Prey (2017) pak decryption tool

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fordyi
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Re: Prey (2017) pak decryption tool

Post by fordyi » Sun Jul 21, 2019 8:25 am

lolwatt wrote:
Sat Jul 20, 2019 11:52 pm
Typhon was created with UE4, not CryEngine like Prey and Mooncrash.
It's due to outsource or whatever, who knows. :P
[/quote]

Well that already drastically complicates things. I was just hoping to port over the VR inputs into the base game. But with different engines being used, that's already out the window. So it would mean either converting the entire base game into UE4 or writing from scratch a VR implementation for cryengine?

Locane
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Re: Prey (2017) pak decryption tool

Post by Locane » Thu Jul 25, 2019 8:09 am

Registered to come and say:

If you are trying to extract a mod you installed to edit and it is named *.pak, try just renaming it to *.zip and extracting it with winrar or winzip. It might just be zipped.

I had to do that for https://www.nexusmods.com/prey2017/mods/7 to up the amount of Mineral material.

Edit: Although now I'm not sure the mod is working at all, or if it ever was.

theraineydaze
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Re: Prey (2017) pak decryption tool

Post by theraineydaze » Tue Jun 22, 2021 1:31 am

Does anyone have a mirror for this?

Sqeegie
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Re: Prey (2017) pak decryption tool

Post by Sqeegie » Wed Sep 15, 2021 5:27 pm

theraineydaze wrote:
Tue Jun 22, 2021 1:31 am
Does anyone have a mirror for this?
Just replace the original domain with "sirkane.io". I.e. https://sirkane.io/PreyConvert_003.7z
You do not have the required permissions to view the files attached to this post.

gep55
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Re: Prey (2017) pak decryption tool

Post by gep55 » Mon Sep 20, 2021 4:38 pm

HeliosAI wrote:
Thu May 25, 2017 1:23 am
Ok what you need:
Noesis (huge thanks here to MrAdults for supporting the normal map format of these properly, even Photoshop doesn't like them much)
Hex Editor
Intel .dds plugin for Photoshop (for the specgloss map thingies)
This .zip with headers:
BC4_Headers.zip
1. Textures are made of these files:
Image
The .dds contains the header info and i think smallest mip level, 1-8 files are increasing mips of the texture. Just take the biggest one (with the highest number, in this case 8, it is the most HD version)

2. Open the .dds and the .8 file in HxD. Switch to the .8 file and select everything with ctrl+a, then copy it with ctrl+c.

3. Switch to the .dds file and select everyting starting at Offset 94 to the end:
Image
(94 is important, if you do it at for eg 95 your texture will be shifted sidewards and not match the UV)
Then simply paste with ctrl+p and save with ctrl+s.

4. Open texture in Noesis and convert to your format of choice.
You can alternatively open these in Photoshop using the Intel plugins mentioned above. For that open your texture in HxD again and change this small part from whatever it is to 01 (thanks to chrrox for figuring this out):
Image

5. You may have noticed that _ddn (normal maps) usually don't just have the 1-X files but also files called like 6a,7a,8a. 1-8 belong to normal map, 1a-8a belong to the gloss map.
You have to convert it seperately (as far as i know anyway). I don't know where the game gets this header from, it isn't the .a file. I figured it's BC4 textures however and added a .zip to this post that has headers for the dimensions i came across in the files. The gloss maps here share the dimensions the normal maps have (4k normal map = 4k gloss map). So if it is 4k, open BC4_4k_header.dds and the .8a file in HxD, copy everything from the .8a file again and paste it below the header (offset 80). Save it under a new name you will find easy.
Noesis displays these as plain white, but Photoshop with the linked plugins loads them fine.

6. I noticed that for some reasons the normal map channels seem to be switched (red should be green, green should be red). If you don't do that shading might look quite bad in whatever software you render in.

7. You're finally done and can load them all on your model! Yey!
Image
Thanks, this method works great for the textures from Sniper Ghost Contracts for about 90% of the textures. Some of them are still not converted correctly no matter what I do, however. Would anyone here be ok to receive a PM with some sample files that I can't convert?

Cheers :)

gep55
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Re: Prey (2017) pak decryption tool

Post by gep55 » Mon Sep 20, 2021 9:49 pm

gep55 wrote:
Mon Sep 20, 2021 4:38 pm
HeliosAI wrote:
Thu May 25, 2017 1:23 am
Ok what you need:
Noesis (huge thanks here to MrAdults for supporting the normal map format of these properly, even Photoshop doesn't like them much)
Hex Editor
Intel .dds plugin for Photoshop (for the specgloss map thingies)
This .zip with headers:
BC4_Headers.zip
1. Textures are made of these files:
Image
The .dds contains the header info and i think smallest mip level, 1-8 files are increasing mips of the texture. Just take the biggest one (with the highest number, in this case 8, it is the most HD version)

2. Open the .dds and the .8 file in HxD. Switch to the .8 file and select everything with ctrl+a, then copy it with ctrl+c.

3. Switch to the .dds file and select everyting starting at Offset 94 to the end:
Image
(94 is important, if you do it at for eg 95 your texture will be shifted sidewards and not match the UV)
Then simply paste with ctrl+p and save with ctrl+s.

4. Open texture in Noesis and convert to your format of choice.
You can alternatively open these in Photoshop using the Intel plugins mentioned above. For that open your texture in HxD again and change this small part from whatever it is to 01 (thanks to chrrox for figuring this out):
Image

5. You may have noticed that _ddn (normal maps) usually don't just have the 1-X files but also files called like 6a,7a,8a. 1-8 belong to normal map, 1a-8a belong to the gloss map.
You have to convert it seperately (as far as i know anyway). I don't know where the game gets this header from, it isn't the .a file. I figured it's BC4 textures however and added a .zip to this post that has headers for the dimensions i came across in the files. The gloss maps here share the dimensions the normal maps have (4k normal map = 4k gloss map). So if it is 4k, open BC4_4k_header.dds and the .8a file in HxD, copy everything from the .8a file again and paste it below the header (offset 80). Save it under a new name you will find easy.
Noesis displays these as plain white, but Photoshop with the linked plugins loads them fine.

6. I noticed that for some reasons the normal map channels seem to be switched (red should be green, green should be red). If you don't do that shading might look quite bad in whatever software you render in.

7. You're finally done and can load them all on your model! Yey!
Image
Thanks, this method works great for the textures from Sniper Ghost Contracts for about 90% of the textures. Some of them are still not converted correctly no matter what I do, however. Would anyone here be ok to receive a PM with some sample files that I can't convert?

Cheers :)
Ok, fixed the problem. For anyone else, you have to lower the resolution size for some textures in the dds header. For example, you may need to make a 1024x1024 header say 512x512 to make the texture load in noesis correctly.

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