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View Code? Open in Web Editor NEWDestiny 2 reverse engineering tool for extracting cool things from game files.
License: GNU General Public License v3.0
Destiny 2 reverse engineering tool for extracting cool things from game files.
License: GNU General Public License v3.0
Instead of reading each to set per view, add to fnv list eg localized strings
charm.log
anytime I am trying to export audio, I am getting a crash, regardless of the audio segment i use, be it from the dialog or other audio categories
Charm crashes when trying to load the package w64_investment_globals_client_0274_5.pkg
, which doesn't exist in my packages directory or the content depot on SteamDB
Unhandled Exception: System.AggregateException: One or more errors occurred. (Could not find file 'D:\Games\Steam\steamapps\common\Destiny 2\packages\w64_investment_globals_client_0274_5.pkg'.)
---> System.IO.FileNotFoundException: Could not find file 'D:\Games\Steam\steamapps\common\Destiny 2\packages\w64_investment_globals_client_0274_5.pkg'.
File name: 'D:\Games\Steam\steamapps\common\Destiny 2\packages\w64_investment_globals_client_0274_5.pkg'
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String, FileMode, FileAccess, FileShare, FileOptions) + 0x147
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String, FileMode, FileAccess, FileShare, FileOptions, Int64) + 0x44
at System.IO.Strategies.OSFileStreamStrategy..ctor(String, FileMode, FileAccess, FileShare, FileOptions, Int64) + 0x47
at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String, FileMode, FileAccess, FileShare, FileOptions, Int64) + 0x60
at Symmetry.Package.GetBlocksData(Dictionary`2) + 0x26c
at Symmetry.Package.GetEntriesData(ConcurrentHashSet`1) + 0x459
at Symmetry.File.<>c__DisplayClass7_0.<DllGetDataMany>b__1(KeyValuePair`2) + 0x7e
at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.<PartitionerForEachWorker>b__1(IEnumerator&, Int32, Boolean&) + 0x232
--- End of stack trace from previous location ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() + 0x20
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw(Exception) + 0x13
at System.Threading.Tasks.Parallel.<>c__DisplayClass44_0`2.<PartitionerForEachWorker>b__1(IEnumerator&, Int32, Boolean&) + 0x548
at System.Threading.Tasks.TaskReplicator.Replica.Execute() + 0x3a
--- End of inner exception stack trace ---
at Symmetry!<BaseAddress>+0xa5361d
at Symmetry!<BaseAddress>+0x9ecf90
--- End of stack trace from previous location ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() + 0x20
at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection, CancellationToken, Exception) + 0x31
at Symmetry!<BaseAddress>+0x9ed131
at Symmetry!<BaseAddress>+0x9ec76b
at Symmetry!<BaseAddress>+0x9eb928
at Symmetry!<BaseAddress>+0x4b6933
Perhaps im super stupid, but despite Gerb's help with the settings, textures aren't being auto exported. Not sure why.
Tried on all versions of Charm, Cant get past investment
D2 is installed on my C drive, its the only thing installed in the steamapps folder for better gameplay on my stream
have tried to install charm on all my drives but still no success
Movement speed in Charm's viewport can be unbearably slow when ripping sections of load zones or even entire load zones. Ideally, movement speed in the viewport should scale with the zoom level of the camera. This allows for more precise and more quick camera movement.
Additionally, maybe support some form of mouse-drag camera translation?
What it says in the title, while inspecting maps, I accidentally middle-clicked and it caused this error to pop up:
Clicking continue allows the program to keep going and possibly could still extract things, but if you were to middle click again it would completely crash the program. I don't know if the issue was just from this previous update because I was updating from 1.15, but it should definitely be looked into because I'm sure I'm not the only one who turns their brain off and accidentally tries middle-click to move the camera like in Blender/UE
Some static hashes which should (i think) have vc: F8BFB580, 8BAAB580, 05ADB580, B6ABB580
charm.log
Just clicked on it to load the map and it crashed
Is repeatable (throws the exception each time with the same crash report)
Previously, Charm recognized the file directory C:\Users\riley\Documents\Charm Output
without issue in version 1.0.7. Now it reads that directory as C:\Users\riley\Documents\Charm
which can cause serious issues.
Additionally, Charm does not let you abort selecting a directory.
luna_battleground.battleground_trespass_s16, hash: 47FCEA80
As the title suggests, when selecting a sound package from within the tool, it can crash when no information is returned from a package with a hash.
Here is my charm.log file if you want to investigate the call stack.
I've put together some meagre error handling in the meantime so that the tool can gracefully continue.
// TagListView.xaml.cs - line 1268
await Task.Run(() =>
{
var vals = PackageHandler.GetTagsWithTypes(tagHash.GetPkgId(), 26, 7);
PackageHandler.CacheHashDataList(vals.Select(x => x.Hash).ToArray());
_allTagItems = new ConcurrentBag<TagItem>();
Parallel.ForEach(vals, hash =>
{
Wem wem = PackageHandler.GetTag(typeof(Wem), hash);
try
{
_allTagItems.Add(new TagItem
{
Name = PackageHandler.GetEntryReference(hash),
Hash = hash,
Subname = wem.Duration,
TagType = ETagListType.Sound
});
}
catch (Exception ex)
{
_tagListLogger.Error(ex, $"Unable to load information from hash \"{hash}\" from sound package \"{tagHash}\".");
}
});
});
2842AA80 is example
A lot of weapons seem to have loud reverb added on top of their firing sounds, some have the normal sounds though.
An example being Anonymous Autumn sidearm (51B913C0) and its firing sound A548A680
Then an example of a normal one being Arc Logic auto rifle (F5B7EEC3), sound 6048A680. (that one also has its reverb sound but its seperate)
Every Blender import script Charm 1.0.5 has generated for me has had to been edited before use. The Filepath variable does not consistently use forward or back slashes, causing Blender to error out when trying to import those files.
For example:
Filepath = "C:/Users/anticode/Documents/Charm Output/2512E880"
is valid, but Charm generates the following:
Filepath = "C:\Users\anticode\Documents\Charm Output/2512E880"
eg shattered throne, music hash 280FC080
Hitting preview on music in the activities menu for maps will continue playing the music even after closing the tab, leaving you unable to stop or control the current audio.
trench = Undergrowth but says its Prodromus Down
GoS
Entity that should be the spinning middle part of the Anomaly crucible map. MDE is able to extract it though.
Tried dev mode as well, on 1.2.0 (fresh just to be sure)
charm.log
Features that haven't been implemented (like exporting audio files) should be labeled NYI for clarity's sake. Without having been told that the feature wasn't implemented yet, I would have tried to figure out how to export audio files for hours before giving up.
With current behavior, after an error or after canceling the folder selection prompt, Charm will present the error dialogue box and then re-open the folder selection prompt. This is non-standard (and somewhat annoying) behavior.
Ideal (and standard) behavior is that, after an error or canceling the folder selection, Charm should present the error dialogue box and let the user decide to re-open the folder selection on their own.
All terrain segments import flipped 180 degrees locally on the X axis in Blender.
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