READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Cities XL .PAK files

The Original Forum. Game archives, full of resources. How to open them? Get help here.
dijotp
n00b
Posts: 10
Joined: Sat Jun 20, 2009 2:47 pm
Has thanked: 4 times

Cities XL .PAK files

Post by dijotp » Sat Jun 20, 2009 5:40 pm

Hi.
Anybody know how to extract these .PAK files?

Samples: http://66.7.218.134/~usaportu/pub/Paks.rar

User avatar
aluigi
VVIP member
VVIP member
Posts: 1917
Joined: Thu Dec 08, 2005 12:26 pm
Location: www.ZENHAX.com
Has thanked: 4 times
Been thanked: 644 times
Contact:

Re: Cities XL .PAK files

Post by aluigi » Sun Jun 21, 2009 7:42 am

the only problem there is the file table which is obfuscated so it's not possible to retrieve the names of the file, while there is no problem for the content which is simply zipped (job for offzip).
maybe there is a bit of luck if you post also the executable of the game (although I highly doubt because it's a debugging job).

User avatar
Mr.Mouse
Site Admin
Posts: 4041
Joined: Wed Jan 15, 2003 6:45 pm
Location: Dungeons of Doom
Has thanked: 412 times
Been thanked: 561 times
Contact:

Re: Cities XL .PAK files

Post by Mr.Mouse » Sun Jun 21, 2009 11:20 am

Yes, the file table is at the end of the files, pointed to by a variable at the beginning. It's encrypted by some process. The resources can simply by unzlibbed, but it's a bit annoying to do, as you don't know the size of the compressed resources.

dijotp
n00b
Posts: 10
Joined: Sat Jun 20, 2009 2:47 pm
Has thanked: 4 times

Re: Cities XL .PAK files

Post by dijotp » Sun Jun 21, 2009 3:24 pm

The game is avaible to download here: https://beta.citiesxl.com/download/

User avatar
Mr.Mouse
Site Admin
Posts: 4041
Joined: Wed Jan 15, 2003 6:45 pm
Location: Dungeons of Doom
Has thanked: 412 times
Been thanked: 561 times
Contact:

Re: Cities XL .PAK files

Post by Mr.Mouse » Sun Jun 21, 2009 10:26 pm

Can you upload the exe?

dijotp
n00b
Posts: 10
Joined: Sat Jun 20, 2009 2:47 pm
Has thanked: 4 times

Re: Cities XL .PAK files

Post by dijotp » Sun Jun 21, 2009 10:49 pm

I uploaded RAR file with *.EXE and *.DLL of the game.

User avatar
Mr.Mouse
Site Admin
Posts: 4041
Joined: Wed Jan 15, 2003 6:45 pm
Location: Dungeons of Doom
Has thanked: 412 times
Been thanked: 561 times
Contact:

Re: Cities XL .PAK files

Post by Mr.Mouse » Wed Jun 24, 2009 10:30 pm

Well, it looks like the first encrypted part in the header might be decrypted from this piece of asm in core_vr.dll

