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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Thu Sep 08, 2011 7:21 pm 
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Lyalenko wrote:
Anyone work with rpf? Or it's dead

it's dead :(

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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Mon Sep 12, 2011 6:58 am 
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Any progress :(


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Thu Sep 22, 2011 2:27 pm 
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My hunch is we shouldn't give up hope just yet. I pm'd Revelation recently and he was kind enough to reply and say he's still planning on working on it. Something to do with working out the texture swizzling format used in the rpf. I looked it up (http://fgiesen.wordpress.com/2011/01/17 ... swizzling/) and it looks insanely complicated to an artist like me. He's been stuck/waiting to get around to, this for at least the last four months and it sounds like he's got a lot of other commitments but he did say that's its still on his radar. We can only hope he keeps at it. If anyone else understands swizzling and can offer assistance then please do. Its a huge amount of work for one guy, and as he's said before, he's not had any help from the other teams who are keeping very secretive about their progress - i'm assuming *cough*, project black, *cough* ahem. Then again he's produced amazing stuff (alone?) - Noesis is incredible, so I have faith.

The other hope is that after the GOTY edition of RDR they might finally make a pc port which would make all our lives better :). But this is seeming very unlikely since its so old now [sigh]. What do you guys think?

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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Thu Sep 22, 2011 6:16 pm 
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I think there is still hope. Revelation is working on the project and see it but being able to get only very difficult


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Fri Sep 23, 2011 5:21 pm 
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i am still working on things and have a number of updates i hope to have out at some point. will have to see.

listener, GooD, Chipsman, etc. have all been very helpful with various insights into the RAGE engine internals. i try not to pester them too much though.

There is plenty of information on how a lot of these formats work. i think the decryption key information was even posted in one of the other RDR related threads (if it wasn't this one). For the most part the process is almost the same across the rpf formats, with a few simple differences in data structure layout. i'll see if i can gather and clarify some of it when i get the chance.

The 360 texture tiling is something i am looking into for many reasons, but suffice to say for now the functionality present in noesis works fine. There are a few things i have to decipher from the shader information to apply the materials correctly in some cases, but for the most part it has not hindered my progress. My main focus is to hopefully have some more work done towards the animation data. i am also wanting to get back to the ps3 version of some of the formats in order to reverse the 'ps3 edge' form of index compression (which will also help with other ps3 games that use it).

The main thing is that i have worked and tend to work on a lot of formats (especially when there are unsolved areas of them), as well as a few other projects. Although my hope is that some of those projects will end up being beneficial to the xentax community, or at least to my rate of progress on things throughout the forums, i have to make the time to get to all of it, heh.


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Fri Sep 23, 2011 5:56 pm 
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Great work and thanks for the effort


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Sun Sep 25, 2011 5:05 pm 
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Thanks revelation & Good Luck I hope to make a GTA RDR one day


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Wed Sep 28, 2011 11:24 pm 
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revelation wrote:
i am still working on things and have a number of updates i hope to have out at some point. will have to see.

listener, GooD, Chipsman, etc. have all been very helpful with various insights into the RAGE engine internals. i try not to pester them too much though.

There is plenty of information on how a lot of these formats work. i think the decryption key information was even posted in one of the other RDR related threads (if it wasn't this one). For the most part the process is almost the same across the rpf formats, with a few simple differences in data structure layout. i'll see if i can gather and clarify some of it when i get the chance.

The 360 texture tiling is something i am looking into for many reasons, but suffice to say for now the functionality present in noesis works fine. There are a few things i have to decipher from the shader information to apply the materials correctly in some cases, but for the most part it has not hindered my progress. My main focus is to hopefully have some more work done towards the animation data. i am also wanting to get back to the ps3 version of some of the formats in order to reverse the 'ps3 edge' form of index compression (which will also help with other ps3 games that use it).

The main thing is that i have worked and tend to work on a lot of formats (especially when there are unsolved areas of them), as well as a few other projects. Although my hope is that some of those projects will end up being beneficial to the xentax community, or at least to my rate of progress on things throughout the forums, i have to make the time to get to all of it, heh.




