Lossless compressor algorithm used by ME1 and ME2 for packages and textures.Lossless compressor algorithm used by ME3 for packages and textures.The Patch_001.sfar file is an exception this DLC cannot be unpacked, but can be updated by ME3Tweaks Mod Manager. All DLC uses the name 'Default.sfar' and can be unpacked using the toolset's DLC Unpacker tool. Compressed archive file that contains all the files in a official BioWare DLC for ME3.The acronym stands for Interactive Spatial Audio Composition Technology, and it was released by Creative Labs in the mid-2000s and was abandoned in the mid to late 2000s. We do not have access to this software, so we are unable to mod audio in Game 1. The audio middleware software used in Game 1.Audio replacement for ME2 is currently not possible because we do not have access to the Wwise version used. The correct version of the Wwise Authoring Interface must be installed on your computer to replace audio in ME3, LE2, and LE3. The audio middleware software used in Game 2 and Game 3.This data is referenced by its offset in the file by WwiseStream exports. It's a file with Wwise-encoded audio data concatenated one after another. This data is referenced by its offset in the file by various texture exports. It's a file with headerless texture data concatenated one after another. A string that is referenced by it's index in the name table.Typically from a higher tier file, like the level's master art file or an always loaded file References an import already loaded into memory.An export defines an object in a package file.Has 3 components: Imports, Exports, and Names. Contains the majority of the game data, including meshes, textures, scripting, etc. Each game localization will have it's own set of these files with a different suffix. These files typically contain audio and dialogue. An internationally localized file, in English.In Game 1, many files have their own talk tables, which makes updating them more difficult. DLC mods can add and replace entries in these files. In Game 2 and 3, there is a single "global talk table" that contains all strings. Each string has a number, or string ref, that is used to identify it in the game. All text strings found in the game, including subtitles, item names/descriptions, etc. LE games are mostly based on an updated version of ME3's engine. Each game has a different version of the engine.
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