Author Topic: Turok: Evolution .tre Extractor  (Read 17214 times)

Offline Dinomite

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« Last Edit: January 02, 2023, 07:56:26 AM by Dinomite »

Offline CodeAsm

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Re: Turok: Evolution .tre Extractor
« Reply #1 on: August 12, 2017, 05:07:35 AM »
Great you shared his tool, but might it be posible that his usage of total commander is just enough to quickly find he right files and edit them?
under linux you have commands like "find" and "grep". you can even do regex operations, so I asume this rusian guy uses equivelent total commander tools to quickly find the files he wanted to edit, made some lists of these files and then manualy edited them, copy replaced the files, packed it all and tested the game?

Looks very short, handy and why bother making a stupid GUI for if this just works?

Ow wait, till some noob will ask for your tool and wants to extract files... owman, you know me a bit, Im that dude with Linux and commandline tools. I dont think that guy ment bad for you at first. maybe the communication went downhill, but 15 euro is a bit high for something that might be easier. a donation would have been better or something. Im no expert (and I send you the link on discord) isnt this like the same file structure as: http://forum.xentax.com/viewtopic.php?f=10&t=3881 discussed here?

not sure for the windows version but under linux, " grep -rnw '.' -e 'uptime' "  lists every file that contains the text uptime (the dot means all files from current folder and deeper, replace with / for the root of the OS or "grep -rnw '/home/dimomite/porn/turok_beta/' -e 'prototype'  " will search for the word prototype in your secret prototype folders. maybe this: https://blogs.technet.microsoft.com/heyscriptingguy/2016/06/27/use-windows-powershell-to-search-for-files/
and no, not all searches posibilities can be writen to a GUI for if you need to change the search algoritm you need to recompile the tool again. I kinda like the idea of having a tool thats good in 1 thing and only 1 thing. then use excisting other tools to do the other things. (AAAAnnd,.. you can reversengineer his tool now way more easely)

Anyway, another tool to our arsenal of tools.

Offline Dinomite

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Re: Turok: Evolution .tre Extractor
« Reply #2 on: August 12, 2017, 10:11:12 AM »
Good news, everyone! CodeAsm has helped me and has extracted the voices, and changed them to their original extension. (.wav)
A big chunk is already dumped, but when everything will be done, i will pack it into a .rar file for all to use and make a video on it.


Heres a sneak peak:


Also, some stuff is slowed down or differently pitched than in the game. I assume its because the game automatically regulates it to the pitch it wants.
« Last Edit: January 02, 2023, 07:56:47 AM by Dinomite »

Offline BobTheHunted

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Re: Turok: Evolution .tre Extractor
« Reply #3 on: June 15, 2024, 03:25:06 PM »
Is there a functional link to a .tre extractor anywhere?  I am attempting to modify my gc iso but I can't find a way to extract or alter the supertree0.tre file which appears to contain the game data.

Offline BobTheHunted

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Re: Turok: Evolution .tre Extractor
« Reply #4 on: June 22, 2024, 12:39:43 PM »
Is there a functional link to a .tre extractor anywhere?  I am attempting to modify my gc iso but I can't find a way to extract or alter the supertree0.tre file which appears to contain the game data.

Okay, so I am attempting to create my own tool to extract and rebuild the GC supertree0.tre archive.  There are existing scripts and tools for the PS2 version, STREE0.TRE, but the structure is different.  I do not have the adequate experience to figure all this out but I have found some resources.

On the Xentax forum, I found linked here somewhere, there is the following topic, which unfortunately was only preserved through the archive.org Wayback Machine:

https://web.archive.org/web/20200918105226/https://forum.xentax.com/viewtopic.php?f=10&t=3881
https://web.archive.org/web/20210724071325/https://forum.xentax.com/viewtopic.php?f=10&t=3881&start=15

The functional scripts is the one that extracts the PS2 archive and preserves its folder layout, and another by the same person that extracts the smaller .tre files included in the main data file.

With the deleted messages and lack of older page captures, it seems that the gamecube version isn't preserved.  There is one that extracts all the files into a single folder, not preserving the file type, name, directory structure, or really anything else helpful.  I have yet to be able to figure out how to translate the PS2 quickbms script to one that works for the GC archive.

Additionally, I found this; https://github.com/OldTimes-Software/hei/blob/master/extras/asa/asa_format_tre.c
The hei library project here.  I talked to the owner/creator of that repo and he pointed me to it, I initially found a .bt binary template file for reverse engineering hex files created by him here:

https://github.com/hogsy/formats/blob/main/templates/asaustin/turok/turok_tre.bt

I've tried using this on the GC supertree0.tre file with no success, but it does work when I use the template in rehex on the PS2 STREE0.TRE archive.  So, even the specs of this file seem to differ from the GameCube version.

I have tried to find a way to put any of this info into practice but with no success.  I need more knowledgeable people than I to help me figure this out.  I don't really know where to look and this forum seems pretty dead lately so I haven't the slightest idea where to start.

I found a xentax discord server since that forum is shutting down, but their rules are intentionally hostile to beginners or really anyone that isn't capable of figuring everything out on their own.  Despite that, I asked, but nobody was able to help regardless.

If anyone knows anything or is willing to help in any way, hit me up here, or on Discord.  My username there is literally "rylan3604". 

If I make any progress I will update here.

 

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