos="-0.005772,0.348978,0.14114" rot="1,0,0,0" /> <bone name="SILENCER" pos="-0.006022,0.825754,0.074149" rot="1,0,0,0" /> <bone name="IK_LeftHand" pos="-0,0.387514,0.03103" rot="1,0,0,0" /> <bone name="ATTACH_SILENCER" pos="-0.006023,0.822947,0.074546" rot="1,0,0,0" /> <bone name="ATTACH_UPGRADE" pos="-0.005809,0.282724,0.116353" rot="1,0,0,0" /> <bone name="FX_CASING" pos="0.007302,0.158105,0.076323" rot="0.754406,0.133022,-0.111619,-0.633022" /> <bone name="BULLET" pos="-0.006811,0.236958,0.049383" rot="1,0,0,0" /> </skeleton> </skeleton_reference_list> <material_reference_list> <material name="SVD_OCCLUSION_2" shader_name="Unlit" ref_shader_id="grassam-M-722201349027873" hd="0" /> <material name="SVD_OCCLUSION" shader_name="Unlit" ref_shader_id="grassam-M-722201349003676" hd="0" /> <material name="SVD_FC4_GLASS" shader_name="Blended" ref_shader_id="grassam-M-722201348799752" hd="0" /> <material name="Sniper_700_Metal" shader_name="Metal" ref_shader_id="jzhang2-M-0906201460437124" hd="0" /> <material name="BOW_NEW_DECALS_2 - Copy" shader_name="Blended" ref_shader_id="grassam-M-20120621110104" hd="0" /> <material name="Sniper_700_Fabric_01" shader_name="Metal" ref_shader_id="xperreault-M-2010121454774725" hd="0" /> <material name="700SniperRifle_Plastic" shader_name="Metal" ref_shader_id="xperreault-M-2010121365495007" hd="0" /> <material name="illuminated_R700_Falloff" shader_name="Unlit" ref_shader_id="grassam-M-2806201254244160" hd="0" /> <material name="Illuminated_R700" shader_name="Unlit" ref_shader_id="grassam-M-1502201261121930" hd="0" /> <material name="Sniper_700_Anisotropy_Metal" shader_name="Metal" ref_shader_id="slabreche-M-2010022439537248" hd="0" /> </material_reference_list> </component> <component class="InteriorVolumeComponent" version="1" detail="0" /> <component class="RigidPhysComponent"> <resource fileName="graphics\_Common\Weapons\700SniperRifle\700SniperRifle.hkx" /> </component> </hidDescriptor> Only way I know how to convert the 153129970837048857.ark.fcb (without it being truncated), is by not specifying the -b= parameter, and I use my tool to somewhat fill in the gaps. But my tool isn't designed to produce sound decoded XML output, as it tries to convert types by bruteforce. On top of that, unfortunately, it doesn't cover the Rml data... Btw, the decoded Rml in that file contains a string which somewhat matches an entry in your master filelist: graphics\_Common\Weapons\700SniperRifle\700SniperRifle.xbg vs graphics\_common\weapons\700sniperrifle\700sniperrifle.xbg (your entry)
Does capitalization matter in this regard, i.e. are filepaths Case-SenSiTiVE? For resolving to hash values, they probably are. The plan with my tool is to feed it every XML file and record the hashes & values. That makes the progress in understanding the files measurable, allowing us to make plans to further the investigation.
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Post by JRavens on Aug 7, 2016 19:51:38 GMT
Ah thanks for that Steve. Hmmm yeah I'll look for a work around like turning those pieces into RML for now and converting back to XML. Weird. Not sure why it's doing that. I'll need to be mindful if I start mucking around in files that might contain other bits like this. Btw, the decoded Rml in that file contains a string which somewhat matches an entry in your master filelist: graphics\_Common\Weapons\700SniperRifle\700SniperRifle.xbg vs graphics\_common\weapons\700sniperrifle\700sniperrifle.xbg (your entry)
Does capitalization matter in this regard, i.e. are filepaths Case-SenSiTiVE? For resolving to hash values, they probably are. The plan with my tool is to feed it every XML file and record the hashes & values. That makes the progress in understanding the files measurable, allowing us to make plans to further the investigation. So Case SenSiTiviTY doesn't seem to matter in terms of uncompressing the .dat files (it will pull out the 700sniperrifle.xbg), BUT as you point out I'm willing to bet the internal engine is expecting the file paths to be correctly formatted when referenced inside of these XML files. I suppose testing is needed here. Not sure if my filelist would cause the Dunia tools to repack files incorrectly but I don't think so only because I have used it over and over again in various mod tests (example the Yeti) and files still seem to reference and function correctly. Having said that Changing the actual entries themselves within the XML files to lowercase? Dunno if that would break anything or not... one would hope the program was written to trap for this kind of thing (I mean they have MULTIPLE developers all over the world mucking around in the code so surely someone is going to screwup a filepath name ) but yeah it needs to be looked at in case something doesn't work because I or someone flubbed up a filepath leading to frustration and confusion about WHY something is not working. I might be quick to overlook a syntax error like this and simply think a mod doesn't work for a completely different reason...
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