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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 » Thu Nov 06, 2014 9:43 pm

Ok, no problem.
We need to open a new topic in 3d, or write here?

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Re: Alien Isolation (.PAK .BIN)

Post by magister » Fri Nov 07, 2014 12:11 am

Ok, start topic in 3d. This topic about resource xtaction, hmmm.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Fri Nov 07, 2014 1:26 pm

magister wrote:Ok, start topic in 3d. This topic about resource xtaction, hmmm.
no the paks and bins both are essentially the models themselves. I'm working on understanding the structures more and so is volfin

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Re: Alien Isolation (.PAK .BIN)

Post by JPulowski » Sun Nov 09, 2014 9:46 am

There is a problem when trying to unpack UI.PAK. Looks like it already contains the headers within it.
AIPAKTool:

Code: Select all

 ---Alien Isolation PAKTool---
 ---Version 0.1---
 ---Authors: Cra0kalo---
 ---http://dev.cra0kalo.com ---

Starting...
----------------------------------------------------------------------------
InputFile: UI.PAK
InputFilePath: D:\_temp\UI.PAK
ExportPath: D:\_temp\_extracted

Initalizing PAK Export..
Reading Package
----------------------------------------------------------------------------
----------------------------------------------------------------------------
ERROR: looking for blank 4bytes
----------------------------------------------------------------------------
----------------------------------------------------------------------------
Fault detected ParseMTL() Skipped!
Fault detected Export() Skipped!
Fault detected Cleanup() Skipped!
----------------------------------------------------------------------------
----------------------------------------------------------------------------
An error has occurred somewhere during the export processs.
----------------------------------------------------------------------------
----------------------------------------------------------------------------
AITexExtract:

Code: Select all

----------------------------------------------------------------------------
----------------------------------------------------------------------------
ERROR: looking for blank 4bytes
----------------------------------------------------------------------------
----------------------------------------------------------------------------
There are two UI.PAK files:
...\DATA\UI.PAK
...\DATA\GLOBAL\UI.PAK

Also there are some .dds files labeled as "flash" which cannot be recognized correctly by WTV, NVIDIA DDS Plugin and texgenpack.
e.g.: screen_anim_int_13[flash].tga.dds (...\DATA\ENV\GLOBAL\WORLD\GLOBAL_TEXTURES.ALL.PAK\ayz\flash\)
screen_anim_int_13[flash].info:

Code: Select all

TextureInfo
{
  TexPath: ayz\flash\screen_anim_int_13[flash].tga
  Width: 1024
  Height: 760
  ChunkSizeA: 3112960
  ChunkSizeB: 3112960
  
      TexHeader
      {
          magic4:tex4
          DXGI_FORMAT:DXGI_FORMAT_B8G8R8A8_UNORM
          unk2:0
          texchunkSize:3112960
          varSlotSub:1024
          varSlot:760
          varSlot2:1
          width:1024
          height:760
          unk6_a:1
          unk7:65537
          unk8:65
          unk9:268435456
          unk10:6721
          unk11:0
      }
        
}

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Re: Alien Isolation (.PAK .BIN)

Post by erik945 » Sun Nov 09, 2014 11:38 am

about 3d models...
Very strange data structure.
0x0000 first 4 bytes - unknown.
0x0004 - int32 - number of objects.

0x0014 - records about the objects
format:
- Unknown int32, usually 0
- Object number int32 BigEndian (BigEndian on PC ???)
- Offset from the beginning file of the object's body int32 BigEndian
- Unknown int32

The body of the object is divided into two parts.

First - presumably - information about the vertices.
At each vertex allocated 8 bytes - it is very small, only 2 coordinates in the format of the float, but the data in the file - do not look like a valid float (very large scatter in the values of the E-38 to E + 40, it seems that the data compressed, or use exotic encoding as varint (https://golang.org/src/pkg/encoding/binary/varint.go), or errors).
Example - entru447.omodel - offset 0x0070

The second - the indices of vertices in the polygon.
LitleEndian unsignd shorts (2 bytes)

Are you sure you unpaker working correctly?

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Tue Nov 11, 2014 3:51 am

erik945 wrote:about 3d models...
Very strange data structure.
0x0000 first 4 bytes - unknown.
0x0004 - int32 - number of objects.

