View Full Version : DoW .SGA Archive Extractor
Spooky
10th Sep 04, 6:19 PM
W40K: DoW .SGA files can now be opened and extracted with v2.0.0 of my Relic Archive Tool (SpookyRAT:D). I have also included comdlg32.ocx and mscomctl.ocx in the release along with a readme file...
Download link is in the first post of this thread:
http://forums.relicnews.com/showthread.php?t=21054
Have fun... :)
DarthVaygr
10th Sep 04, 7:52 PM
I like the sound of this! Thanks Spooky! Now, to see if they are compressed or not.....hmmmm!
BrianGeneral
10th Sep 04, 8:04 PM
Yeah,thanks!NOw I can memorise their speeches:)
DarthVaygr
10th Sep 04, 8:31 PM
Forget memorizing their speeches, we can make new ones! :)
Uncle Jimbo
10th Sep 04, 9:09 PM
I get an ActiveX can't create object error. How can I fix that?
I get an ActiveX can't create object error. How can I fix that?
Check the readme file.
DarthVaygr
11th Sep 04, 7:38 AM
Ahh yes....the onslaught of DoW n00blars in the Veteran HW2 forum shall begin...downloading...tell you my report when I use it.
NovaBurn
11th Sep 04, 7:55 AM
I was wondering when this was going to be coming out. Delphy hinted that either it was him or you had already got one done a about a week after the closed beta began. :P woot thanks spooky.
DarthVaygr
11th Sep 04, 7:57 AM
Visual Basic SP5........hurry up already! Spooky, have you done some preliminary analysis on the files? Can it uncompress DoW .lua files? And, WTH did it reset my connection with the Microsoft server? Now I have to restart!
stryer
11th Sep 04, 10:18 AM
Is this the link to the runtimes:
http://www.microsoft.com/downloads/details.aspx?familyid=7B9BA261-7A9C-43E7-9117-F673077FFB3C&displaylang=en
Stryer
TheBladeRoden
11th Sep 04, 11:53 AM
What if I told you, what if I said, that I loved you?
how would you feel, What would you think, what would we do?
Do we dare cross that line between your heart and mine?
or would i lose a friend or find a love that would never end?
what if i said?
DarthVaygr
11th Sep 04, 12:19 PM
Lolly :) We get the point, hehe. Anyway, check my current data assessment, and add stuff to it! It could be a nice beginners guide on "How to do this and this like this."
BrianGeneral
11th Sep 04, 7:46 PM
After install the Runtime the extractor still doesn't work:(
Uncle Jimbo
11th Sep 04, 11:23 PM
same here.
and in the readme, what does this mean:
Start->Run...
cmd
cd c:\windows\system32
regsvr32 luadc.dll
regsvr32 comdlg32.ocx
regsvr32 mscomctl.ocx
I type those cmds and nothing happen. the files are there though - I put them there.
BrianGeneral
11th Sep 04, 11:40 PM
same here.
and in the readme, what does this mean:
Start->Run...
cmd
cd c:\windows\system32
regsvr32 luadc.dll
regsvr32 comdlg32.ocx
regsvr32 mscomctl.ocx
I type those cmds and nothing happen. the files are there though - I put them there.
OK,I've found the way.
Put ONLY luadc.dll and zlib.dll into that directory.
Run your commands again.
Then it'll work,Cheers.:)
Mad_cat
13th Sep 04, 5:20 PM
thanks you saved me from a ton of work
I've linked to this thread in a new sticky, so to avoid sticky-overload-syndrome where there are so many stuck threads that no one can actually read all of them, I'm un-sticking this one. If Spooky doesn't like it, well, I guess he'll stick it again. ;)
[edit]
Hey, Spooky, it is hard to make an application like this without using crazy DLLs and stuff that requires admin access?
DarthVaygr
17th Sep 04, 12:11 PM
...I'm assuming SvK cannot access the restricted files? Hmmm....never thought of that. I actually wouldn't know how to answer that, as I'm not Spooky :)
Spooky
17th Sep 04, 3:14 PM
SvK - It is possible to write a zlib.dll from scratch and include it in the .exe but it will take a LOT of effort and is not worth it in the end seeing as it is freely available as is :)
I have no choice with the LudDC.dll either as Age2Un only provided me with this and no source code....
So yes - you will need admin access under XP/2K to install this I am afraid.
As for the stickying - errr so long as people can find a link easily I will not be restickying this thread :D :D.
