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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Mon Mar 10, 2014 9:07 pm 
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cra0 wrote:
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.


wav.acache might have some clues. seems to list each file name along with a good bit of data after that, it might just be their implementation of source's .2 second for each file sound cache system though. it's in the root of the sound directory.

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Tue Mar 18, 2014 3:01 am 
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Well for my part i've been able to extract vtf file from vpk, many thx for the vpk extracting tool :]

Then with VTF edit i've been able to extract the texture, modify the Militia character with Desert Tiger Strip Camo and put it back in VTF.

Now how do i put the vtf file back to the vpk file :mrgreen:


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Wed Mar 19, 2014 7:25 am 
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Pepper wrote:
wav.acache might have some clues. seems to list each file name along with a good bit of data after that, it might just be their implementation of source's .2 second for each file sound cache system though. it's in the root of the sound directory.


Yeah I attempted to reverse acache I found the channel number and theres some unknown data here is a dump of the mp_common wavs

https://www.dropbox.com/s/0vpj6bs0k0f039u/Structure.zip


Code:
struct Headt_Acache
{

uint32 headerVer? 3
uint32 unk1 17900
uint32 unk2 0
}
   
   
struct Entries_Acache
{
asciiz path2File
byte[189] BLOATdata
uint32 unk1
uint32 unk2
uint32 channels
uint32 unk3
uint32 unk4
uint32 unk5
uint32 unk6
uint32 unk7
uint32 unk8
}




unk5 i think is the sample rate but it's not here are some matches i found though
4140 = 44100
4176 = ?
2092 = 22050
2128 = ??
5120 = ??
12332 = ??
12368 = ??


ulukai wrote:
Well for my part i've been able to extract vtf file from vpk, many thx for the vpk extracting tool :]

Then with VTF edit i've been able to extract the texture, modify the Militia character with Desert Tiger Strip Camo and put it back in VTF.

Now how do i put the vtf file back to the vpk file :mrgreen:

Repack support next update very soon

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Wed Mar 19, 2014 2:53 pm 
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cra0 wrote:
Pepper wrote:
wav.acache might have some clues. seems to list each file name along with a good bit of data after that, it might just be their implementation of source's .2 second for each file sound cache system though. it's in the root of the sound directory.


Yeah I attempted to reverse acache I found the channel number and theres some unknown data here is a dump of the mp_common wavs

https://www.dropbox.com/s/0vpj6bs0k0f039u/Structure.zip


Code:
struct Headt_Acache
{

uint32 headerVer? 3
uint32 unk1 17900
uint32 unk2 0
}
   
   
struct Entries_Acache
{
asciiz path2File
byte[189] BLOATdata
uint32 unk1
uint32 unk2
uint32 channels
uint32 unk3
uint32 unk4
uint32 unk5
uint32 unk6
uint32 unk7
uint32 unk8
}




unk5 i think is the sample rate but it's not here are some matches i found though
4140 = 44100
4176 = ?
2092 = 22050
2128 = ??
5120 = ??
12332 = ??
12368 = ??


ulukai wrote:
Well for my part i've been able to extract vtf file from vpk, many thx for the vpk extracting tool :]

Then with VTF edit i've been able to extract the texture, modify the Militia character with Desert Tiger Strip Camo and put it back in VTF.

Now how do i put the vtf file back to the vpk file :mrgreen:

Repack support next update very soon

seems like that 5th unknown might also be dependent on channel count.

4140=44khz stereo
4176=48khz stereo
2092=44khz mono
2128=48khz mono
5120=? seems to be stereo but sample rate falls within normal 48khz for me
12332=44khz six channel
12368=48khz six channel

This is just what I can gather from the listing and the files themselves.


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Wed Mar 19, 2014 10:59 pm 
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ulukai wrote:
Well for my part i've been able to extract vtf file from vpk, many thx for the vpk extracting tool :]

Then with VTF edit i've been able to extract the texture, modify the Militia character with Desert Tiger Strip Camo and put it back in VTF.

Now how do i put the vtf file back to the vpk file :mrgreen:

Repack support next update very soon



Ah nice thx :D :wink:


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Mar 23, 2014 7:09 am 
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Ok Sounds all checked and working :D

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Thu Apr 03, 2014 11:23 am 
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m0xf wrote:
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.