Code: Select all


.text:10065990 ; class stlp_std::basic_string<char, class stlp_std::char_traits<char>, class stlp_std::allocator<char>> __cdecl mcPack_namespace::SHA1toStr(unsigned char * const)
.text:10065990 ?SHA1toStr@mcPack_namespace@@YA?AV?$basic_string@DV?$char_traits@D@stlp_std@@V?$allocator@D@2@@stlp_std@@QAE@Z_0 proc near
.text:10065990                                         ; CODE XREF: mcPack_namespace::SHA1toStr(uchar * const)j
.text:10065990
.text:10065990 var_55          = byte ptr -55h
.text:10065990 var_54          = dword ptr -54h
.text:10065990 var_44          = dword ptr -44h
.text:10065990 var_3C          = byte ptr -3Ch
.text:10065990 var_14          = dword ptr -14h
.text:10065990 var_10          = dword ptr -10h
.text:10065990 var_C           = dword ptr -0Ch
.text:10065990 var_4           = dword ptr -4
.text:10065990 arg_0           = dword ptr  4
.text:10065990 arg_4           = dword ptr  8
.text:10065990
.text:10065990                 push    0FFFFFFFFh
.text:10065992                 push    offset loc_100DD5C9
.text:10065997                 mov     eax, large fs:0
.text:1006599D                 push    eax
.text:1006599E                 sub     esp, 4Ch
.text:100659A1                 mov     eax, dword_101271F8
.text:100659A6                 xor     eax, esp
.text:100659A8                 mov     [esp+58h+var_10], eax
.text:100659AC                 push    ebx
.text:100659AD                 push    ebp
.text:100659AE                 push    esi
.text:100659AF                 push    edi
.text:100659B0                 mov     eax, dword_101271F8
.text:100659B5                 xor     eax, esp
.text:100659B7                 push    eax
.text:100659B8                 lea     eax, [esp+6Ch+var_C]
.text:100659BC                 mov     large fs:0, eax
.text:100659C2                 mov     eax, [esp+6Ch+arg_4]
.text:100659C6                 movzx   edx, byte ptr [eax+2]
.text:100659CA                 xor     ecx, ecx
.text:100659CC                 mov     ch, [eax]
.text:100659CE                 movzx   edi, byte ptr [eax+6]
.text:100659D2                 movzx   ebx, byte ptr [eax+0Ah]
.text:100659D6                 mov     cl, [eax+1]
.text:100659D9                 mov     esi, [esp+6Ch+arg_0]
.text:100659DD                 mov     [esp+6Ch+var_54], 0
.text:100659E5                 shl     ecx, 8
.text:100659E8                 or      ecx, edx
.text:100659EA                 movzx   edx, byte ptr [eax+3]
.text:100659EE                 shl     ecx, 8
.text:100659F1                 or      ecx, edx
.text:100659F3                 xor     edx, edx
.text:100659F5                 mov     dh, [eax+4]
.text:100659F8                 mov     dl, [eax+5]
.text:100659FB                 shl     edx, 8
.text:100659FE                 or      edx, edi
.text:10065A00                 movzx   edi, byte ptr [eax+7]
.text:10065A04                 shl     edx, 8
.text:10065A07                 or      edi, edx
.text:10065A09                 xor     edx, edx
.text:10065A0B                 mov     dh, [eax+8]
.text:10065A0E                 mov     dl, [eax+9]
.text:10065A11                 shl     edx, 8
.text:10065A14                 or      edx, ebx
.text:10065A16                 movzx   ebx, byte ptr [eax+0Bh]
.text:10065A1A                 shl     edx, 8
.text:10065A1D                 or      edx, ebx
.text:10065A1F                 movzx   ebx, byte ptr [eax+0Eh]
.text:10065A23                 mov     ebp, edx
.text:10065A25                 xor     edx, edx
.text:10065A27                 mov     dh, [eax+0Ch]
.text:10065A2A                 mov     dl, [eax+0Dh]
.text:10065A2D                 shl     edx, 8
.text:10065A30                 or      edx, ebx
.text:10065A32                 movzx   ebx, byte ptr [eax+0Fh]
.text:10065A36                 shl     edx, 8
.text:10065A39                 or      edx, ebx
.text:10065A3B                 movzx   ebx, byte ptr [eax+12h]
.text:10065A3F                 mov     [esp+6Ch+var_44], edx
.text:10065A43                 xor     edx, edx
.text:10065A45                 mov     dh, [eax+10h]
.text:10065A48                 mov     dl, [eax+11h]
.text:10065A4B                 movzx   eax, byte ptr [eax+13h]
.text:10065A4F                 shl     edx, 8
.text:10065A52                 or      edx, ebx
.text:10065A54                 shl     edx, 8
.text:10065A57                 or      eax, edx
.text:10065A59                 mov     edx, [esp+6Ch+var_44]
.text:10065A5D                 push    eax
.text:10065A5E                 push    edx
.text:10065A5F                 push    ebp
.text:10065A60                 push    edi
.text:10065A61                 push    ecx
.text:10065A62                 lea     eax, [esp+80h+var_3C]
.text:10065A66                 push    offset a08x08x08x08x08 ; "%08X%08X%08X%08X%08X"
.text:10065A6B                 push    eax             ; char *
.text:10065A6C                 call    ds:sprintf
.text:10065A72                 xor     ebx, ebx
.text:10065A74                 add     esp, 1Ch
.text:10065A77                 lea     ecx, [esp+6Ch+var_55]
.text:10065A7B                 mov     byte ptr [esp+6Ch+var_14], bl
.text:10065A7F                 call    ds:??0?$allocator@D@stlp_std@@QAE@XZ ; stlp_std::allocator<char>::allocator<char>(void)
.text:10065A85                 push    eax
.text:10065A86                 lea     ecx, [esp+70h+var_3C]
.text:10065A8A                 push    ecx
.text:10065A8B                 mov     ecx, esi
.text:10065A8D                 mov     [esp+74h+var_4], ebx
.text:10065A91                 call    ds:??0?$basic_string@DV?$char_traits@D@stlp_std@@V?$allocator@D@2@@stlp_std@@QAE@PBDABV?$allocator@D@1@@Z ; stlp_std::basic_string<char,stlp_std::char_traits<char>,stlp_std::allocator<char>>::basic_string<char,stlp_std::char_traits<char>,stlp_std::allocator<char>>(char const *,basic_string<char,stlp_std::char_traits<char>,stlp_std::allocator<char>>::allocator<char> const &)
.text:10065A97                 lea     ecx, [esp+6Ch+var_55]
.text:10065A9B                 call    ds:??1?$allocator@D@stlp_std@@QAE@XZ ; stlp_std::allocator<char>::~allocator<char>(void)
.text:10065AA1                 mov     eax, esi
.text:10065AA3                 mov     ecx, [esp+6Ch+var_C]
.text:10065AA7                 mov     large fs:0, ecx
.text:10065AAE                 pop     ecx
.text:10065AAF                 pop     edi
.text:10065AB0                 pop     esi
.text:10065AB1                 pop     ebp
.text:10065AB2                 pop     ebx
.text:10065AB3                 mov     ecx, [esp+58h+var_10]
.text:10065AB7                 xor     ecx, esp
.text:10065AB9                 call    sub_100D36BC
.text:10065ABE                 add     esp, 58h
.text:10065AC1                 retn
.text:10065AC1 ?SHA1toStr@mcPack_namespace@@YA?AV?$basic_string@DV?$char_traits@D@stlp_std@@V?$allocator@D@2@@stlp_std@@QAE@Z_0 endp
.text:10065AC1
.text:10065AC1 ; ---------------------------------------------------------------------------

