Need for Speed Unbound music chunk #44
Replies: 3 comments
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AFAIK Frosty Editor can't extract raw chunks. I know there's a Python script somewhere out there that can extract ebx and chunks from NFS: Heat and I've had reports that ebxtoasset script works on the resulting output. For NFS: Unbound, IIRC its EBX format has changed so my scripts don't work on it at all. |
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New versions can, through View -> Chunk/Res Editor, enter chunk ID (you get this from the normal asset browser), right click it and select Export. See Exporting .gin/Octane car sounds from Frostbite NFS games.
No, I was referring to this commit you made to the project: Fully implemented NewWaveAsset extraction I know your scripts can't extract the whole game, but I was thinking maybe using parts of the scripts could help. |
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That's what I'm saying, NewWaveAsset parser from ebxtoasset script reportedly works on NFS: Heat if you pre-extracted ebx and chunks with something that supports it, just make sure the layout of the files matches what the script expects. |
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Hi,
I have been trying recently to extract the music out of NFS Heat and Unbound.
Seeing as your scripts no longer work on these games, I had no choice but to try Frosty Editor (1.0.7.0 debug).
After some time messing around trying to extract the raw music to use with vgmstream (since Frosty has a poor EALayer3 player/decoder), I found the chunk containing all the background music in Unbound: ca3f97bd-b80a-92b6-4149-c4986295bcc2.chunk
I do not know its exact file type, but I have noticed that it contains 110 EALayer3 headered files. Extracting them manually with HxD works and foobar2000 plays them perfectly, but extracting manually hundreds of files from 2-3 more chunks like this one (there is more music) is impractical.
I see you have implemented a way to extract NewWaveAsset files, which I would presume this is. Would that script help in any way with what I am dealing with here?
If not, do you have any suggestion?
Thanks!
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