This tool got crashed after extracting 19.6 GB data.
My system is i7 3.5 GHz, 32 GB ram, 64 bit windows8 os, and the harddrive where I am extracting has more than 1TB free space.

Is anybody having the same problem?


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sun Apr 06, 2014 1:57 am 
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Latest update is great, just 6channel files play way too fast khz compared to ingame. the crb101 (standard carbine) sounds like a minigun at 88.2khz i think it sounds right at 48/44.


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Mon Apr 07, 2014 5:51 pm 
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Titanfall VPK Tool by cra0 is working great.

Another question is, is there any way to import animation from the mdl files.


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Wed Apr 09, 2014 7:59 am 
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blackfoxeye wrote:
Titanfall VPK Tool by cra0 is working great.

Another question is, is there any way to import animation from the mdl files.

Yes decompile them using crowbar and import the smd files

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Wed Apr 09, 2014 8:02 am 
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Pepper wrote:
Latest update is great, just 6channel files play way too fast khz compared to ingame. the crb101 (standard carbine) sounds like a minigun at 88.2khz i think it sounds right at 48/44.

Will take a look at those can you suggest some file names

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Wed Apr 09, 2014 7:25 pm 
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cra0 wrote:
blackfoxeye wrote:
Titanfall VPK Tool by cra0 is working great.

Another question is, is there any way to import animation from the mdl files.

Yes decompile them using crowbar and import the smd files


I tried, but crowbar says "SKIPPING ANI FILE BECAUSE NOT SUPPORTED YET."


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Thu Apr 10, 2014 6:03 pm 
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cra0 wrote:
Pepper wrote:
Latest update is great, just 6channel files play way too fast khz compared to ingame. the crb101 (standard carbine) sounds like a minigun at 88.2khz i think it sounds right at 48/44.

Will take a look at those can you suggest some file names

"...\sound\weapons\cbr101\wpn_cbr101_1p_wpnfire_loop_core_6ch_v2_01.wav"

playback rate compared to ingame, or 2channel file is wrong, see:

"...\sound\weapons\cbr101\wpn_cbr101_3p_wpnfire_burst_close_2ch_v2_01.wav"

for appropriate speed. tons of the 6channel files i found are at wrong speed.

even
"...\sound\campaign\angelcity\angelcity_scr_imcintro_dropshipflyinamb_6ch_v2_01.wav"

is actually an almost 25 second sequence in game.


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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Sat Apr 19, 2014 7:35 am 
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Pepper wrote:
cra0 wrote:
Pepper wrote:
Latest update is great, just 6channel files play way too fast khz compared to ingame. the crb101 (standard carbine) sounds like a minigun at 88.2khz i think it sounds right at 48/44.

Will take a look at those can you suggest some file names

"...\sound\weapons\cbr101\wpn_cbr101_1p_wpnfire_loop_core_6ch_v2_01.wav"

playback rate compared to ingame, or 2channel file is wrong, see:

"...\sound\weapons\cbr101\wpn_cbr101_3p_wpnfire_burst_close_2ch_v2_01.wav"

for appropriate speed. tons of the 6channel files i found are at wrong speed.

even
"...\sound\campaign\angelcity\angelcity_scr_imcintro_dropshipflyinamb_6ch_v2_01.wav"

is actually an almost 25 second sequence in game.



Dam forgot to post 3.2 update here

Code:
3.2
-Fixed extraction of the root elements showing up in a folder called RootDir
-Reworked repacker once again (added compression option SLOW!)
-Optimized repacking code (faster CRC32 calculation) (Repacks a LOT faster)
-Removed check of filesizes in repacker
-Added Debug log generation for repacking
-Updated sound lookup table (should fix all 6ch sounds)


Download:
http://cra0kalo.com/public/Titanfall_VP ... rtable.zip
Update:
Help>Check for updates

Repacking is way faster now :)

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 Post subject: Re: TitanFall (.vpk) archives
PostPosted: Thu Jun 19, 2014 9:47 pm 
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Hello,

Thank you cra0 for this awesome tool!

Repacker seem to repack ALL the VPK into one VPK (~22gb). Is there any way to repack only the originaly unpacked VPK?

Thank you



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