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Titanfall 2/Apex Legends

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Juso87
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Re: Titanfall 2/Apex Legends

Post by Juso87 » Fri Apr 19, 2019 2:46 pm

frezixx wrote:
Wed Apr 10, 2019 8:35 am
any news about the other texture maps? i.e. normal maps and such
I had to use --imgfmt=png to get normal maps and the like to work.

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tschumann
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Re: Titanfall 2/Apex Legends

Post by tschumann » Mon May 06, 2019 5:21 am

analblaze wrote:
Wed Feb 27, 2019 6:38 pm
If anyone hasn't already noticed, the current version of Cra0's VPK tool can't extract a lot of changed files from Apex Legends, and repacked VPKs don't seem to want to work at all right now. There seem to still be some people on twitter opening the stuff that it can't extract though, is there another tool floating around out there or are they just working it out themselves?
Which files can't be extracted?

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Re: Titanfall 2/Apex Legends

Post by cra0 » Tue May 07, 2019 1:33 am

tschumann wrote:
Mon May 06, 2019 5:21 am
analblaze wrote:
Wed Feb 27, 2019 6:38 pm
If anyone hasn't already noticed, the current version of Cra0's VPK tool can't extract a lot of changed files from Apex Legends, and repacked VPKs don't seem to want to work at all right now. There seem to still be some people on twitter opening the stuff that it can't extract though, is there another tool floating around out there or are they just working it out themselves?
Which files can't be extracted?
The tool parsers what the TOC has, some of the data streams I believe are different than Titanfall 1, I haven't updated the tool in many years.

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tschumann
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Re: Titanfall 2/Apex Legends

Post by tschumann » Sat May 11, 2019 12:38 pm

If they're still v2.3 .vpk files then maybe the compression or something has changed.
This was what I figured out for the entry structure:

Code: Select all

	struct vpkDirectoryEntry_v2_3
	{
		unsigned __int32 iCRC32;
		unsigned __int16 iUnknown1; // always 0?
		unsigned __int16 iArchiveIndex;
		unsigned __int16 iUnknown2; // usually 257, sometimes 1
		unsigned __int32 iUnknown3; // usuaully 0, sometimes 16, sometimes >524000
		unsigned __int32 iEntryOffset;
		unsigned __int32 iUnknown4; // always 0?
		unsigned __int32 iEntryLength; // compressed data size
		unsigned __int32 iUnknown5; // always 0?
		unsigned __int32 iFileSize; // uncompressed file size
		unsigned __int32 iUnknown6; // always 0?
	};
I guess one of the unknown fields will be different.

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Re: Titanfall 2/Apex Legends

Post by damndoe » Mon Dec 30, 2019 6:31 am

Bigchillghost wrote:
Tue Mar 05, 2019 4:52 pm
You can use the following BMS commands to unpack the starpak archives:

Code: Select all

idstring "SRPk" # starpak
goto -8 0 SEEK_END
savepos entryOffset
get entryCount longlong
set entrySize longlong entryCount
math entrySize * 0x10
math entryOffset - entrySize
log MEMORY_FILE entryOffset entrySize
get Path basename
for i = 0 < entryCount
	get Offset longlong MEMORY_FILE
	get Size longlong MEMORY_FILE
	goto Offset
	get Magic longlong
	set Flag longlong Size
	math Flag & 0x0FFF
	if Magic == 0x1800000007
		set Ext string ".msh"
	elif Flag == 0
		set Ext string ".tex"
	else
		set Ext string ".dat"
	endif
	set Name string ""
	string Name p "%s/%08d%s" Path i Ext
	log Name Offset Size
next i
The only problem is files are output without names so there's a simple detection for the extesions.
The mesh format this game use has some optimizations on the vertex data so there're extra work to do to convert them to common format. Some simple mesh is easy to extract though.
msh.jpg
Hey Ghost, any chance you could update your script? I do nit believe it works correctly anymore.

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Re: Titanfall 2/Apex Legends

Post by CosmicDreams » Sat Feb 22, 2020 12:13 am

Did anyone ever make tools for Titanfall 2 RPAK and STARPAKS?

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Re: Titanfall 2/Apex Legends

Post by CosmicDreams » Sun Feb 23, 2020 3:19 pm

Okay tried the BMS script above. Seems to work, but no file names means i'd probably be better just using ninjaripper...

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Re: Titanfall 2/Apex Legends

Post by mono24 » Sat Mar 21, 2020 4:40 pm

To those of you that are interested in both these games that are being talked about in here.
Titanfall 2 finally got some love from Porter, and it looks like it has support now.
I personally haven't tested it yet, but I thought you guys might want to know.
https://wiki.modme.co/wiki/apps/Legion.html

Code: Select all

•2.10 - Support for Titanfall 2 (Models, Animations, RPaks, Sounds).

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Re: Titanfall 2/Apex Legends

Post by X3D » Sun Mar 22, 2020 8:43 pm

Thanks mono24 for the information

Textures extracted using Legion [PNG selected], models extracted with the VPK Tool [MDL converted to SMD with Crowbar].

All working well within 3D software.

Much appreciated

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Re: Titanfall 2/Apex Legends

Post by X3D » Tue Mar 24, 2020 10:10 am

I have found an issue with the Legion rpak extraction:

Setting to extract using DDS, PNG or TIFF the alpha maps or channel does not appear.

After checking the folder named Images containing 4,558 items, I managed to find an alpha I needed for the 'pilot_heavy_drex_ghullie_skin_01'

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Re: Titanfall 2/Apex Legends

Post by theRAIN » Mon Apr 13, 2020 7:48 pm

hey guys does anyone knows where the game code is stored, i want to look at the movement system, never done any reverse engineering so here is my first step

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Re: Titanfall 2/Apex Legends

Post by tschumann » Sun May 24, 2020 11:01 am

Any examples of the Apex Legends .vpk files that won't extract? I did a spot check of what was in englishclient_frontend.bsp.pak000_dir.vpk and they seemed to extract okay.
theRAIN wrote:
Mon Apr 13, 2020 7:48 pm
hey guys does anyone knows where the game code is stored, i want to look at the movement system, never done any reverse engineering so here is my first step
I think it's in r5apex.exe but I'm not sure.

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