Help needed - Blade & Soul NA/EU costume modding (2 Viewers)

stricq

Club Regular
Joined
Jan 21, 2016
Em, can u share your new-upk file? I would like to see its structure, all of a sudden I can help you

Here is one. The main difference is that the compression on the textures is different than what the game engine itself uses. I'm not sure if this is the only difference or not.

I have rebuilt other files that do not contain textures and they are binary identical to the original and the game accepts them. So I'm thinking it is the compression algorithm used. But I could have missed something when rebuilding the textures. There is a lot to them.

I should also mention that Gildor's UModel.exe loads my files and displays the contained textures without errors.
 

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MikeT

Potential Patron
Joined
Mar 19, 2016
Here is one. The main difference is that the compression on the textures is different than what the game engine itself uses. I'm not sure if this is the only difference or not.

I have rebuilt other files that do not contain textures and they are binary identical to the original and the game accepts them. So I'm thinking it is the compression algorithm used. But I could have missed something when rebuilding the textures. There is a lot to them.

I should also mention that Gildor's UModel.exe loads my files and displays the contained textures without errors.
Try compressing the textures with NVIDIA's nvDXT utility: https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_Utilities_8.31.1127.1645.exe
 

MikeT

Potential Patron
Joined
Mar 19, 2016
That's not the right compression. The images are compressed using a professional version of LZO which is a commercial application.
I see. I thought I'd try and help, but turns out I'm just wrong xD. I guess, you have used LZO Classic?
 

stricq

Club Regular
Joined
Jan 21, 2016
I see. I thought I'd try and help, but turns out I'm just wrong xD. I guess, you have used LZO Classic?

Yes, it works fine to decompress, but I think it needs to be the professional version to rebuild the UPK files. I have an idea in mind that I will try out this weekend to verify that theory.
 

Ashllay

Casual Client
Joined
Jun 28, 2012
stricq stricq
I'm not sure if it matters but i was checking textures files and there are a few differences.
gmgzDDl.png
 

stricq

Club Regular
Joined
Jan 21, 2016
stricq stricq
I'm not sure if it matters but i was checking textures files and there are a few differences.
gmgzDDl.png

Your are looking at image compression there. That's not the issue, the problem is with the data compression applied to the images. After the images are stored in DDS format, the data of the images is then further compressed using the LZO algorithm.
 

joeshmoe

Potential Patron
Joined
Apr 10, 2016
Gildor apparently said it was impossible to repack a upk into its original form.
Packer to .upk files

He basically said that upk's have really complex structures and they all refer to one another so you can't change a piece of a file without having to change every file in the program (or at least all the files that reference/get referenced by that file). That might be why your repacked upk crashed the game.

Any thoughts on how to get around this? I was trying to build a repacker for Tera but then found gildor's comment. I'm thinking if you could get a hold of the unreal source code you could build a repacker but that isn't free.
 
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stricq

Club Regular
Joined
Jan 21, 2016
Gildor apparently said it was impossible to repack a upk into its original form.
Packer to .upk files

He basically said that upk's have really complex structures and they all refer to one another so you can't change a piece of a file without having to change every file in the program (or at least all the files that reference/get referenced by that file). That might be why your repacked upk crashed the game.

Any thoughts on how to get around this? I was trying to build a repacker for Tera but then found gildor's comment. I'm thinking if you could get a hold of the unreal source code you could build a repacker but that isn't free.

Gildor is referring to the pointers inside the package that point to other locations in the file. I have completely accounted for that. Any of the files that don't have textures, my code will recreate exactly like the original. Also, he greatly overstating the problem. Most of what he says may be true for other Unreal Engine 3 games, but not for Blade and Soul. The package format is really fairly simple.
 
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MikeT

Potential Patron
Joined
Mar 19, 2016
Gildor apparently said it was impossible to repack a upk into its original form.
Packer to .upk files

He basically said that upk's have really complex structures and they all refer to one another so you can't change a piece of a file without having to change every file in the program (or at least all the files that reference/get referenced by that file). That might be why your repacked upk crashed the game.

Any thoughts on how to get around this? I was trying to build a repacker for Tera but then found gildor's comment. I'm thinking if you could get a hold of the unreal source code you could build a repacker but that isn't free.
Not for repacking textures or animations for Blade & Soul.

SiPPey a Chinese guy has done it. Blade and Soul MOD - Sippey Fun Labs

lucky凌竹 another Chinese guy is also able to do it. lucky凌竹的个人资料 希望之地主题社区

Coder a Korean guy is able to do it. Coder의 갤로그입니다 § 디시인사이드 갤로그

LokiReborn an American can do it as well. Blade & Soul package encryption

It just takes time and knowledge.
 
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Lucif

Potential Patron
Joined
Nov 11, 2015
I think... problem in export table. But, I did not understand how to solve this problem.
 

stricq

Club Regular
Joined
Jan 21, 2016
I think... problem in export table. But, I did not understand how to solve this problem.

I found and fixed one problem. I was calculating one size 16 bytes too large. I fixed that, now my own code cannot parse the created file. That is an easy fix. Once I get that working again I can try the file in game.
 

stricq

Club Regular
Joined
Jan 21, 2016
I found and fixed one problem. I was calculating one size 16 bytes too large. I fixed that, now my own code cannot parse the created file. That is an easy fix. Once I get that working again I can try the file in game.

I hadn't backed out one of my changes I had put in to find what I was doing wrong. So after fixing that one calculation, the game now accepts my modded files. I made a costume change (it's funny) and it is displayed in game!

I attached the modded file. Just drop it in the bns\CookedPC\mod directory and check out the Jin Christmas costume (if you have it or can see it in the store.)

So, success!
 

Attachments

00030043.zip
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stricq

Club Regular
Joined
Jan 21, 2016
Ok everyone, here is the new release.

* Exported textures can be edited and re-imported back into the game.
* Added Rebuild tab. This tab allows you to view exported textures (and sounds) and view them in the Texture Viewer.
* Added Modded Files tab. This tab allows you to view modded files in the same way was as viewing game files.
* Can now view all the MIPs of loaded textures.
* TextureMovie objects can now be exported as bink files.

https://bns.stricq.com/Files/UpkManager.Installer_1.3.zip

You should uninstall the old version before installing the new version.

Also, updated instructions here:

UPKManager/README.md at master · stricq/UPKManager · GitHub
 
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orihone

Potential Patron
Joined
May 22, 2012
I love man you now! :tongue:

Edit:
When i select the 2d upk i got this
msg
8SnwfW3.png



Nothing i just re select source pack and wait to rebuild the list and the problem fix!
 
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MikeT

Potential Patron
Joined
Mar 19, 2016
Ok everyone, here is the new release.
It works great. Finally the Chinese no longer have the modding monopoly. The whole modding community will now be able to create and share mods, how it's supposed to be. I can't thank you enough for all your hard work!
 

trumpdog

Vivacious Visitor
Joined
Apr 20, 2012
Ok everyone, here is the new release.

* Exported textures can be edited and re-imported back into the game.
* Added Rebuild tab. This tab allows you to view exported textures (and sounds) and view them in the Texture Viewer.
* Added Modded Files tab. This tab allows you to view modded files in the same way was as viewing game files.
* Can now view all the MIPs of loaded textures.
* TextureMovie objects can now be exported as bink files.

https://bns.stricq.com/Files/UpkManager.Installer_1.3.zip

You should uninstall the old version before installing the new version.

Also, updated instructions here:

UPKManager/README.md at master · stricq/UPKManager · GitHub
You are the man of the year:smile:
 

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