The Forum is up for sale: XeNTaX Forum looking for new owner

Search found 26 matches

by emoose
Sat Nov 24, 2018 6:51 am
Forum: Game Archive
Topic: Sunset Overdrive TOC and files
Replies: 8
Views: 4516

Re: Sunset Overdrive TOC and files

It looks like the layout.csv file contains all the filenames/offsets/archive names etc, here's a sample of the contents: Asset Path,Built Path,Install Bucket,File Size,Asset Type,Built Type,Language,Always Loaded,Key Asset,RefHash,RefCount,Archive File,Segment Offset "levels\sunset_city\area_1_...
by emoose
Thu Aug 17, 2017 3:46 am
Forum: Game Localization
Topic: DOOM (2016) Localization
Replies: 5
Views: 4129

Re: DOOM (2016) Localization

I've written a small tool that should be able to decrypt/encrypt these .bfile files, you can grab it at https://www.reddit.com/r/DOOM2016Mods/comments/6u744t/idcrypt_10_allows_decrypted_and_encrypting_bfiles/ Haven't had a chance to test re-encrypted files ingame yet, but they seem to decrypt fine w...
by emoose
Mon Dec 19, 2016 2:34 pm
Forum: Game Archive
Topic: Resident Evil 7 demo PAK file
Replies: 91
Views: 50217

Re: Resident Evil 7 demo PAK file

Furthest I've got so far: struct REPak_Header // 0x10 bytes { uint32_t magic; uint32_t version; // ? uint32_t num_entries; uint32_t unk; // checksum? }; struct REPak_Entry // 0x30 bytes { uint64_t unk0; // data hash / filename hash / crypto key? uint64_t offset; // offset into the pak file uint64_t ...
by emoose
Sat Dec 10, 2016 9:02 am
Forum: Game Archive
Topic: PT PS4 (Fox Engine)
Replies: 37
Views: 73133

Re: PT PS4 (Fox Engine)

So did you get the pfs_image.dat file from the P.T. pkg? How did you do that with the decryption and extraction? Don't think they've mentioned the method they used publicly yet, IIRC though for games that run on 1.76 or lower you can mount the pkg file and FTP the decrypted pfs_image.dat out from t...
by emoose
Mon Dec 05, 2016 1:58 pm
Forum: Game Archive
Topic: PT PS4 (Fox Engine)
Replies: 37
Views: 73133

Re: PT PS4 (Fox Engine)

Here's a dictionary for the texture.qar with all textures named, based off the pathid_list_ps4 file: http://pastebin.com/raw/Sx7dgktA https://github.com/emoose/MGSV-QAR-Dictionary-Project has also been updated with these filenames :) Edit: for anyone interested, a small guide on unpacking PT, hopefu...
by emoose
Sun Aug 14, 2016 6:17 pm
Forum: Game Archive
Topic: No mans sky PAK
Replies: 20
Views: 7674

Re: No mans sky PAK

Someone on reddit already posted modded shaders for removing chromatic abberation (+ some other ugly stuff) :) https://www.reddit.com/r/NoMansSkyMods/comments/4xo25d/any_way_to_remove_chromatic_aberration_and_the/d6h7qf5 EDIT: Also, I've figured out a way to make the game load loose files without ne...
by emoose
Sun Aug 14, 2016 12:53 pm
Forum: Game Archive
Topic: No mans sky PAK
Replies: 20
Views: 7674

Re: No mans sky PAK

Looks like some progress is already being made with the models: https://www.youtube.com/watch?v=kDG3visCxlk Models seem to use the generic MBIN format, so I guess you could say some progress is being made with MBIN files too :) Hope this gets an open-source release, I could see a lot of interest in ...
by emoose
Sun Aug 14, 2016 5:46 am
Forum: Game Archive
Topic: No mans sky PAK
Replies: 20
Views: 7674

Re: No mans sky PAK

The script you posted isn't suitable with the PSAR structure No Man's Sky used for packing their files. Instead, check this out: http://aluigi.org/bms/brink.bms Thanks for posting this, seems to work great. Looks like shaders are inside NMSARC.EEAC04FA.pak, uncompiled, shouldn't be too hard to edit...
by emoose
Sat Aug 13, 2016 8:48 am
Forum: Game Archive
Topic: No mans sky PAK
Replies: 20
Views: 7674

Re: No mans sky PAK

Seems to be a variant of the PSAR archive used in a lot of PlayStation games. The quickbms script from here (http://forum.xentax.com/viewtopic.php?p=91717#p91717) sorta manages to extract it, always seems to error but still manages to extract a lot of files. Files themselves seem zlib compressed, of...
by emoose
Sat Dec 12, 2015 9:29 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580135

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Figured I should post this since it's noteworthy imo, and helpful for anyone modding MGSV: thanks to EcheloCross the MGSV Dictionary Project has got an additional 6284 filenames! (in addition to the 1645 filenames they also found a few weeks before!) A lot more texture files are named now, so this s...
by emoose
Fri Oct 09, 2015 1:06 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580135

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

GzsTool v0.5 will support adding files to dat, fpk, fpkd and pftxs archives and fix some issues with hashes getting calculated incorrectly. This should fix the problems people have been reporting with repacked dat files. There were also some incorrectly named file names in the dictionary I'm distri...
by emoose
Wed Oct 07, 2015 4:30 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580135

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

MGSV QAR Dictionary Project just got a big update, now naming 98.35% of files :D (excluding textures)

Thanks to everyone who's helped out so far :)
by emoose
Fri Oct 02, 2015 3:18 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580135

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

... Now we just need to find out where the damn Camera lua files are located... Anybody found anything? ... Could be the files located in chunk2\Assets\tpp\pack\location\afgh\pack_large\afgh_fort.fpkd? Not yet, had a look over but couldn't really understand it much, if you could break it down that ...
by emoose
Fri Oct 02, 2015 12:31 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580135

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Alright, figured out how those LUAs are crypted, Great work. emoose, have you generated any of the fpk names for the dictionary using the methods used in TppPacklist.lua:MakeDefaultMissionAreaPackPath and AddFOBLayoutPack? Couldn't be sure since you have enough of the fpks that I didn't check if an...
by emoose
Thu Oct 01, 2015 4:57 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580135

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

EDIT2: Just pushed a quick fix for some files not decrypting properly, grab it from https://github.com/emoose/GzsTool/releases/tag/v0.4.1a.LegacyConsoleAndFPKDecryption Hmmm... I extracted chunk0.dat with no problem, but any fpk or fpkd from it I try does not extract at all and just generates an em...