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Alien Isolation (.PAK .BIN)

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petx
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Re: Alien Isolation (.PAK .BIN)

Post by petx » Mon Oct 13, 2014 9:44 am

Thanks Cra0 for the texture tool. Nice job
Hope to see a model extractor soon to modify maps, weapons, and of course, the Alien.

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Re: Alien Isolation (.PAK .BIN)

Post by TerryXX » Mon Oct 13, 2014 12:55 pm

Hi cra0, thank you very much for your work, I immediately tried it and I've already found some problems, I tried to extract a level and I got this error: Warning this texture is unknown.
This is an example:
book_colouring[d].tga.dds.unk
book_colouring[d].info
TextureInfo
{
TexPath: ayz\books\book_colouring[d].tga
Width: 0
Height: 0

TexHeader
{
magic4:
DXGI_FORMAT:134217728
unk2:29418
texchunkSize:0
varSlotSub:25972
varSlot:13432
varSlot2:13
width:0
unk6:174752
unk7:43680
unk8:8388864
unk9:33554433
unk10:65792
unk11:458758
}

}

Obviously if I try to open the texture photoshop crashes (I use the nvidia plugin for dds), however I have uploaded the file maybe you understand the problem.
http://www.mediafire.com/download/1okwz ... /books.rar
I'm also verifying that not all textures are extracted completely, like this:

Image

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Re: Alien Isolation (.PAK .BIN)

Post by odrin » Tue Oct 14, 2014 2:30 am

have you known bml file converter?

also, congratulations on xentax 25 years!

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Re: Alien Isolation (.PAK .BIN)

Post by volfin » Tue Oct 14, 2014 8:09 am

TerryXX wrote:Hi cra0, thank you very much for your work, I immediately tried it and I've already found some problems, I tried to extract a level and I got this error: Warning this texture is unknown.
That file is BC7, which he already said in the first post he can't convert yet. He's working on it.

However, some things to note:

The DDS header is missing the Width, Height, and Pitch values. I entered 256 height and 512 width and got this with a BC7 converter:

Image

So shouldn't be to hard to handle. The tricky part will be guessing the missing header values.

Another Converter to add to the list: http://sourceforge.net/projects/texgenpack/
Seems to have no problem converting BC7. But it does require you get the DLL from a separate project for it to work.
http://sourceforge.net/projects/libfgen/

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Tue Oct 14, 2014 9:54 am

volfin wrote:
TerryXX wrote:Hi cra0, thank you very much for your work, I immediately tried it and I've already found some problems, I tried to extract a level and I got this error: Warning this texture is unknown.
That file is BC7, which he already said in the first post he can't convert yet. He's working on it.

However, some things to note:

The DDS header is missing the Width, Height, and Pitch values. I entered 256 height and 512 width and got this with a BC7 converter:

Image

So shouldn't be to hard to handle. The tricky part will be guessing the missing header values.

Another Converter to add to the list: http://sourceforge.net/projects/texgenpack/
Seems to have no problem converting BC7. But it does require you get the DLL from a separate project for it to work.
http://sourceforge.net/projects/libfgen/
Could you zip me up a folder with that including its dependencies I tried getting libpng/libfgen still can't get it to compile

If it all works i can just create a wrapper dll for the extractor and use those functions.

TerryXX wrote:Hi cra0, thank you very much for your work, I immediately tried it and I've already found some problems, I tried to extract a level and I got this error: Warning this texture is unknown.
This is an example:
book_colouring[d].tga.dds.unk
book_colouring[d].info
What archive is this located in?

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Re: Alien Isolation (.PAK .BIN)

Post by TerryXX » Tue Oct 14, 2014 1:28 pm

cra0 wrote: What archive is this located in?
If I remember correctly it should be in TECH_HUB.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Tue Oct 14, 2014 2:28 pm

TerryXX wrote:
cra0 wrote: What archive is this located in?
If I remember correctly it should be in TECH_HUB.
oops data alignment issue here
http://dev.cra0kalo.com/?p=182

should "work"

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Re: Alien Isolation (.PAK .BIN)

Post by TerryXX » Tue Oct 14, 2014 4:11 pm

I tried and its works, the ones in the format BC7 I think it's the only missing.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Tue Oct 14, 2014 4:54 pm

TerryXX wrote:I tried and its works, the ones in the format BC7 I think it's the only missing.
Missing? Didn't you read what volfin wrote ...

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Re: Alien Isolation (.PAK .BIN)

Post by TerryXX » Tue Oct 14, 2014 5:39 pm

Yes I read it, with "missing" I meant need only the support for the BC7 file, for to have a single extractor, always if you want to do of course.

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Re: Alien Isolation (.PAK .BIN)

Post by volfin » Tue Oct 14, 2014 10:50 pm

cra0 wrote:Could you zip me up a folder with that including its dependencies I tried getting libpng/libfgen still can't get it to compile

If it all works i can just create a wrapper dll for the extractor and use those functions.
PMed it to you.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Wed Oct 15, 2014 6:26 am

TerryXX wrote:Yes I read it, with "missing" I meant need only the support for the BC7 file, for to have a single extractor, always if you want to do of course.
Ah alright yep I've been meaning to make a c# library for DXT11 stuff going to start wrapping directxtex now.
AITexPAKExtract_0.3.zip

Code: Select all

v0.3
-Fixed image heights being incorrect
-Decodes DXT5 images
You do not have the required permissions to view the files attached to this post.

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Re: Alien Isolation (.PAK .BIN)

Post by alterian » Thu Oct 16, 2014 5:00 am

Hey cra0,

Thanks so much for your work.
I would still like to try to get to some of the materials but they don't use the header style, they use blah.pak/blah_bin.pak/blah_idx_remap.pak. I have pm'd one of the triplets. If you have any thoughts on how to decode these bits I would be really interested.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Thu Oct 16, 2014 6:02 am

alterian wrote:Hey cra0,

Thanks so much for your work.
I would still like to try to get to some of the materials but they don't use the header style, they use blah.pak/blah_bin.pak/blah_idx_remap.pak. I have pm'd one of the triplets. If you have any thoughts on how to decode these bits I would be really interested.
They are chunked compiled shader code put together If you want to examine shader stuff I would recommend running the game through Intel's Graphic analysis tools.

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Re: Alien Isolation (.PAK .BIN)

Post by IronAwe » Thu Oct 16, 2014 10:54 am

Hey guys,

If any of you happen to come across the in game posters while you're extracting textures, would you shoot a copy my way? Particularly after the ones with the androids in them. Just want to print full size versions for my room.

Cheers guys,

--Iron

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