User avatar
aluigi
VVIP member
VVIP member
Posts: 1917
Joined: Thu Dec 08, 2005 12:26 pm
Location: www.ZENHAX.com
Has thanked: 4 times
Been thanked: 644 times
Contact:

Re: Cities XL .PAK files

Post by aluigi » Wed Jun 24, 2009 11:57 pm

I don't know if I rock or I'm simply lucky but I saw that in core.dll was used the CryptDecrypt function of Windows and looking a bit there I found the string "allocator" so I decided to see if I was so lucky to have catched the right decryption and... yes :)
the following is the part of C code for the decryption:

Code: Select all

int citiesxl_decrypt(unsigned char *data, int datalen) {
    unsigned char key[] = "allocator";
    HCRYPTPROV  hProv;
    HCRYPTHASH  hHash;
    HCRYPTKEY   hKey;
    DWORD       len;

    len = datalen;

    if(!CryptAcquireContext(
        &hProv,
        NULL,
        MS_ENHANCED_PROV,
        PROV_RSA_FULL,
        0)) return(-1);

    if(!CryptCreateHash(
        hProv,
        CALG_MD5,
        0,
        0,
        &hHash)) return(-1);

    if(!CryptHashData(
        hHash,
        key,
        strlen(key),
        0)) return(-1);

    if(!CryptDeriveKey(
        hProv,
        CALG_RC4,
        hHash,
        0x00800000,
        &hKey)) return(-1);

    if(!CryptDecrypt(
        hKey,
        0,
        TRUE,
        0,
        data,
        &len)) return(-1);