Mocking_Crow
26th Sep 04, 7:58 PM
Ok... maybe im just being stupid but ive got a problem.
I Get sppoky's program to open the W40KDATA.sga file and when i press "save all files to archive" it starts to save it but then gets runtime error 9.
Any possible solutions?
MasteroftheFork
26th Sep 04, 9:08 PM
I think I know the solution to your problem. Get spooky's progam; don't use sppoky's.
Mocking_Crow
26th Sep 04, 9:27 PM
Have you ever heard of a typo???
Anyway the error says fully: "Runtime error '9': Subscript out of range."
Spooky
27th Sep 04, 5:04 PM
Not sure why you are getting that error as I have just done an "Save All" on that archive with no problems at all... :(
Azekiel
28th Sep 04, 7:55 AM
but how you put files you extracted back into archive so they will work ingame ?
Corsix
28th Sep 04, 8:02 AM
You don't need to - lucky that because you cant.
Azekiel
28th Sep 04, 8:13 AM
so how it works then.. does all extracted folder go to "virtual override folder ? " like in NWN or baldurs gate gameS ?
Corsix
28th Sep 04, 8:35 AM
Extract from w40k.module:
;; //////////////////////////////////////////////////////////////////
;; List of folders to map for this MOD
;; order is important - the first Archives registered will be scanned for files first
DataFolder.1 = Data
DataFolder.2 = Data_Shared_Textures\%TEXTURE-LEVEL%
DataFolder.3 = Data_Sound\%SOUND-LEVEL%
DataFolder.4 = Data_Whm\%MODEL-LEVEL%
;; //////////////////////////////////////////////////////////////////
;; List of archives to load for this MOD
;; order is important - the first Archives registered will be scanned for files first
ArchiveFile.1 = W40kData
ArchiveFile.2 = W40kData-SharedTextures-%TEXTURE-LEVEL%
ArchiveFile.3 = W40kData-Sound-%SOUND-LEVEL%
ArchiveFile.4 = W40kData-Whm-%MODEL-LEVEL%
Azekiel
28th Sep 04, 10:24 AM
module ? bah does DOW support now modules ?why override thing like here dosent work with texture if they are being extracted and modified...
Corsix
28th Sep 04, 11:59 AM
Hey there people - I'm coding an alternative to SpookyRAT that should make extracting files easier: http://img49.exs.cx/img49/7835/devshot2.jpg
Also, I am going to do a command line based tool that doesn't require a billion DLLs.
MasteroftheFork
28th Sep 04, 5:53 PM
Uh-oh spooky's got some rivalry.
Oh and Mocking-cow, I just felt like being a smart ass. I'm WELL aquainted with typos.
curtlegion
28th Sep 04, 6:19 PM
Any way to take files that are extracted and have them put back into a .sga file???????? :D
No, not yet. Fortunately, you don't have to put files into the SGA for your changes to take effect.
curtlegion
28th Sep 04, 8:27 PM
If I use you extractor and then copy all the files to the data folder under 40k directory and try and run a recorded game I get a scr error ..... should not all those files = the .sga and not cause this???? any ideas on this???? give it a try on some of the recorded games on this fourm....
thanks for the answers........curt :beer:
Spooky
29th Sep 04, 7:16 AM
Hey there people - I'm coding an alternative to SpookyRAT that should make extracting files easier:
...
Also, I am going to do a command line based tool that doesn't require a billion DLLs.
Looking interesting so far. I must admit I cannot see how it can be any easier than hitting the extract button in my app? ;) LOL. I have considered many times whether it will be worth the effort of including any preview ability for some of the file types but came to the conclusion that you would be far better off using a dedicated application for the task.
I presume you will still need the zlib.dll for your command line tool unless you intend to recompile it from the source? As for a billion DLLs I seem to recall I use 2 more than comes with the VB6 SP5 runtimes....hehe
Corsix
29th Sep 04, 8:26 AM
Looking interesting so far. I must admit I cannot see how it can be any easier than hitting the extract button in my app? ;) LOL. I have considered many times whether it will be worth the effort of including any preview ability for some of the file types but came to the conclusion that you would be far better off using a dedicated application for the task.
Perhaps easier was the wrong word. How about an alternative with nice round edges?
I presume you will still need the zlib.dll for your command line tool unless you intend to recompile it from the source? As for a billion DLLs I seem to recall I use 2 more than comes with the VB6 SP5 runtimes....hehe I dont need zlib.dll for either program - why do you need it? EDIT: Yes I do need it :(
whats_true
1st Oct 04, 1:50 PM
might be a little late in the game, but, should i overide the files in my systme32 and replace them with yours?