Go revelation YOU ARE MY HERO <3


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Fri Sep 30, 2011 2:26 pm 
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The update made my day!
Thanks so much for the effort^^


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Sun Oct 02, 2011 9:39 am 
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so i found out what the names of the weapons in RDR2MPSAVE.sav

for example the bufflo rifle = WP_BUF

so i started looking up in RDR2_layer0.rpf

i saw 2 of WP_BUF, which i think one for the single player and the other of Multiplayer mode


let me show you

WP_BUF.....WP_BUF2.....WP_BUF2_0.....WP_BUF2_0_des.....WP_BUF2_0_info.....WP_BUF2_1.....WP_BUF2_10.....WP_BUF2_10_des.....WP_BUF2_1_des.....WP_BUF2_1_info.....WP_BUF2_2.....WP_BUF2_2_des.....WP_BUF2_2_info.....



and the other one ( probably Multiplayer mode )

WP_BUF.....WP_BUF2.....WP_BUF2_0.....WP_BUF2_0_des.....WP_BUF2_0_info.....WP_BUF2_1.....WP_BUF2_10.....WP_BUF2_10_des.....WP_BUF2_1_des.....WP_BUF2_1_info.....WP_BUF2_2.....WP_BUF2_2_des.....WP_BUF2_2_info.....WP_BUF2_DYNAMIC_GOAL.....WP_BUF2_DYNAMIC_TITLE.....WP_BUF_DYNAMIC_XP.....WP_BUF_HLP_1.....WP_BUF_HLP_3.....WP_BUF_num.....



we'll know every weapon in Red Dead has his own power, rate of fire, reload speed, range, ammo, title, ..etc

we could get better than this if we have the "undead nightmare iso" so we can have more information about the other weapons just like Explosive Rifle,


so tell me guys what do you think ???


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Sun Oct 02, 2011 10:21 am 
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i'm downloading the full version of Red Dead Redemption, which is "Undead Nightmare"

it'll take time just wait


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Mon Oct 17, 2011 5:59 pm 
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Hi i tried open the rpf files with the noesis but i cant,how you guys viewed the textures and 3d models from red dead with this program?And you guys could extract the rpf files with noesis or just could make a vizualization?And if was posible extract,you guys could convert the red dead animations files to other file?


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Tue Oct 18, 2011 4:28 pm 
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lionKing7 - Good to see you're working at it. The screen shots posted of the textures in Noesis are by the author of Noesis himself and probably with a lot of extra coding /handy work/blood sweat and tears. I very much doubt you can open RDR RPFs in the currently available version of Noesis as revelation is still trying to understand their swizzling / tech methods. I'm a noob when it comes to this stuff but my understanding is that rockstar encrypt their RPFs to stop this kind of thing. I think GTAIV had different encryption of their packages to the RPFs in RDR. The way around this (I believe) is by doing brute force extractions, though I have no idea how revelation did this.

disclaimer: I could be totally wrong on everything above. If I am then please educate me as I'm eagerly watching this thread. Roll on more RDR content.

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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Wed Oct 19, 2011 3:03 pm 
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Hi pixeldamage ,thanks for answer.Yah i understood this too,i just want to know if the people had some progress,i will try talk to Revelation to know that,if you discover something new let me know ok friend?I will start to study this now.


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 Post subject: Re: Red Dead Redemption .rpf converter/extractor
PostPosted: Wed Oct 19, 2011 4:15 pm 
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Hi i know this topic is for us to try to get the files from RDR,but if someone know something to help me.... i extracts the Red dead revolver(to have some fun while we dont get the Rdr files...) .dat files,but i dont know what i got.The Streams.dat give to me files.stm,and the others .dat give files without extension.The .stm begin like this (STMAji @ À]   V V ) and the unknow files begin with the word Sia0,anyone knows what it means?And about the stm,i thought was animation files from the program Speedtree mesh from 3d max who have a stm extension,but have a audio extension too called .stm,so i will try to open this files like audio to see what they really are.Someone know if streams in games is a audio game directory or is possible that files can be animations?I extracts the .dat files with the program Game extractor from Watto studios.



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