    CryptDestroyKey(hKey);
    CryptDestroyHash(hHash);
    CryptReleaseContext(hProv, 0);
    return(0);
}
*edit* updated the code so it's just a stand-alone function

User avatar
Mr.Mouse
Site Admin
Posts: 4041
Joined: Wed Jan 15, 2003 6:45 pm
Location: Dungeons of Doom
Has thanked: 412 times
Been thanked: 561 times
Contact:

Re: Cities XL .PAK files

Post by Mr.Mouse » Thu Jun 25, 2009 7:52 am

Nice work! I'd seen that one as well, but did not get round to it to take a good look at it. :( Seems the game uses a lot - A LOT - of standard Windows functions + a great deal of open source code. The whole game.exe is a collection of declarations to the huge number of dlls the game uses. haha.

Anyway, do you have a complete working piece of code to decrypt a buffer that way?

User avatar
aluigi
VVIP member
VVIP member
Posts: 1917
Joined: Thu Dec 08, 2005 12:26 pm
Location: www.ZENHAX.com
Has thanked: 4 times
Been thanked: 644 times
Contact:

Re: Cities XL .PAK files

Post by aluigi » Thu Jun 25, 2009 8:05 am

I have the full BMS script for doing it :)

*edit, was updated to version 0.1.1*
http://aluigi.org/papers/bms/citiesxl.bms
Last edited by aluigi on Sun Mar 14, 2010 11:36 am, edited 1 time in total.

User avatar
Mr.Mouse
Site Admin
Posts: 4041
Joined: Wed Jan 15, 2003 6:45 pm
Location: Dungeons of Doom
Has thanked: 412 times
Been thanked: 561 times
Contact:

Re: Cities XL .PAK files

Post by Mr.Mouse » Thu Jun 25, 2009 9:04 am

Awesome. It's great to see that no job is too difficult here at our forum :D .

I've attached all unpacked files from the .PAK examples in the first post in this thread.
That will help studying the game engine.
paks_unpacked.zip
The jpgs:
under_construction_large.jpg
skitrack02.jpg
skitrack_green_60.jpg
ascenceur.jpg
test1.mission (XML)

Code: Select all

 <?xml version="1.0" encoding="Windows-1252" ?> 
- <mission>
  <statetypes>PLAY,</statetypes> 
  <filter>""</filter> 
  <synchronisation>TIME_BASED</synchronisation> 
  <period>1</period> 
  <scene>GAME</scene> 
  <version>7</version> 
- <bloc>
  <type>OBJECTIVE</type> 
  <realisation>AND_R</realisation> 
  <fncheck>localCounter = ( localCounter or 0 ) + 1 LOG_INFO( "localCounter = " .. localCounter ) return ( localCounter == 10 )</fncheck> 
  <fnrealize>LOG_INFO( "[test01] objective has been realized, localCounter = " .. localCounter )</fnrealize> 
  <flags>""</flags> 
  </bloc>
  </mission>
cityresourcesconsumption.xml:

