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 Post subject: Titanfall 2
PostPosted: Mon Oct 24, 2016 6:54 pm 
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Preload just went up. Still using VPKs, but also "RPAKs" and "STARPAKs". N̶a̶t̶u̶r̶a̶l̶l̶y̶,̶ ̶e̶x̶i̶s̶t̶i̶n̶g̶ ̶t̶o̶o̶l̶s̶ ̶a̶r̶e̶n̶'̶t̶ ̶w̶o̶r̶k̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶m̶ ̶y̶e̶t̶.̶ I must have not been opening _dirs or something, because now cra0kalo's VPK tool is opening them just fine. Nice.
That said, Crowbar is saying that models are of a newer unknown version and sounds are stored in their own unknown archives. Materials seem to be opening just fine with Nem's tools, though.

If anyone's interested in taking a look and doesn't feel like buying the game, let me know and I can throw things up on Mega or something.

(paging cra0kalo, wherever he may be)


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 Post subject: Re: Titanfall 2
PostPosted: Tue Oct 25, 2016 3:36 pm 
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analblaze wrote:
Preload just went up. Still using VPKs, but also "RPAKs" and "STARPAKs". N̶a̶t̶u̶r̶a̶l̶l̶y̶,̶ ̶e̶x̶i̶s̶t̶i̶n̶g̶ ̶t̶o̶o̶l̶s̶ ̶a̶r̶e̶n̶'̶t̶ ̶w̶o̶r̶k̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶m̶ ̶y̶e̶t̶.̶ I must have not been opening _dirs or something, because now cra0kalo's VPK tool is opening them just fine. Nice.
That said, Crowbar is saying that models are of a newer unknown version and sounds are stored in their own unknown archives. Materials seem to be opening just fine with Nem's tools, though.

If anyone's interested in taking a look and doesn't feel like buying the game, let me know and I can throw things up on Mega or something.

(paging cra0kalo, wherever he may be)


Hi, it would be appreciate if you leave link on Mega; VPKs and etc.


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 Post subject: Re: Titanfall 2
PostPosted: Fri Oct 28, 2016 5:42 pm 
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Maybe the audio formats was the wrong place to post, can someone have a look at the audio archive they are using in TF2?

The archive begins with RTSC, I've searched around and couldn't find anything pertaining to it. I'd really like to get the sound and music files.


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 Post subject: Re: Titanfall 2
PostPosted: Sat Oct 29, 2016 5:00 am 
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When I get time (and I'm not free like I was a few years ago) I will take a look at supporting that format and updating the VPK tool.
I need to buy the game too.

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 Post subject: Re: Titanfall 2
PostPosted: Sun Oct 30, 2016 2:53 pm 
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awesome keep us up to date when you get time.


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 Post subject: Re: Titanfall 2
PostPosted: Sun Oct 30, 2016 6:56 pm 
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cra0 wrote:
When I get time (and I'm not free like I was a few years ago) I will take a look at supporting that format and updating the VPK tool.
I need to buy the game too.


i can give you my origin account to play it on so you can figure out the encryption. Be well worth it


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 Post subject: Re: Titanfall 2
PostPosted: Mon Oct 31, 2016 3:39 am 
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iambosh wrote:
cra0 wrote:
When I get time (and I'm not free like I was a few years ago) I will take a look at supporting that format and updating the VPK tool.
I need to buy the game too.


i can give you my origin account to play it on so you can figure out the encryption. Be well worth it

pm me.

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 Post subject: Re: Titanfall 2
PostPosted: Tue Nov 01, 2016 10:47 pm 
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I hope this helps

Watching the game credits I've found out that the audio archive used is Miles Sound System by rad game tools http://www.radgametools.com/miles.htm There was no information other than the software is coded in C and C++

nothing else about the archive was found....


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 Post subject: Re: Titanfall 2
PostPosted: Wed Nov 02, 2016 4:25 am 
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durandal217 wrote:
I hope this helps

Watching the game credits I've found out that the audio archive used is Miles Sound System by rad game tools http://www.radgametools.com/miles.htm There was no information other than the software is coded in C and C++

nothing else about the archive was found....

we know it uses miles when you look at the modules loaded in the client library
Image

Anyway I found that rtech_game.dll contains a export called Pak_SetLoadFuncs which is called when loading the PAK files which are compressed/encrypted/whatever
sub_180008C80 inside rtech_game

When I have a working copy Ill see if i can just call this function and pass it a pak file to get the output.

