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How can I extract the rpack?(Dying Light)

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yolaeng
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How can I extract the rpack?(Dying Light)

Post by yolaeng » Sat Feb 07, 2015 6:23 pm

Hi there!
I can't speak English well
So I need you to understand , so writing a translator

I'm trying to create a localized patch dying light . (ENG -> KOR)
Our translation team has already had translated into korean language
but, rpack can not be extracted .
So it is necessary to extract tools or source

Who can give me information?
about extract tools or source..
Please give me some information T.T

And I want to make foreign friends!
I 'm now studying English while the translations
Very funny.
See you again, Pal!

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MiRiKan
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Re: How can I extract the rpack?(Dying Light)

Post by MiRiKan » Mon Feb 09, 2015 7:54 am

여기는 서로 아는 정보를 공유하면서 연구해나가는 공간입니다.

i think this will help http://svn.gib.me/public/chrome/trunk/
Team.SM, Make Koren Translations for Games.

dubh
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Re: How can I extract the rpack?(Dying Light)

Post by dubh » Thu Feb 12, 2015 5:07 am

MiRiKan wrote:여기는 서로 아는 정보를 공유하면서 연구해나가는 공간입니다.

i think this will help http://svn.gib.me/public/chrome/trunk/
That's for Dead Island.

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MiRiKan
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Re: How can I extract the rpack?(Dying Light)

Post by MiRiKan » Fri Feb 13, 2015 3:29 pm

dubh wrote:
MiRiKan wrote:여기는 서로 아는 정보를 공유하면서 연구해나가는 공간입니다.

i think this will help http://svn.gib.me/public/chrome/trunk/
That's for Dead Island.
yeah, but almost same base.
Team.SM, Make Koren Translations for Games.

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MiRiKan
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Re: How can I extract the rpack?(Dying Light)

Post by MiRiKan » Sat Feb 14, 2015 3:36 am

Code: Select all

//--------------------------------------
//--- 010 Editor v6.0.1 Binary Template
//
// File: Dying Light .rpack files
// Author:MiRiKan, refer to Gibbed
// Revision:0.1
// Purpose:To decrypt Dying Light .rpack files
//--------------------------------------
LittleEndian();

local uint i, pos, pos2;

char header[3] <open=suppress>;
char identity;
uint version;
uint flages;
uint dataCount;
uint typeCount;
uint nameCount;
uint nameDataSize;
uint entryCount;
uint Alignment;

struct typeHeaders{
    for (i = 0; i < typeCount; i++){
        struct Deserialize1{
            uint Flage;
            uint Offset;
            uint UncompressedSize;
            uint CompressedSize;
            uint16 ResourceCount;
            uint16 unk;
        }F;
    }
}HEADER;

struct dataHeaders{
    for (i = 0; i < dataCount; i++){
        struct Deserialize2{
            uint Flags;
            uint Offset; //???? it was offset in chrome engine 5. But it looks something's changed now.
            uint UncompressedSize;
            uint CompressedSize;
        }D;
    }
}DATA;

struct entryHeaders{
    for (i = 0; i < entryCount; i++){
        struct Deserialize3{
            uint Flags;
            uint FirstNameIndex;
            uint FirstDataIndex;
        }D;
    }
}ENTRY;

pos = FTell();
struct Names{
    for (i = 0; i < nameCount; i++){
        struct FileName{
            uint Off;
            pos2 = FTell();
            FSeek(pos + (nameCount * 4) + Off);
            string name <open=suppress>;
            FSeek(pos2);
        }FN;
    }
}NAME;

FSeek(pos + (nameCount * 8));
refer to Gibbed, But something different.
Anyone know?
Team.SM, Make Koren Translations for Games.

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