Code: Select all

  <?xml version="1.0" encoding="ISO-8859-1" standalone="yes" ?> 
- <resources>
- <consumption>
- <citizenrange min="0" max="0">
- <resources>
  <RELE_0>600</RELE_0> 
  <RFUE_0>1000</RFUE_0> 
  <RWAT_0>400</RWAT_0> 
  <RWAS_0>800</RWAS_0> 
  <RFRE_0>1000</RFRE_0> 
  <RHOL_1>100</RHOL_1> 
  <RPAS_0>1000</RPAS_0> 
  <ROFF_0>1000</ROFF_0> 
  <RHOT_0>100</RHOT_0> 
  <RIN1_0>1000</RIN1_0> 
  <RIN2_0>1000</RIN2_0> 
  <RIN3_0>1000</RIN3_0> 
  <RAGR_0>1000</RAGR_0> 
  <RRET_1>0</RRET_1> 
  <RLEI_1>300</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="1" max="135">
- <resources>
  <RELE_0>668</RELE_0> 
  <RFUE_0>1068</RFUE_0> 
  <RWAT_0>468</RWAT_0> 
  <RWAS_0>868</RWAS_0> 
  <RFRE_0>1068</RFRE_0> 
  <RHOL_1>168</RHOL_1> 
  <RPAS_0>1068</RPAS_0> 
  <ROFF_0>1945</ROFF_0> 
  <RHOT_0>127</RHOT_0> 
  <RIN1_0>2945</RIN1_0> 
  <RIN2_0>1000</RIN2_0> 
  <RIN3_0>1000</RIN3_0> 
  <RAGR_0>1068</RAGR_0> 
  <RRET_1>270</RRET_1> 
  <RLEI_1>300</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="136" max="243">
- <resources>
  <RELE_0>722</RELE_0> 
  <RFUE_0>1122</RFUE_0> 
  <RWAT_0>522</RWAT_0> 
  <RWAS_0>922</RWAS_0> 
  <RFRE_0>1122</RFRE_0> 
  <RHOL_1>222</RHOL_1> 
  <RPAS_0>1122</RPAS_0> 
  <ROFF_0>2701</ROFF_0> 
  <RHOT_0>149</RHOT_0> 
  <RIN1_0>3701</RIN1_0> 
  <RIN2_0>2701</RIN2_0> 
  <RIN3_0>1000</RIN3_0> 
  <RAGR_0>1122</RAGR_0> 
  <RRET_1>486</RRET_1> 
  <RLEI_1>570</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="244" max="381">
- <resources>
  <RELE_0>791</RELE_0> 
  <RFUE_0>1191</RFUE_0> 
  <RWAT_0>591</RWAT_0> 
  <RWAS_0>991</RWAS_0> 
  <RFRE_0>1191</RFRE_0> 
  <RHOL_1>291</RHOL_1> 
  <RPAS_0>1191</RPAS_0> 
  <ROFF_0>3667</ROFF_0> 
  <RHOT_0>176</RHOT_0> 
  <RIN1_0>3667</RIN1_0> 
  <RIN2_0>3667</RIN2_0> 
  <RIN3_0>3667</RIN3_0> 
  <RAGR_0>1191</RAGR_0> 
  <RRET_1>762</RRET_1> 
  <RLEI_1>786</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="382" max="595">
- <resources>
  <RELE_0>898</RELE_0> 
  <RFUE_0>1298</RFUE_0> 
  <RWAT_0>698</RWAT_0> 
  <RWAS_0>1098</RWAS_0> 
  <RFRE_0>1298</RFRE_0> 
  <RHOL_1>398</RHOL_1> 
  <RPAS_0>1298</RPAS_0> 
  <ROFF_0>5165</ROFF_0> 
  <RHOT_0>219</RHOT_0> 
  <RIN1_0>5165</RIN1_0> 
  <RIN2_0>5165</RIN2_0> 
  <RIN3_0>5165</RIN3_0> 
  <RAGR_0>1298</RAGR_0> 
  <RRET_1>1190</RRET_1> 
  <RLEI_1>1062</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="596" max="1075">
- <resources>
  <RELE_0>1138</RELE_0> 
  <RFUE_0>1538</RFUE_0> 
  <RWAT_0>938</RWAT_0> 
  <RWAS_0>1338</RWAS_0> 
  <RFRE_0>1538</RFRE_0> 
  <RHOL_1>638</RHOL_1> 
  <RPAS_0>1538</RPAS_0> 
  <ROFF_0>8525</ROFF_0> 
  <RHOT_0>315</RHOT_0> 
  <RIN1_0>8525</RIN1_0> 
  <RIN2_0>8525</RIN2_0> 
  <RIN3_0>8525</RIN3_0> 
  <RAGR_0>1538</RAGR_0> 
  <RRET_1>2150</RRET_1> 
  <RLEI_1>1490</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="1076" max="1397">
- <resources>
  <RELE_0>1299</RELE_0> 
  <RFUE_0>1699</RFUE_0> 
  <RWAT_0>1099</RWAT_0> 
  <RWAS_0>1499</RWAS_0> 
  <RFRE_0>1699</RFRE_0> 
  <RHOL_1>799</RHOL_1> 
  <RPAS_0>1699</RPAS_0> 
  <ROFF_0>10779</ROFF_0> 
  <RHOT_0>379</RHOT_0> 
  <RIN1_0>10779</RIN1_0> 
  <RIN2_0>10779</RIN2_0> 
  <RIN3_0>10779</RIN3_0> 
  <RAGR_0>1699</RAGR_0> 
  <RRET_1>2794</RRET_1> 
