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Call of Duty - Ghost - PC - *.pak/*.ff

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ZerOHearth
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Call of Duty - Ghost - PC - *.pak/*.ff

Post by ZerOHearth » Tue Nov 05, 2013 2:51 pm

Can anyone take a look at this files.

PM me for sample.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by withmorten » Tue Nov 05, 2013 9:01 pm

It's just flac files in a container (the .pak files). I'm no good at writing scripts, but I think a simple quickbms script would do. If anyody wants a sample, they can PM me, too.

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by OrangeC » Tue Nov 05, 2013 9:20 pm

Is there a way to check if the filenames are generated in RAM for the flac files?

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by withmorten » Tue Nov 05, 2013 9:35 pm

Hah, you just posted the same in ffshrine. :D

Do you have an extractor script handy or something? The BO2 sound format is exactly the same, yet the extractor for that is created specifically for BO2's folder structure ... :/

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by OrangeC » Tue Nov 05, 2013 10:40 pm

Actually if you want to extract the FLAC raw just use vgmtoolbox and set it to search for FLAC, in the advanced/extraction tab.

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by withmorten » Tue Nov 05, 2013 11:09 pm

That's actually what I've been trying to do right now, but what do I choose as terminator string?

Edit: Oh well, apparently "fLaC" worked just fine, it's just that the first few files were only a couple of KB and kinda weird, so I thought it didn't work properly. Checking "Cut to EOF ..." is also necessary for VGM to properly write out the last file in the archive.

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by killerpepo » Wed Nov 06, 2013 12:19 am

Hi guys .. this is a small program I wrote in C# it extracts the *.flac audio files
a bit better than VGM because it searches for "fLaC" string , while this read the file size from header :D

just drag the *.pak file (which contains the sound) and drop it on the exe and it will extract .. :)
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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by Savage » Wed Nov 06, 2013 1:06 pm

Thanks for the tool 8D
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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by ZerOHearth » Wed Nov 06, 2013 2:21 pm

Is there a chance to extract and repack the textures!?

Look like they are in /dir in the *.ff-files.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by Ekey » Wed Nov 06, 2013 2:50 pm

Share files here.

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by cra0 » Fri Nov 08, 2013 3:31 pm

Ekey wrote:Share files here.
http://cra0kalo.com/public/research/

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by deepshit » Fri Nov 08, 2013 3:55 pm

zlibed headerless dds textures.
I think name table is encrypted or something.

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by cra0 » Fri Nov 08, 2013 4:28 pm

deepshit wrote:
zlibed headerless dds textures.
I think name table is encrypted or something.
Yep though they could be in the very first img archive. I have to take a look

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by michalss » Fri Nov 08, 2013 5:05 pm

someone checked the X360 version ? I think it wont be encypted
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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Re: Call of Duty - Ghost - PC - *.pak/*.ff

Post by cra0 » Sun Nov 10, 2013 6:07 am

Ok so here is what I have figured out.

Image


PAK contains SOUND/IMAGE data
PAK files have MAGIC header for image data "IWffu1005" followed by some encrypted/compressed data not Zlib.
After that Zlib blocks start each to be a texture with a textureID these textureIDs are referenced inside the .ff files as the engine calls them from the pak based on the id.

-Header
-OffsetTable (I'm guessing)
-Zlibd blocks


-EDIT here is a dirty release for .ff model data
http://cra0kalo.com/public/COD_GHOSTS_PAKTool.zip

usage: input one of the .ff files

example
https://dl.dropboxusercontent.com/u/107 ... lt_f_tr.ff
https://dl.dropboxusercontent.com/u/107 ... lt_a_tr.ff
https://dl.dropboxusercontent.com/u/107 ... lt_a_tr.ff


it will give you the raw model data


-edit-
-Supports unpacking DXT1/DXT5 textures from the images.pak files

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