Quake Champions .PAK (Saber Engine)

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Quake Champions .PAK (Saber Engine)

Post by thunderysteak » Sun Apr 23, 2017 12:11 am

I've received a bunch of .PAK files from a friend from QC, and I wonder if anyone here is able to reverse engineer the Saber 3D engine .PAK archives

Because my internet is super slow, and the files are on his cloud storage, would be providing what I think is the header of the PAK archive to see if it's the same format as older games using the Saber engine?
I'm an idiot. Please no bully.

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Re: Quake Champions .PAK (Saber Engine)

Post by GRiNDERKILLER » Sun Apr 23, 2017 1:42 am

Already tried but can't find index file which holds offsets + filenames. It uses deflate compression. I used offzip on it. Some data are not compressed.

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Re: Quake Champions .PAK (Saber Engine)

Post by thunderysteak » Mon Apr 24, 2017 11:54 pm

Well I just noticed something pretty strange
If you check out the BethesdaNet launcher, you can see that it is also populated with a bunch of PAK files.

This could mean that it's a totally different known file format used in the past with tools released for it, and its extension was just changed for whatever reason
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Re: Quake Champions .PAK (Saber Engine)

Post by iOrange » Tue Aug 22, 2017 11:34 pm

You can use my tool to open any *.pak file from the game and extract anything from it.

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You can download the file from here - http://3d-orange.net/files/QCPAK_v001.zip

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Re: Quake Champions .PAK (Saber Engine)

Post by MARK2580 » Sun Aug 27, 2017 9:34 am

iOrange wrote:You can use my tool to open any *.pak file from the game and extract anything from it.
You can download the file from here - http://3d-orange.net/files/QCPAK_v001.zip
What to do next with these files? In what they can open / convert.

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Re: Quake Champions .PAK (Saber Engine)

Post by iOrange » Thu Aug 31, 2017 5:05 pm


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Re: Quake Champions .PAK (Saber Engine)

Post by iOrange » Sun Sep 10, 2017 1:45 am

I'd like to introduce you the new tool - QCPCT.

You can download it from here: http://www.moddb.com/games/quake-champi ... /qcpct-v01

With this tool you can easily explore and convert any or all of the PCT textures stored inside Quake Champions *.pak archives.

Just open any PCT file and choose one of the available 3 formats to save:
1) TGA - simplest format that will allow you to use the texture in any other imaging program
2) DDS - more complex format that will allow you to save the full game texture with all of it's mipmaps and faces (if it's cubemap)
3) HDR - use this format to save those HDR textures from the game

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Re: Quake Champions .PAK (Saber Engine)

Post by Acewell » Mon Sep 11, 2017 1:54 am

there was some open research going on here :D
https://zenhax.com/viewtopic.php?f=9&t=4360

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Re: Quake Champions .PAK (Saber Engine)

Post by mrkryu » Tue Sep 26, 2017 1:47 pm

Hi guys! At me why that on system do not open PCT files and I could not pull out that that is necessary for me. Could you help me? I need some elements to design my Stream on Tweets. Approximately what you need to show on the screenshots. Sorry behind the curve English (translate google com xD)
PLZ HELP ME! =)
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Re: Quake Champions .PAK (Saber Engine)

Post by xrevo » Sat Dec 16, 2017 3:21 am

QCPAK isnt working after the recent patch

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Re: Quake Champions .PAK (Saber Engine)

Post by srcs34k » Tue Feb 13, 2018 5:32 am

by regret that also august 2017 and dont work with 2018 QC
http://aluigi.altervista.org/bms/quake_champions.bms

if somebody have previous beta QC, upload plz

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Re: Quake Champions .PAK (Saber Engine)

Post by yemez123 » Tue May 22, 2018 9:22 pm

How can I converting qc models - sounds? can we get new version because that program can't importing files.

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Re: Quake Champions .PAK (Saber Engine)

Post by rev3n4nt » Wed Jun 06, 2018 9:11 pm

AFAIK: The old way to get models through PAK extractor don't work. Neither works QuickBMS extractor anymore, an least for now.
https://zenhax.com/viewtopic.php?f=9&t= ... 658#p35658
There is one way, which works partially: grab models by using latest NinjaRipper, and converting by using latest Noesis. But most models extracted by this way don't have UV coordinates and are "squished". So only some textures and parts of models without UV texture coordinates are available.
If anyone have something on this topic, please share info :)

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Re: Quake Champions .PAK (Saber Engine)

Post by Goju Ponu » Tue Jun 12, 2018 12:45 am

Might be a necro but does anyone have an updated way on how to unpack the files?

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Re: Quake Champions .PAK (Saber Engine)

Post by Curtain » Thu Aug 16, 2018 9:48 pm

Goju Ponu wrote:Might be a necro but does anyone have an updated way on how to unpack the files?
I like to know this too.
Right now I'm fiddling around with Ninja Ripper to extract the Nyx character model and importing into Blender.
Image

It has a few issues here and there, but it should be manually fixable:
.Below was fixed with the option 'Set to Face' (Set Normals from Faces in Blender)
- https://gfycat.com/MatureRedDaddylonglegs
- https://gfycat.com/ShowyTerrificHoneycreeper

.The legs need to be adjusted manually
- https://i.imgur.com/gXlnqdN.png

.Eyeball textures need to be manually adjusted.
- https://gfycat.com/YoungShrillAkitainu

. The hair meshes are extremely tiny compared to the rest of the body and need to be scaled manually.
- https://gfycat.com/YellowGoldenBeaver

Ruby Nyx by TheDOOMMan: https://www.deviantart.com/thedoomman/a ... -743832041

I'm using the following software:
- Blender 2.79b
- Ninja Ripper v1.7.1 x64
- Quake Champions (Steam)
I switch between Noesis and Ninja Ripper Import Addon to see different results in Blender:
- Noesis v4.31 by Rich Whitehouse
- Ninja Ripper Import addon by Dummiesman for Blender

-EDIT- Here is a rip I did for Ruby Nyx: https://www.deviantart.com/xcurtainx/ar ... -759843678

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