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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Thu Feb 20, 2014 8:54 pm 
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Nice, great and speedy work there, looking forward to the updated tool :)


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Fri Feb 21, 2014 11:41 am 
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Beta over now,hows the progress :wink:


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Fri Feb 21, 2014 7:19 pm 
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I made tool, that used game engine to extract files.

1. Copy to game directory.
2. Run UnVpk.exe and Alt+Tab to console window.
3. Look at "output" directory.


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sat Feb 22, 2014 5:21 am 
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kalleoskar wrote:
Beta over now,hows the progress :wink:

Public beta release
Image

Download
http://cra0kalo.com/public/Titanfall_VPKTool2.zip

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sat Feb 22, 2014 11:28 am 
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Whoops thought it wasnt working but it was because I didn't click the *_dir.vpk file - clicked the main vpk files.

AWESOME work!

Anyone have an idea whats up with the sound files?

Also, noob question, is there any software that will load up the models? I cant seem to get it to come up in Noesis and Source SDK seems like a no go?


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sat Feb 22, 2014 6:43 pm 
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Thanks for both of the tools! Hm i havnt tried t´but the model files can bbe encrypted, will try some things later


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Feb 23, 2014 1:17 am 
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So after trying some things the model files wont decompile properly beacuse the texture files are missing, i suspect those files is in one of the vpk file we cant acces yet


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Feb 23, 2014 3:01 am 
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Pretty sure the textures are in the materials/models folders within the same VPKs as the models they belong to.

For example:
models/titans/atlas has the mdl, while materials/models/titans/atlas has the textures
models/humans have the mdl files, while materials/models/humans have the textures


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Feb 23, 2014 4:39 am 
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Yupp, it was an error on the decompiler part :) They are doing titanfall compatiable ton it asap


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Feb 23, 2014 7:18 am 
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Hmm if anyone finds the cockpit mesh give me a heads up :) To bad we cant host titanfall beat ourselves, there are alot of settings for the ai bots in scripts and etc

Haha it works :)
cra0kalo posted:
Hehe you can just rename .dx11 to .dx90 as a quick hack fix only works for some models :)
till the crowbar is updated:)


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Mar 02, 2014 8:53 pm 
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kalleoskar wrote:
Hmm if anyone finds the cockpit mesh give me a heads up :) To bad we cant host titanfall beat ourselves, there are alot of settings for the ai bots in scripts and etc

Haha it works :)
cra0kalo posted:
Hehe you can just rename .dx11 to .dx90 as a quick hack fix only works for some models :)
till the crowbar is updated:)

Crowbar should now decompile the animations and model data fine. On a side note im working on repackaging support and vtf patching

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sat Mar 08, 2014 4:02 pm 
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Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have

samplerate: 44100
bitrate: 16
channel: 2


the headers are missing or obfuscated or something I have no idea.

Image

some files here if someone wants to take a look

https://dl.dropboxusercontent.com/u/107 ... udioSam.7z

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Mar 09, 2014 11:29 pm 
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cra0 wrote:
Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have

samplerate: 44100
bitrate: 16
channel: 2


the headers are missing or obfuscated or something I have no idea.

Image

some files here if someone wants to take a look

https://dl.dropboxusercontent.com/u/107 ... udioSam.7z


Alot of the multichannel files indicate the channels in the file name, atleast for weapon sound effects. Also, there is an audible pop before the actual audio data, which my best guess is where it is, in some form.

Here's what I can see clearly:
CB starting header, BC ending footer, and those bytes in the header seem important, but I cant relate them to the files in a clear way.


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Mar 09, 2014 11:47 pm 
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Pepper wrote:
cra0 wrote:
Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have

samplerate: 44100
bitrate: 16
channel: 2


the headers are missing or obfuscated or something I have no idea.

Image

some files here if someone wants to take a look

https://dl.dropboxusercontent.com/u/107 ... udioSam.7z


Alot of the multichannel files indicate the channels in the file name, atleast for weapon sound effects. Also, there is an audible pop before the actual audio data, which my best guess is where it is, in some form.

Here's what I can see clearly:
CB starting header, BC ending footer, and those bytes in the header seem important, but I cant relate them to the files in a clear way.



maybe the headers are cached in a like audiocache.bin file ill keep looking.

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Mon Mar 10, 2014 4:07 am 
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noob question, but why do some of my human faces look like they have pieces of their face shooting out in SFM?


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