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 Post subject: Re: Titanfall 2
PostPosted: Wed Nov 02, 2016 1:04 pm 
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How hard will it be too extract the IMC and Militia models from the game im very keen to port these models in Fallout 4


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 Post subject: Re: Titanfall 2
PostPosted: Wed Nov 02, 2016 8:31 pm 
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cra0 wrote:
durandal217 wrote:
I hope this helps

Watching the game credits I've found out that the audio archive used is Miles Sound System by rad game tools http://www.radgametools.com/miles.htm There was no information other than the software is coded in C and C++

nothing else about the archive was found....

we know it uses miles when you look at the modules loaded in the client library
Image

Anyway I found that rtech_game.dll contains a export called Pak_SetLoadFuncs which is called when loading the PAK files which are compressed/encrypted/whatever
sub_180008C80 inside rtech_game

When I have a working copy Ill see if i can just call this function and pass it a pak file to get the output.


yeah i really wanna get in and disable film grain and dof and force higher fov


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 Post subject: Re: Titanfall 2
PostPosted: Mon Nov 07, 2016 4:00 am 
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x64 assembly isn't really my strong suit so I might need a little help if anyone here wants to help. :)

Titanfall 2 has

*VPK
*RPAK
*STARPAK

VPK fileformat hasn't changed since TitanFall 1 it still uses the modifed Valve format with lzham
compression.

RPAK contains a header which has a string to the starpak that contains the contents of its data
0x67 bytes in.

image base: 0x7FEE2880000

sub_7FEE28831C0((__int64)&v43, 257i64, (__int64)"r2\\paks\\Win64\\%s", (__int64)v5);

is used to combine the paths to form a full path to the data

so for example.
paks\Win64\mp_homestead_loadscreen.rpak

contains starpak
paks\Win64\pc_all.starpak

sub_180008C80 inside rtech_game.dll loads the paks

dl: http://cra0.net/rel/rtech_game.dll

if anyone wants to take a look

Code:
typedef struct
{
    uint64  fileSize;
    uint32  flagA;
    uint32  flagB;
} pinfo_group1;

typedef struct
{
    uint64  valueA;
    uint32  flagA;
    uint32  flagB;
} generic_struct_group1;

typedef struct
{
    char   magic_sig[4];      //RPak
    int16   ver1;
    byte   opA;
    byte    opB_enabled;
    uint32  const_unkA;
    uint32  const_unkB;
    uint32  unkC;
    uint32  unkD;
    //uint32  fileSize;
    pinfo_group1 unk_gA;
    generic_struct_group1 unk_gB;
    uint16  unkE;
    uint16  unkF;
    uint16  unkG;
    uint16  unkH;
    uint32  unkI;
    uint32  unkJ;
    uint32  unkK;
    uint32  unkL;
    uint32  unkM;
    uint32  unkN;
    //generic_struct_group1 unk_gC;
    //generic_struct_group1 unk_gD;
    byte    idkA[15];
    string  starPackagePath;

} RPAKHeader; //header of file

struct
{
    char   magic_sig[4];      //SRPk
    int32   ver1;
    byte   alignPad[4088];
} STAR_PAKHeader; //header of file



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 Post subject: Re: Titanfall 2
PostPosted: Thu Nov 24, 2016 2:28 pm 
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any progress?


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 Post subject: Re: Titanfall 2
PostPosted: Tue Dec 13, 2016 11:23 am 
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There seems to be a good amount of content in Titanfall2\r2\paks\Win64 (The rpak folder) that cannot be accessed by the dir_vpk's; including two ten gigabyte files. I bet there are sounds inside those... Also a lot of camo files, which is what I am trying to get into.


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 Post subject: Re: Titanfall 2
PostPosted: Sun Jan 08, 2017 9:27 pm 
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I would love to get access to the model files - I make armor and weapon prop replicas, and it would be nice to get proper measurements, proportions etc.
So hopefully cra0 will find the time to update the tool eventually.


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