The Original Forum. Game archives, full of resources. How to open them? Get help here.
-
AlphaTwentyThree
- double-veteran

- Posts: 985
- Joined: Mon Aug 24, 2009 10:55 pm
- Has thanked: 75 times
- Been thanked: 644 times
Post
by AlphaTwentyThree » Tue Jun 01, 2010 4:15 pm
PC version isn't big endian and of course the audio files aren't xma - so just use this script:
Code: Select all
# extracts *.baf archives from Blur (PC version)
# (c) 06-2010 by Alpha23
idstring BANK
goto 0x4
get INFOSTART long
get DUMMY long
get FILES long
goto INFOSTART
for i = 0 < FILES
savepos MYOFF
getDstring TYPE 4
get INFOLENGTH long
get UNKNOWN long
getDstring NAME 0x20
get OFFSET long
get SIZE long
log NAME OFFSET SIZE
math MYOFF += INFOLENGTH
goto MYOFF
next i
Last edited by
AlphaTwentyThree on Tue Jun 01, 2010 4:26 pm, edited 2 times in total.
-
AlphaTwentyThree
- double-veteran

- Posts: 985
- Joined: Mon Aug 24, 2009 10:55 pm
- Has thanked: 75 times
- Been thanked: 644 times
Post
by AlphaTwentyThree » Tue Jun 01, 2010 4:21 pm
aluigi wrote:ops sorry my fault, I compared SIZE with the aligned size of ZSIZE and forgot to compare it with the original ZSIZE

updated version 0.2.2 (the last? maybe)
THANKS - terrific!

-
btlncn
- ultra-n00b
- Posts: 5
- Joined: Mon Aug 31, 2009 3:17 am
Post
by btlncn » Tue Jun 01, 2010 6:15 pm
TwentyThree have you found the texture files for the cars, I can't seem to find them and thus I'm assumming they are bundled in the .model files.
-
qwerty
- advanced
- Posts: 54
- Joined: Tue Mar 30, 2010 11:00 pm
- Been thanked: 2 times
Post
by qwerty » Mon Jun 14, 2010 10:12 am
aluigi wrote:ops sorry my fault, I compared SIZE with the aligned size of ZSIZE and forgot to compare it with the original ZSIZE

updated version 0.2.2 (the last? maybe)
I extracted root.pak from pc version of blur and get 3388 files, with total of 131841695 bytes.
root.pak is 559652864 bytes long. biggest extracted file is 65536 bytes. maybe compressed files are chunked?
ps: quickbms - ver. 0.4.5; blur.bms - ver. 0.2.2
ps2: same issue with other .pak files
-
aluigi
- VVIP member

- Posts: 1917
- Joined: Thu Dec 08, 2005 12:26 pm
- Location: www.ZENHAX.com
- Has thanked: 4 times
- Been thanked: 650 times
-
Contact:
Post
by aluigi » Mon Jun 14, 2010 3:46 pm
if you receive the request of overwriting files with the same name then yes it could be, if you receive no request means that it's all ok as is (for example they could be chunked but the engine handles them as single files)
-
qwerty
- advanced
- Posts: 54
- Joined: Tue Mar 30, 2010 11:00 pm
- Been thanked: 2 times
Post
by qwerty » Wed Jun 16, 2010 11:47 am
rewrited aluigi's script.
sorry, no longer xbox360 support, but now extracts "full" files from pc-version PAKs
Code: Select all
getdstring SIGN 4
if SIGN != "2KAP"
print "Unsupported archive type"
cleanexit
endif
get VERSION long
if VERSION != 2
print "Unsupported archive version"
cleanexit
endif
get MYALIGN long
get DUMMY long
get COMP_TYPE byte
goto MYALIGN
get NAMES_SIZE long
savepos OFFSET
encryption xor "VXo40j3@$%\\%`x"
log MEMORY_FILE OFFSET NAMES_SIZE
encryption "" ""
math OFFSET += NAMES_SIZE
math OFFSET x= MYALIGN
goto OFFSET
get FILES long
get FILES_SIZE long
for i = 0 < FILES
get DUMMY long
get NAME_OFF long
get DUMMY long
get SIZE long
get TIMESTAMP longlong
get OFFSET longlong
get DUMMY long
get ZSIZE long
if COMP_TYPE == 2
getdstring DUMMY 0x18
endif
goto NAME_OFF MEMORY_FILE
get NAME string MEMORY_FILE
if OFFSET != -1
math OFFSET *= MYALIGN
savepos TMP
goto OFFSET
if COMP_TYPE == 4
log MEMORY_FILE2 0 0
append
get CHUNK_SIZE long
comtype deflate
math CHUNKS = SIZE
math CHUNKS x= CHUNK_SIZE
math CHUNKS /= CHUNK_SIZE
for j = 0 < CHUNKS
get ZSIZE long
savepos OFFSET
clog MEMORY_FILE2 OFFSET ZSIZE CHUNK_SIZE
math OFFSET += ZSIZE
goto OFFSET
next j
append
log NAME 0 SIZE MEMORY_FILE2
elif COMP_TYPE == 2
comtype zlib
clog NAME OFFSET ZSIZE SIZE
elif COMP_TYPE == 1
log NAME OFFSET SIZE
endif
savepos OFFSET
goto TMP
endif
next i
-
Roofel
- ultra-n00b
- Posts: 1
- Joined: Wed Jun 16, 2010 6:09 pm
Post
by Roofel » Wed Jun 16, 2010 7:44 pm
Know what "filetype" the extracted "music" is? Been trying to play it with VLC, checking for any signs of what it can be but cant find anything... Would really love some feedback on that

-
RoadTrain
- advanced
- Posts: 54
- Joined: Wed Dec 12, 2007 5:57 pm
- Location: Pskov, Russia
- Has thanked: 29 times
- Been thanked: 4 times
Post
by RoadTrain » Sun Sep 12, 2010 12:59 am
I got errors about deflate when unpacking shaders-speed.pak.
Can anyone help me with this issue?
-
Fenris93
- advanced
- Posts: 46
- Joined: Mon Jul 19, 2010 11:51 pm
- Been thanked: 1 time
Post
by Fenris93 » Fri Nov 05, 2010 12:35 pm
Someone knows how to pack again the .pak file? Thanks!
-
Jurko
- veteran
- Posts: 86
- Joined: Fri Jan 22, 2010 2:35 pm
- Has thanked: 1 time
- Been thanked: 3 times
Post
by Jurko » Thu Mar 10, 2011 8:41 pm
Can someone update script for this file. Is different as original gamedata.pak. Please hurry.
Code: Select all
http://www.multiupload.com/EQD16C4N59
-
Jurko
- veteran
- Posts: 86
- Joined: Fri Jan 22, 2010 2:35 pm
- Has thanked: 1 time
- Been thanked: 3 times
Post
by Jurko » Fri Mar 11, 2011 8:28 pm
Thanks, aluigi. This file is from PC version