  <RLEI_1>2450</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="1398" max="1682">
- <resources>
  <RELE_0>1441</RELE_0> 
  <RFUE_0>1841</RFUE_0> 
  <RWAT_0>1241</RWAT_0> 
  <RWAS_0>1641</RWAS_0> 
  <RFRE_0>1841</RFRE_0> 
  <RHOL_1>941</RHOL_1> 
  <RPAS_0>1841</RPAS_0> 
  <ROFF_0>12774</ROFF_0> 
  <RHOT_0>436</RHOT_0> 
  <RIN1_0>12774</RIN1_0> 
  <RIN2_0>12774</RIN2_0> 
  <RIN3_0>12774</RIN3_0> 
  <RAGR_0>1841</RAGR_0> 
  <RRET_1>3364</RRET_1> 
  <RLEI_1>3094</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="1683" max="2185">
- <resources>
  <RELE_0>1693</RELE_0> 
  <RFUE_0>2093</RFUE_0> 
  <RWAT_0>1493</RWAT_0> 
  <RWAS_0>1893</RWAS_0> 
  <RFRE_0>2093</RFRE_0> 
  <RHOL_1>1193</RHOL_1> 
  <RPAS_0>2093</RPAS_0> 
  <ROFF_0>16295</ROFF_0> 
  <RHOT_0>537</RHOT_0> 
  <RIN1_0>16295</RIN1_0> 
  <RIN2_0>16295</RIN2_0> 
  <RIN3_0>16295</RIN3_0> 
  <RAGR_0>2093</RAGR_0> 
  <RRET_1>4370</RRET_1> 
  <RLEI_1>3664</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="2186" max="4751">
- <resources>
  <RELE_0>2976</RELE_0> 
  <RFUE_0>3376</RFUE_0> 
  <RWAT_0>2776</RWAT_0> 
  <RWAS_0>3176</RWAS_0> 
  <RFRE_0>3376</RFRE_0> 
  <RHOL_1>2476</RHOL_1> 
  <RPAS_0>3376</RPAS_0> 
  <ROFF_0>34257</ROFF_0> 
  <RHOT_0>1050</RHOT_0> 
  <RIN1_0>34257</RIN1_0> 
  <RIN2_0>34257</RIN2_0> 
  <RIN3_0>34257</RIN3_0> 
  <RAGR_0>3376</RAGR_0> 
  <RRET_1>9502</RRET_1> 
  <RLEI_1>4670</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="4752" max="6171">
- <resources>
  <RELE_0>3686</RELE_0> 
  <RFUE_0>4086</RFUE_0> 
  <RWAT_0>3486</RWAT_0> 
  <RWAS_0>3886</RWAS_0> 
  <RFRE_0>4086</RFRE_0> 
  <RHOL_1>3186</RHOL_1> 
  <RPAS_0>4086</RPAS_0> 
  <ROFF_0>44197</ROFF_0> 
  <RHOT_0>1334</RHOT_0> 
  <RIN1_0>44197</RIN1_0> 
  <RIN2_0>44197</RIN2_0> 
  <RIN3_0>44197</RIN3_0> 
  <RAGR_0>4086</RAGR_0> 
  <RRET_1>12342</RRET_1> 
  <RLEI_1>9802</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="6172" max="7430">
- <resources>
  <RELE_0>4315</RELE_0> 
  <RFUE_0>4715</RFUE_0> 
  <RWAT_0>4115</RWAT_0> 
  <RWAS_0>4515</RWAS_0> 
  <RFRE_0>4715</RFRE_0> 
  <RHOL_1>3815</RHOL_1> 
  <RPAS_0>4715</RPAS_0> 
  <ROFF_0>53010</ROFF_0> 
  <RHOT_0>1586</RHOT_0> 
  <RIN1_0>53010</RIN1_0> 
  <RIN2_0>53010</RIN2_0> 
  <RIN3_0>53010</RIN3_0> 
  <RAGR_0>4715</RAGR_0> 
  <RRET_1>14860</RRET_1> 
  <RLEI_1>12642</RLEI_1> 
  </resources>
  </citizenrange>
- <citizenrange min="7431" max="11619">
- <resources>
  <RELE_0>6410</RELE_0> 
  <RFUE_0>6810</RFUE_0> 
  <RWAT_0>6210</RWAT_0> 
  <RWAS_0>6610</RWAS_0> 
  <RFRE_0>6810</RFRE_0> 
  <RHOL_1>5910</RHOL_1> 
  <RPAS_0>6810</RPAS_0> 
  <ROFF_0>82333</ROFF_0> 
  <RHOT_0>2424</RHOT_0> 
  <RIN1_0>82333</RIN1_0> 
  <RIN2_0>82333</RIN2_0> 
  <RIN3_0>82333</RIN3_0> 
  <RAGR_0>6810</RAGR_0> 
  <RRET_1>23238</RRET_1> 
  <RLEI_1>15160</RLEI_1> 
  </resources>
  </citizenrange>
  </consumption>
- <pricelevels>
- <verylow>
  <percent>3</percent> 
  </verylow>
- <low>
  <percent>2</percent> 
  </low>
- <medium>
  <percent>1</percent> 
  </medium>
- <high>
  <percent>0.5</percent> 
  </high>
- <veryhigh>
  <percent>0.33</percent> 
  </veryhigh>
  </pricelevels>
  </resources>
You do not have the required permissions to view the files attached to this post.