0x0014 - records about the objects
format:
- Unknown int32, usually 0
- Object number int32 BigEndian (BigEndian on PC ???)
- Offset from the beginning file of the object's body int32 BigEndian
- Unknown int32

The body of the object is divided into two parts.

First - presumably - information about the vertices.
At each vertex allocated 8 bytes - it is very small, only 2 coordinates in the format of the float, but the data in the file - do not look like a valid float (very large scatter in the values of the E-38 to E + 40, it seems that the data compressed, or use exotic encoding as varint (https://golang.org/src/pkg/encoding/binary/varint.go), or errors).
Example - entru447.omodel - offset 0x0070

The second - the indices of vertices in the polygon.
LitleEndian unsignd shorts (2 bytes)

Are you sure you unpaker working correctly?
Yes exporter works fine

Code: Select all

typedef struct
{
   uint32   hookTagIndex;
   uint32   tableA_count;
   uint32   ozero1;
   uint32   ozero2;
   uint32   ozero3;
   uint32   ozero4;
} omdlhead;

typedef struct
{
   uint32   valFlagCounter; //goes up?
   uint32   localOffset;
   uint32   localSize;
   uint32   azero;
} omdltableA;


Vertex shader signature

Code: Select all

// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// NORMAL                   0   xyz         1     NONE   float       
// TANGENT                  0   xyz         2     NONE   float       
// BINORMAL                 0   xyz         3     NONE   float       
// BLENDINDICES             0   xyzw        4     NONE    uint   xyzw
// BLENDWEIGHT              0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 0   xy          6     NONE   float       
// TEXCOORD                 7   xy          7     NONE   float       
// SV_VertexID              0   x           8   VERTID    uint   x   
Still trying to find how they are packing these

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Re: Alien Isolation (.PAK .BIN)

Post by erik945 » Tue Nov 11, 2014 8:43 am

Ok , thank you. I will trying find it.
Can you suggest any literature on the analysis of the compressed stream.

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Re: Alien Isolation (.PAK .BIN)

Post by Nintendude » Wed Nov 12, 2014 1:02 am

Not sure how the person figured it out but looks like 2 weapons from the game were exported and are on the Fallout NV Nexus. Pretty much surprised me seeing models there but no place else as of yet.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Wed Nov 12, 2014 1:12 am

Nintendude wrote:Not sure how the person figured it out but looks like 2 weapons from the game were exported and are on the Fallout NV Nexus. Pretty much surprised me seeing models there but no place else as of yet.
Dunno ask the author could have been ripped via ninja_ripper certainly dont think they did it via the actual files

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Re: Alien Isolation (.PAK .BIN)

Post by JPulowski » Wed Nov 12, 2014 2:43 am

OK, that is interesting. I don't know much about programming but I decided take a look at screen_anim_int_13[flash].tga.dds file via a hex editor and this is what I see:
Image
Looks like the file is somehow corrupted. Because this is all it shows until the end of the file: "00 00 00 FF 00 00 00 FF..."

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Re: Alien Isolation (.PAK .BIN)

Post by erik945 » Wed Nov 12, 2014 7:22 am

Nintendude you can extract weapons and equipment via ninja_ripper.
Characters - only without texture coordinats.

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Re: Alien Isolation (.PAK .BIN)

Post by volfin » Thu Nov 20, 2014 6:45 am

I found a small bug in cra0's Texture extract tool, and he fixed it, asked me to post the fixed version. Images with DXGI_FORMAT:DXGI_FORMAT_B8G8R8A8_UNORM were not getting channel bitmasks in the DDS header added, so would appear blank. Now the h eaders are formed properly. Thanks for the quick fix, cra0. :keke:
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Re: Alien Isolation (.PAK .BIN)

Post by magister » Thu Nov 20, 2014 9:08 pm

No news for 3d stuff extract?
Awaiting still.

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Fri Nov 21, 2014 2:13 am

magister wrote:No news for 3d stuff extract?
Awaiting still.
I'm working on titanfall maps currently but yeah we still working on it..

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Re: Alien Isolation (.PAK .BIN)

Post by cra0 » Wed Nov 26, 2014 6:33 am

http://dev.cra0kalo.com/?p=226
Updates

Oh look folder structures :keke:
Image

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