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FINALLY :)
The next step would be dynamic objects. It sounds easy, but is it really?
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Post edited February 01, 2021 by fenik0
Hey, can you help me with extracting audio files?
I used an hex editor to extract pure data from EDS file to save it as an usable .wav file, but it didn't succeed as audio is very noisy. I tried to do the same with PS2 version audio files (.PDS) and it's the same
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rell36: Hey, can you help me with extracting audio files?
I used an hex editor to extract pure data from EDS file to save it as an usable .wav file, but it didn't succeed as audio is very noisy. I tried to do the same with PS2 version audio files (.PDS) and it's the same
Hello, sure I can help. Extracting pure wave data is not sufficient, it is compressed using a variant of an algorithm called "ADPCM" which is not decodable in popular audio players such as VLC neither QuickTime. An EDS file is composed of multiple parts: the first one contains the SFX files, the second one contains the voicelines. I will send you a program I created a while back which allows to do just that, it is not able to decode properly the SFX files though, only the voicelines for now.
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fenik0: FINALLY :)
The next step would be dynamic objects. It sounds easy, but is it really?
WOW, I haven't checked the forum for a while, this looks like amazing progress!
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CSaur: WOW, I haven't checked the forum for a while, this looks like amazing progress!
It definitely is! I have worked on it much more since then, here is a new screenshot featuring the textures panel on the right :)
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screen.jpg (472 Kb)
Post edited May 08, 2021 by fenik0
Recently, I was able to continue my work on the editor. I cannot believe the last piece of information I posted was in May!
This time I focused my attention on providing a more intuitive and modern interface, since the previous one was more hack-ish and old. I am currently working on the textures panel, like the one in my previous post.
Also, before I can finally release a first version of my editor, I would like to implement adding, moving and deleting objects/rooms, which are the barebones of an editor... and fix a few graphical bugs (on some levels, textures are mapped incorrectly).
I provided some pictures, as always :)
You can find them HERE.
I'm looking forward to seeing more of the new version of the level decompressor. I've been checking on the forum for a few years now to see what has been going on with your work. This is all amazing stuff and I'm glad someone is able to lay the foundation to enable folks to one day modify the game.
Also I've been looking for a way to get at the SFX & audio files for this game for a long time and was curious if the audio program you created had been updated to decode more than the voice lines.
Thank you for the positive feedback. To be honest, I have not worked on the decompressor per-se since my last post, but I have been working on something related: a texture manager, see HERE. It allows to export as well as replace textures with your own ones, from any Project Eden level. This program is still in the works but will be finished soon!
As for the audio files, I also have not been working on that, I still cannot figure out why the audio in the SFX files is glitching.
Post edited March 31, 2022 by fenik0
Soon as I get some room made on my machine I'll be reinstalling Project Eden and give the texture manager a go, along with your other software.
Could the SFX files be sped up to save space? A group I hang out with encountered that when they we're unpacking files for a game. Also would the "Mail has arrived." clip be a SFX or is that one of the audio clips you have? It's what got me started on getting at all the audio files.
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Ave-H: Could the SFX files be sped up to save space? A group I hang out with encountered that when they we're unpacking files for a game.
Nice, I did not think if this, the files already seem pretty lossly compressed, but that is possible. I will have to investigate further...
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Ave-H: Also would the "Mail has arrived." clip be a SFX or is that one of the audio clips you have? It's what got me started on getting at all the audio files.
It is indeed a voiceline, which I was able to decode pretty well :)
Post edited April 09, 2022 by fenik0