SodaGuy
1st Oct 04, 6:41 PM
Hey sorry for being noobzilla but could anyone walk me through the whole process to get that 90% army limit thing out of the demo.
Ruiner
1st Oct 04, 10:35 PM
i keep getting this error when i try to extract:
Run-time error "5":
invalid procedure call or argument
i have everything in the right spot too and it is all registered too.
mod_penguin
2nd Oct 04, 2:18 AM
90% army limit? i havent seen no 90% army limit...
Corsix
2nd Oct 04, 4:05 AM
A second shot of my Extractor, using the Extract To feature:
http://img19.exs.cx/img19/1309/devshot3.jpg
Spooky
2nd Oct 04, 9:28 AM
Corsix - if you are not using zlib.dll how are you decompressing the files within the archive? :)
Corsix
2nd Oct 04, 9:31 AM
Corsix - if you are not using zlib.dll how are you decompressing the files within the archive? :)
I am now using zLib.dll - however I am also looking at the zlib.dll source code and RFC 1950 which describes the decompession method.
Public Declare Function Z_Decomp Lib "zlib.dll" Alias "uncompress" (dest As _
Any, destLen As Any, src As Any, ByVal srcLen As Long) _
As Long
Public Const Z_OK = 0
Public Const Z_DATA_ERROR = -3
Public Const Z_MEM_ERROR = -4
Public Const Z_BUF_ERROR = -5
05thouldm
2nd Oct 04, 10:19 AM
Sorted It Never mind im tired, great tool spooky!
Ruiner
2nd Oct 04, 2:15 PM
come one someone help me with this runtime error 5 thing please
Corsix
2nd Oct 04, 2:29 PM
Do you have VB6 runtimes SP 5?
Ruiner
2nd Oct 04, 2:48 PM
i have the pack6 on. but i tried it frist with the pack5. it only gives me problems when i go to extract a DoW file. other than that it opens the file correctly.
SodaGuy
2nd Oct 04, 7:58 PM
90% army limit? i havent seen no 90% army limit...
From this thread. (http://forums.relicnews.com/showthread.php?t=37277) There's a line of code (max_army_percentage = 0.9) that only lets the computer build up to 90% of your total army. That's why they stop building while they are beating you. I'd like to remove the line to make the computer better to play against.
oshovah
2nd Oct 04, 11:09 PM
hey just downloaded the program and i get a ActiveX can't create object error and since there no readme file in the file im having a problem making it work so help plz
Spooky
2nd Oct 04, 11:49 PM
hey just downloaded the program and i get a ActiveX can't create object error and since there no readme file in the file im having a problem making it work so help plz
There is a readme file - look more closely...
oshovah
3rd Oct 04, 1:39 PM
readme where i only got 3 files the SpookyRAT the LuaDC.dll and the zlib.dll files sp maybe im blind
scott2978
5th Oct 04, 5:39 PM
Ok, I've got a couple probs.
1. I've installed and registered all the DLL's and OCX's.
2. Problem with Corsix's tool is that when I try to extract I get an error that says occurs in DoRawExtract and to contact Corsix. Reading the LUA files works fine.
3. Problem with SpookyRAT is that it's all in line code, where is the neat text that says X costs Y requisition? I don't know which line at stop 123456 to edit to make 100 into 200 req for unit X.
There's gotta be an easier way...
Spooky
6th Oct 04, 3:50 AM
My tool merely extracts the files Relic put in the .SGA archive. It is not the tools job to sift through every .lua file and make them comprehensible... ;) You would get exactly the same file from Corsix's version BTW. :D
spajdrik
13th Oct 04, 1:23 AM
Spooky : so basically i unpacked font files, then use different fonts with same size and rename them to name of fonts that was inside .sga file, game will first check for these fonts unpacked in Locale/english/data/font before checking EnginLoc.sga file?
the unforgiven
13th Oct 04, 3:58 AM
i keep getin this stupid active x problem when i try to start it up theres nothin in the readme about it!
subtle_shade
13th Oct 04, 5:28 AM
@u r forgiven *lol*
sry, couldn't resist.
Do you get this error before or after you try to extract something?
Because, if'n'it's after; you will have to create the desired folders/
directories yourself, before extracting the files into them...
