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Alien Isolation (.PAK .BIN)

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erik945
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Re: Alien Isolation (.PAK .BIN)

Post by erik945 » Tue Dec 02, 2014 9:01 pm

Ok, no problem. Thank you!

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Re: Alien Isolation (.PAK .BIN)

Post by volfin » Wed Dec 03, 2014 1:37 am

Ok here's a QuickBMS script i want to release, that dumps PAK2 type PAK files. (like ANIMATION.PAK and UI.PAK) These are a different format than the model PAK files.

Code: Select all

##########################
#  Alien: Isolation PAK unpacker
#  Author: Volfin
#  Version: 1.0
########################33
open FDDE PAK 0
endian little

get signature long 0
if signature != 0x324B4150
   print "File is not the correct format (PAK2)"
   cleanexit
endif

get Strs_Length long 0
get Strs_Count long 0
get pointer_size long 0
print "# of entries: %Strs_Count%"
print "pointer size: %pointer_size%"
# create offset to pointers
math Strs_Length + 16
#create offset to Data
xmath Data_ptr "Strs_Length + Strs_Count * pointer_size"

SavePos str_pos 0
print "string_pos: %str_pos%"
print "Data_ptr: %Strs_Length%"
print "Data_pos: %Data_ptr%"

for i = 0 < Strs_Count

    GoTo str_pos
	# read in first string
	get p_name string 0
	# save position
	SavePos str_pos 0
	# jump to pointer data
	GoTo Strs_Length
	#read in pointer
	get D_end long 0
	# save new location
	SavePos Strs_Length 0	
	# handle 16 byte padding
	GoTo Data_ptr
	Padding 4 
	SavePos Data_ptr
	# save data; length is D_end - current location
	xmath size "D_end - Data_ptr"
	log p_name Data_ptr size
	math Data_ptr + size
next i
cleanexit
This let me take a look at the skeleton files, and as I feared they are Havok *.hkx type. So most likely will not be able to create skeletons for the models. (Unless someone knows how to decode Havok 2012.2.0 HKX files).

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Re: Alien Isolation (.PAK .BIN)

Post by SergeantJoe » Wed Dec 03, 2014 4:41 am

volfin wrote:This let me take a look at the skeleton files, and as I feared they are Havok *.hkx type. So most likely will not be able to create skeletons for the models. (Unless someone knows how to decode Havok 2012.2.0 HKX files).
Shakotay knows how to get bones from Havok 2011 files, he's done it multiple times for Sleeping Dogs before.

The format hardly changed from 2011 to 2013, so I can't imagine that 2012 will be that different. It's worth a try at least.

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Re: Alien Isolation (.PAK .BIN)

Post by zaramot » Wed Dec 03, 2014 10:24 am

There's no any problem in getting .hkx skeletons to work. I did this for several games like dead space, strider, kuf2 and so on. So, if they are raw, native .hkx files - don't worry :) The only problem is animation, but it's also could be converted to 3ds max importable files.
Making model-import scripts, PM

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Re: Alien Isolation (.PAK .BIN)

Post by SergeantJoe » Wed Dec 03, 2014 11:02 pm

zaramot wrote:if they are raw, native .hkx files
Problem is, they're always in binary format, and I've heard that it differs from game to game.
I did manage to dig up a few things but nothing ever really happened since absolutely nobody was interested.

I've made a thread on this topic here. It's mostly for Sleeping Dogs havok files but I suppose it can be expanded to include these as well.

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Re: Alien Isolation (.PAK .BIN)

Post by volfin » Thu Dec 04, 2014 3:28 am

Yeah i've decided for this game to just parse the hkx file directly to get the skeletal data. the format is a pita. But I'm making some progress in mapping it out. It's going to be "just enough" for the skeletons this game uses, as trying to suppport everything HKX supports would be a nightmare.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Fri Dec 12, 2014 1:02 pm


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Re: Alien Isolation (.PAK .BIN)

Post by erik945 » Fri Dec 12, 2014 7:25 pm

Good news!
When planning to release?

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Re: Alien Isolation (.PAK .BIN)

Post by volfin » Fri Dec 12, 2014 11:00 pm

Well, I'm still working on the skeleton conversion (prototyping done, production code in progress), and as you probably notices from the pictures/Video, many of the models use greyscale textures with separate color data. Cra0 is working on decoding the material files so the coloring can be done properly. So, still a bit of work to do.

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Re: Alien Isolation (.PAK .BIN)

Post by TerryXX » Sat Dec 13, 2014 12:54 pm

cra0 continues like this you are the best :keke:

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Re: Alien Isolation (.PAK .BIN)

Post by volfin » Tue Dec 16, 2014 5:56 am

Image

I've finished the HKX to SMD converter. One more step down. :)

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Re: Alien Isolation (.PAK .BIN)

Post by erik945 » Tue Dec 16, 2014 8:37 am

Quickly running.
There is only skin?

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Re: Alien Isolation (.PAK .BIN)

Post by IvoryCutter » Wed Jan 07, 2015 3:58 pm

Awesome job, guys. Any progress?

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Thu Jan 08, 2015 5:08 am

IvoryCutter wrote:Awesome job, guys. Any progress?
Next week should see something

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Re: Alien Isolation (.PAK .BIN)

Post by erik945 » Sun Jan 18, 2015 8:48 pm

cra0 wrote:
IvoryCutter wrote:Awesome job, guys. Any progress?
Next week should see something
What news?

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