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by GRiNDERKILLER
Tue Mar 31, 2020 9:20 am
Forum: Game Archive
Topic: Doom Eternal *.resources unpacker
Replies: 30
Views: 2961

Re: Doom Eternal *.resources unpacker

No luck so far. I can't get nothing usable from that table i find in streamdb. Mostly files are under Oodle compression. And i can't find any expected decompressed size. I think we should ask the aluigi. No I found them! all in first streamdb. name offset compressed size ----------------------------...
by GRiNDERKILLER
Wed Mar 25, 2020 4:51 pm
Forum: Game Archive
Topic: Doom Eternal *.resources unpacker
Replies: 30
Views: 2961

Re: Doom Eternal *.resources unpacker

Just figured out that streamdb has it's own table. I was really blind before...
by GRiNDERKILLER
Wed Mar 25, 2020 3:02 pm
Forum: Game Archive
Topic: Doom Eternal *.resources unpacker
Replies: 30
Views: 2961

Re: Doom Eternal *.resources unpacker

It's a command line tool. Drag & drop doesn't work. Create bat file and put in it: DoomEX.exe gameresources.resources _unpacked
*.resources and bat file must to be next to the unpacker exe.
by GRiNDERKILLER
Mon Mar 23, 2020 5:37 pm
Forum: Game Archive
Topic: Doom Eternal *.resources unpacker
Replies: 30
Views: 2961

Re: Doom Eternal *.resources unpacker

I did some research on BIM so here is what i got so far. Alot of unk flags and skiped some bytes. But it should parse all BIM header. local int i; int64 id; int mipmapflag; int mainwidth; int mainheigth; int null; int mipmapcount; int64 null; byte flag; int flag; int compchar; int flag; FSkip(6); sh...
by GRiNDERKILLER
Sun Mar 22, 2020 12:32 pm
Forum: Game Archive
Topic: Doom Eternal *.resources unpacker
Replies: 30
Views: 2961

Re: Doom Eternal *.resources unpacker

BIM seems to be almost same as MIB struct but in LittleEndian. But i saw that there is only header but no raw data at least at fonts. Looks like they are most probably in *.streamdb. But no clue where are offsets for them. EDiT:Also seems like resources are somehow protected against editing. I tried...
by GRiNDERKILLER
Sat Mar 21, 2020 3:12 pm
Forum: Game Archive
Topic: Doom Eternal *.resources unpacker
Replies: 30
Views: 2961

Re: Doom Eternal *.resources unpacker

Nice work but it doesn't decompress files. Or Am I wrong?
by GRiNDERKILLER
Tue Oct 29, 2019 11:05 am
Forum: Game Archive
Topic: Rage 2 .arc .tab Archives
Replies: 43
Views: 7059

Re: Rage 2 .arc .tab Archives

O.K guys i push the filelist upto 91%.

Code: Select all

https://drive.google.com/open?id=19TrOgtILFuedN4nwUVrw8Nd3Yc6M14ZF
In attachment below is also infogram's unpacker for person above me. You must just copy "oo2core_7_win64.dll" from main game dir to the unpacker exe's.
by GRiNDERKILLER
Sat Jun 08, 2019 9:33 pm
Forum: Game Archive
Topic: Rage 2 .arc .tab Archives
Replies: 43
Views: 7059

Re: Rage 2 .arc .tab Archives

And you unpack, edit and pack back the master_eng.stringlookup file? I edit and pack back then i put C:\Program Files (x86)\Steam\steamapps\common\RAGE 2\text\master_eng.stringlookup And when i start the game the error reporting starts https://kepkuldes.com/images/fe2f177f5ee64eb7240e76dc2c80990a.m...
by GRiNDERKILLER
Sun Jun 02, 2019 10:44 pm
Forum: Game Archive
Topic: Rage 2 .arc .tab Archives
Replies: 43
Views: 7059

Re: Rage 2 .arc .tab Archives

Strange i put master_eng.striglookup to the D:\GAMES\Steam\steamapps\common\RAGE 2\text\master_eng.stringlookup
and game loads fine.
by GRiNDERKILLER
Sun Jun 02, 2019 8:40 am
Forum: Game Archive
Topic: Rage 2 .arc .tab Archives
Replies: 43
Views: 7059

Re: Rage 2 .arc .tab Archives

Zotya0330 wrote:
Sat Jun 01, 2019 5:58 pm
How to packing back the unpacked files to tab\arc?
There is no need to pack them back to arc. Game loads unpacked files just fine.
Put unpacked files/folders to the main root next to the RAGE2.exe.
by GRiNDERKILLER
Mon May 27, 2019 10:08 am
Forum: Game Archive
Topic: Rage 2 .arc .tab Archives
Replies: 43
Views: 7059

Re: Rage 2 .arc .tab Archives

Updated filelist. Merged from all what infogram and rest post + me. 195966/302871 (64%)

Code: Select all

https://www50.zippyshare.com/v/ClE5WIAo/file.html
by GRiNDERKILLER
Sat May 25, 2019 6:19 pm
Forum: 3D/2D models
Topic: Survarium models (from the makers of STALKER)
Replies: 84
Views: 22798

Re: Survarium models (from the makers of STALKER)

Format is quite easy. I already have all weapons/modules converted to *.obj with my 010 HEX Editor Template. But... it has some fails like missing vertex normals because i don't know how to read/print them. Here is sruct for static meshes without bones. int vertID; int VBSize; int VertexCount; stru...
by GRiNDERKILLER
Fri Dec 14, 2018 8:36 pm
Forum: Game Archive
Topic: Just Cause 4 .arc/tab
Replies: 4
Views: 1697

Re: Just Cause 4 .arc/tab

Ok here is temporary bms script which can unpack some of arc files. QBMS obviously can't handle other oodle compression algo... Filenames are hashed so.... Thanks PredatorCZ for initial struct. #################################### comtype OODLE open FDDE "tab" 0 open FDDE "arc" 1 get FILES asize ids...
by GRiNDERKILLER
Sun Nov 04, 2018 8:37 pm
Forum: 3D/2D models
Topic: Survarium models (from the makers of STALKER)
Replies: 84
Views: 22798

Re: Survarium models (from the makers of STALKER)

Format is quite easy. I already have all weapons/modules converted to *.obj with my 010 HEX Editor Template. But... it has some fails like missing vertex normals because i don't know how to read/print them. Here is sruct for static meshes without bones. int vertID; int VBSize; int VertexCount; struc...
by GRiNDERKILLER
Sat Oct 06, 2018 6:24 pm
Forum: Game Archive
Topic: Quake Champions .PAK (Saber Engine)
Replies: 30
Views: 11281

Re: Quake Champions .PAK (Saber Engine)

In Aug 26th 2017 , a forum member suggested the possibility of the meshes being included in the .PCT files: After checking out the (kinda recent) Quake Champions PAK explorer, i found PCT files, in which it says its textures, however, i think the models may be stored here aswell. PCT are only textu...