The Unreal Package Extractor at this link can be used to extract the files within the .PCC files
http://www.gildor.org/downloads
My question for all of you people with programming experience, how would one modify these files. None of them open with Notepad/Notepad++
A HEX editor didn't help either.
I've noticed that a lot of values within the Coalesced.ini file are directory names within the extracted content. (ie: SFXGameContent_Powers from any of the Character class .PCC files)
Any insight would be appreciated.
.PCC file extracting / Modding
Débuté par
sp8cemonkey83
, févr. 06 2010 06:22
#1
Posté 06 février 2010 - 06:22
#2
Posté 07 février 2010 - 09:27
Those are mostly typical unreal engine 3 internal files, like .texture2d, .material or .staticMesh - you also get such files when you extract the upk files from unreal tournament 3. Some files are most likely by bioware - I saw bioFacialAnimation or something similar.
Changes to all of those files would usually be made using the unreal editor, but it's not shipped with the game. (Attention: This is just an assumption. But if it was included, people would've found out already.) I'm going to try and open them using both the unreal tournament 3 editor and the more recent one from the UDK tomorrow, but changing the new file formats that way is probably impossible. As for the others... I don't know. Maybe. The UDK probably enhances our chances, but I can't tell how much is possible... yet.
Let's just hope there's going to be an editor for mass effect 3. Could somebody please point me to a petition thread I could sign to make it happen?
Changes to all of those files would usually be made using the unreal editor, but it's not shipped with the game. (Attention: This is just an assumption. But if it was included, people would've found out already.) I'm going to try and open them using both the unreal tournament 3 editor and the more recent one from the UDK tomorrow, but changing the new file formats that way is probably impossible. As for the others... I don't know. Maybe. The UDK probably enhances our chances, but I can't tell how much is possible... yet.
Let's just hope there's going to be an editor for mass effect 3. Could somebody please point me to a petition thread I could sign to make it happen?
#3
Posté 07 février 2010 - 09:27
Use the Unreal Model Viewer, I believe. Not that you can do much beyond viewing and copy-pasting.
forums.guru3d.com/showthread.php
forums.guru3d.com/showthread.php
Modifié par Kolaris8472, 07 février 2010 - 09:28 .
#4
Posté 07 février 2010 - 09:28
Modify the crap out of them, but unless we can recompile them back into .pcc files the changes don't do anything.
#5
Posté 15 février 2010 - 05:35
Any luck with the PCC repacking?
#6
Posté 27 février 2010 - 07:47
hmmm.. waiting
#7
Posté 12 avril 2010 - 04:58
has any one tried modding using the Unreal Developer's kit or does that not unpack the .pcc files?
#8
Posté 12 avril 2010 - 05:52
http://social.biowar.../index/889432/1
And there's been no luck with recompiling extracted .pcc files.
And there's been no luck with recompiling extracted .pcc files.
#9
Posté 12 avril 2010 - 05:53
Bump. I'm also interested to hear whether or not the UDK can help mod Mass Effect 2...
#10
Posté 31 mai 2010 - 03:18
Screw packing them back in I just want to extract them and mod them for Crysis Mass Effect is fine the way it is no need for modding but the cool Models would go great in the Cry Engine 2 any Ideas on how to get the objects out of this file? I don't know were the object files are located if you guys could explain how the Mass Effect 2 folder works that would be great. I don't know if it s similiar to crysis? were their in a pak file and you can extract them via 7zip or you need a whole new pogram. Not sure anyway I'm sure one of you guys knows so if you could help me out that'd be great.!
#11
Posté 31 mai 2010 - 03:27
It would be really cool if people could actually mod ME besides config file and texture changes. :S
#12
Posté 12 septembre 2010 - 05:19
If I am unable to find any way of importing them into maya or 3ds then I am going to try and make one myself. Being that they are based off the unreal structure of storage it should not be too hard.
If somebody can find a practical and working way of extracting individual model or mesh files and the extension of those mesh files I will try and find a fix.
If somebody can find a practical and working way of extracting individual model or mesh files and the extension of those mesh files I will try and find a fix.
#13
Posté 31 octobre 2010 - 03:15
Any luck?
#14
Posté 31 octobre 2010 - 04:29




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