DoW\WH4K\ -->create new folder(s)\ -->create new folder(s)\ --> etc.
take a note of the directory-structure, \after\ choosing extract, but /before/
pressing OK
-but you couldn't even start it, right?
I know you need to install something, either VB6+runtime update or something,
but i don't know what exactly, sry
@spajdrik:
it should work;
you are meaning to get different in-game fonts, right?
-make sure you have examined the fonts to be as equal to the originals as possible.
(personally I would edit the original, then copy/paste the new one into that and save)
That help any? :0)
*dances a llittle and vanishes in a purple haze*
Spooky
14th Oct 04, 11:26 AM
The Unforgiven - the ActiveX error is because you have not registered the LuaDC.dll correctly as described in the readme file... ;)
you will have to create the desired folders/
directories yourself, before extracting the files into them...
DoW\WH4K\ -->create new folder(s)\ -->create new folder(s)\ --> etc.
take a note of the directory-structure, \after\ choosing extract, but /before/
pressing OK
I don't have to do that. SpookyRAT creates the directories for me.
Spooky
14th Oct 04, 2:50 PM
SvK is quite right - there is absolutely no need to create any of the subdirectories as the tool will always create the correct ones when it extracts the files...
subtle_shade
14th Oct 04, 6:57 PM
-now you know what kind of luck I live with ;0)
-I'm using corsix' extractor, btw.
...hmm...
LheRoX
23rd Oct 04, 6:20 AM
I have extracted the .rat and .fda files but how do open them in music players or how do i convert them into other formats???...
Spooky
23rd Oct 04, 3:29 PM
I do not think anyone has worked out how to play the sound files yet...
Corsix
23rd Oct 04, 3:33 PM
@sutble_shade :
My first version had a bug that caused to not create the directories. The latest version has that bug fixed. :)
BloodFang
28th Oct 04, 3:12 AM
hey guys...i have a question...and probably cause im pretty new to all this..
so am i right in that, (using Spooky's program)..i select the 'data' tab and then click the 'save all files' button ?
cause i did that, get the 'starting file extract...extract finished' text....and thats where i run out of ideas...
how do i find where the files have been saved too,,,and can i open them up in Gmax ??...the only way i can find them in Gmax is as an .lua that it wont open...should i be able to??
cheers, all thanks
Spooky
30th Oct 04, 12:19 AM
All you need to do is open the .SGA file you are interested in and click on the 'Save All Files' button. A data directory will be created in the same directory as the .SGA file and all the archive contents will extract into there. There should be no problems with this...
[Breaker]
9th Nov 04, 11:36 PM
I have extracted the .rat and .fda files but how do open them in music players or how do i convert them into other formats???...
^^^^^^^^^^^^^^^ Im at this stage too..
spooky, I dont know what most of these people are talking about
I READ the readme and did everything you told me to, and, it works great!!
but, like mentioned earlier ... im left with .fda's ...... and erm..... i need to open them in an audio program... and there is no fda --> wave converter, so, am I stuck here or what?
Graiskye
9th Nov 04, 11:49 PM
Okay this is fun. Finally figured out how to register to the registry. except the LuaDC.dll does not work. Get a Load Library Specified file cant be found?? this is fun for three days ive been trying to accomplish a simple edit of a file. And to all the talk of noobs needing help wtf are these forums for??? Its funny though the posters that talkshite dont really seem to contribute much. too all the others who offer help or advice thnx. wish I could figure this out?? Graiskye
[SLS]Xen
10th Nov 04, 2:49 PM
hey! i wanna put the files BACK into a SGA so they can be used ingame (re: art) can i do it or do i need to make a new .lua file or something?
Spooky
10th Nov 04, 3:44 PM
At present there is no tool available to create/modify existing .SGA files. Having said that you do not need to have one to use modified or new files - just make sure they are in the correct directories...
[Breaker]
10th Nov 04, 3:54 PM
spooky, can you answer my question though?
I know you only made a tool to take sound files out of the SGA's...
but even with that, they are useless to me until they are in a wave format or something recognizable... what do I do?
[SLS]Xen
10th Nov 04, 4:30 PM
wait a minute...do you need to specify a file or path? if so, where?
Im assuming that the "correct" directory is the folder tree created by your (awesome!) extractor utility? i.e.
data/art/etc/etc/race/space_marine
?
Spooky
10th Nov 04, 6:15 PM
[Breaker] - the sound files with DoW are not in the same format as HW2 etc and I do not know of any player that is available for them at present...
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