User avatar
Mr.Mouse
Site Admin
Posts: 4041
Joined: Wed Jan 15, 2003 6:45 pm
Location: Dungeons of Doom
Has thanked: 412 times
Been thanked: 561 times
Contact:

Re: Cities XL .PAK files

Post by Mr.Mouse » Thu Jun 25, 2009 9:32 am

http://www.xentax.com ;)

I've also added you to the team list, btw : http://www.xentax.com/?page_id=106

jenx
n00b
Posts: 16
Joined: Fri Jul 03, 2009 10:26 am
Has thanked: 2 times
Been thanked: 9 times

Re: Cities XL .PAK files

Post by jenx » Tue Jul 28, 2009 6:10 pm

Bugtest your a bloody legend mate thanks a million for that script...

All textures and sounds successfully extracted 8D

Still waiting on my damn key for this game though... really want to try it out :[

-jenx

Zipslow
n00b
Posts: 11
Joined: Fri Aug 07, 2009 12:25 pm
Has thanked: 2 times

Re: Cities XL .PAK files

Post by Zipslow » Fri Aug 07, 2009 2:56 pm

Thanks, nice work....

However, it doesn't seem to work on the big 'all_sgbin.pak' file.
offset filesize filename
------------------------------
24c13670 841357 data/gfx/building/b_ressource_t1.sgbin

Error: the compressed zlib/deflate input is wrong or incomplete
Any fixes?

User avatar
aluigi
VVIP member
VVIP member
Posts: 1917
Joined: Thu Dec 08, 2005 12:26 pm
Location: www.ZENHAX.com
Has thanked: 4 times
Been thanked: 644 times
Contact:

Re: Cities XL .PAK files

Post by aluigi » Fri Aug 07, 2009 3:29 pm

do the following:
- open citiesxl.bms with notepad
- add the following string "before" the clog command at the end like in the following example:

Code: Select all

print "%DUMMY% %ZSIZE% %SIZE%"
    clog NAME OFFSET ZSIZE SIZE
- now launch the tool as usual (although would be faster to do it with the -l for listing the files) and then paste here the content of the quickbms output for the last files so I can verify it.

Post Reply