Red Dead Redemption .rpf converter/extractor

Post questions about game models here, or help out others!
revelation
mega-veteran
mega-veteran
Posts: 183
Joined: Mon May 12, 2008 5:15 pm
Has thanked: 5 times
Been thanked: 85 times

Re: Red Dead Redemption .rpf converter/extractor

Post by revelation » Tue May 31, 2011 4:59 am

Image

Still a few things i am looking into regarding the shader groups, and then textures should be visible, but i finally got around to implementing the basics i needed for models so that i could test more of the other areas i am investigating.

User avatar
Tosyk
double-veteran
double-veteran
Posts: 936
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 226 times
Been thanked: 107 times
Contact:

Re: Red Dead Redemption .rpf converter/extractor

Post by Tosyk » Tue May 31, 2011 5:31 am

i must admit your great work, revelation, keep it going and thank you
Thank you for all you do here
my blog | my forum

gamerzworld
ultra-n00b
Posts: 9
Joined: Sun May 22, 2011 6:41 am

Re: Red Dead Redemption .rpf converter/extractor

Post by gamerzworld » Tue May 31, 2011 12:04 pm

:o Awesome job man! I do hope your planing to release your work when your done. I have a friend who is an artist who would love to get a hold of the models and textures and personally I'd love the chance to grab the audio since the soundtrack omits a good number of songs from the game. Any chance you could take a quick look at Rockstar Table Tennis and MCLA also? They both use RAGE and RPFs.

Here is some research that has been done on the Table Tennis RPFs

Code: Select all

+-----------------------------------+
|         Rage Package File         |
+-----------------------------------+
|      By Ac_K, UZI-I & ParoXum     |
+-----------------------------------+


+--------+
| Header |
+--------+
0x00 - 4 byte - CHAR[4]   - FourCC, Always "RPF0".
0x04 - 2 byte - WORD      - Unknow (Certainly a padding ?).
0x06 - 2 byte - BYTE      - Unknow (0x00 or 0x01).
0x08 - 2 byte - BYTE      - Number of entry + 1 (for actual file).

+-----------------------------+
| Declaration Positions/Names |
+-----------------------------+
0x800 - 4 byte - UNK      - Always 0x00 0x80.
0x804 - 4 byte - UNK      - Always 0x01 0x00.
0x808 - 2 byte - BYTE     - Number of entry (Files positions ?).
0x80C - 2 byte - BYTE     - Number of entry (Files names ?).

+-------------------------+
| Positions (on 16 Bytes) |
+-------------------------+
0x810 - 4 byte - BYTE     - Text position after the " / " ( " / " is after all the position).
0x814 - 4 byte - WORD     - File Offset (number of "block").
0x818 - 4 byte - DWORD    - Unknow (Certainly file size ?).
0x81C - 4 byte - DWORD    - Unknow (Equal to 0x818 in different RPF).

The next file is on the next 16 bytes.
The second next file is on the next 16 bytes.
Etc...

+-------+
| Names |
+-------+
The names begin after all position.
For reconize the begin of the names, the / and the byte 0x00 is present.
After, the names are separate by 0x00.

+-------+
| Files |
+-------+
Writing on as padding (block ?) to 2048 Bytes likely 0x1000, 01800, etc...

The different formats :

- *.anim          // animation array file
- *.bnd           // collisions
- *.cfg           // config basic file
- *.cm            // camera coordinates ?
- *.data          // -Unknow
- *.dds           // directx texture format
- *.dynamic       // -Unknow
- *.fx            // compiled universal shaders
- *.fxc           // another shader ?
- *.levelfx       // -Unknow
- *.list          // dictionnaries ?
- *.mesh          // 3D models
- *.mtl           // common material extension file
- *.phys          // -Unknow
- *.png           // universal image format
- *.rmtpx         // effects/particles files
- *.skel          // skeleton files
- *.sps           // shader libraries ?
- *.static        // Sound Bank
- *.strtbl        // Boot Screen
- *.sva           // -Unknow (Diffuse Texture?)
- *.td            // Sound Bank
- *.txt           // text, motd ?
- *.xeck          // -Unknow (Sounds?)
- *.xml           // input text files / ai files ?
- and other not discovery





 char  szFourCC[4];
 int  	iUnknow1;
 DWORD  dwFilesNumber1;
 char  szPadding1[2036];
 int  	iUnknow2;
 int  	iUnknow3;
 DWORD  dwFilesNumber2; // (x)
 DWORD  dwFilesNumber3; // (x)


And (Repeated 'x' time after the dwFilesNumber3):

CODE

 DWORD  dwStartNamePos;
 DWORD  dwPosition;
 DWORD  dwUnknow1;
 DWORD  dwUnknow2;

User avatar
pixeldamage
beginner
Posts: 29
Joined: Tue Oct 26, 2010 1:26 pm
Location: London UK
Has thanked: 4 times
Been thanked: 3 times
Contact:

Re: Red Dead Redemption .rpf converter/extractor

Post by pixeldamage » Sun Jun 05, 2011 6:32 pm

OMG! This is incredible. I've been looking at these pages and Project .black for ages, every week pretty much hoping, hoping. I can't believe you cracked it! Please please Revelations let us have access to your wisdom. I'm a 3d artist and it would be invaluable to me for research purposes. I'm actually building Armadillo in UDK and the environment assets would be really super cool to look at. I wish I had your knowledge/ability.

lUIGUIPIETRO
veteran
Posts: 87
Joined: Sat Mar 13, 2010 3:59 pm
Has thanked: 44 times
Been thanked: 2 times

Re: Red Dead Redemption .rpf converter/extractor

Post by lUIGUIPIETRO » Fri Jun 10, 2011 8:35 pm

There is some possibility that at least release the program to extract the textures?
Excelent work

User avatar
pixeldamage
beginner
Posts: 29
Joined: Tue Oct 26, 2010 1:26 pm
Location: London UK
Has thanked: 4 times
Been thanked: 3 times
Contact:

Re: Red Dead Redemption .rpf converter/extractor

Post by pixeldamage » Sun Jun 12, 2011 6:32 pm

It looks like he used a brute/force extractor called Noesis (in the screenshot). I tried searching online for it but couldn't find anything. Anyone else know how to brute force extract the textures?

lUIGUIPIETRO
veteran
Posts: 87
Joined: Sat Mar 13, 2010 3:59 pm
Has thanked: 44 times
Been thanked: 2 times

Re: Red Dead Redemption .rpf converter/extractor

Post by lUIGUIPIETRO » Mon Jun 13, 2011 6:22 pm

Revelation, How can open rdr2_layer0.rpf?
edit
ohhhh, sorry. I don´t see "PS3". Its a PS3's Hard Disk.
Señor Casaroja?
Last edited by lUIGUIPIETRO on Mon Jun 13, 2011 8:35 pm, edited 1 time in total.

Pepper
mega-veteran
mega-veteran
Posts: 278
Joined: Thu Apr 17, 2008 3:48 am
Has thanked: 47 times
Been thanked: 38 times

Re: Red Dead Redemption .rpf converter/extractor

Post by Pepper » Mon Jun 13, 2011 8:25 pm

pixeldamage wrote:It looks like he used a brute/force extractor called Noesis (in the screenshot). I tried searching online for it but couldn't find anything. Anyone else know how to brute force extract the textures?
http://oasis.xentax.com/index.php?content=downloads

Its right there. its never been a secret. the public release might not support rpf yet though.

lUIGUIPIETRO
veteran
Posts: 87
Joined: Sat Mar 13, 2010 3:59 pm
Has thanked: 44 times
Been thanked: 2 times

Re: Red Dead Redemption .rpf converter/extractor

Post by lUIGUIPIETRO » Wed Jun 15, 2011 9:33 pm

There is some progress with textures revelation?

alz
ultra-n00b
Posts: 2
Joined: Sun Jun 26, 2011 7:15 am

Re: Red Dead Redemption .rpf converter/extractor

Post by alz » Sun Jun 26, 2011 7:29 am

This is the first place I've found anything promising for peeking into the .rpf files! It'd be great to rummage through textures and audio files.

Here's some audio files from one of the .rpf files:
http://www.megaupload.com/?d=7QGEPHO7

My hard drive was overwritten accidentally a few months ago. I used a file recovery program to sift through the bits. I set it to find .mpg files and it found these 2 audio files. They're strings of dialogue that don't make much sense by themselves. If you're familiar with the story you'll recognize some lines, however.

Again, not sure how the recovery program picked out these bits. Maybe the physical space the original .rpf files were sitting in were half-over written with new files and allowed the program to pick through the .rpf debris?

lUIGUIPIETRO
veteran
Posts: 87
Joined: Sat Mar 13, 2010 3:59 pm
Has thanked: 44 times
Been thanked: 2 times

Re: Red Dead Redemption .rpf converter/extractor

Post by lUIGUIPIETRO » Mon Jun 27, 2011 7:35 am

I have not yet developed the tool. We all hope

alz
ultra-n00b
Posts: 2
Joined: Sun Jun 26, 2011 7:15 am

Re: Red Dead Redemption .rpf converter/extractor

Post by alz » Fri Aug 12, 2011 2:43 pm

Any development on this? Or at the very least, direction on brute force extraction of assets?

gamerzworld
ultra-n00b
Posts: 9
Joined: Sun May 22, 2011 6:41 am

Re: Red Dead Redemption .rpf converter/extractor

Post by gamerzworld » Fri Aug 12, 2011 5:30 pm

alz wrote:Any development on this? Or at the very least, direction on brute force extraction of assets?
I second this. I'd still love to get a look at the assets. I'm betting a number of things cut during development are still in the files.

User avatar
o0Crofty0o
mega-veteran
mega-veteran
Posts: 161
Joined: Wed Nov 17, 2010 2:57 pm
Location: Germany
Has thanked: 138 times
Been thanked: 50 times

Re: Red Dead Redemption .rpf converter/extractor

Post by o0Crofty0o » Mon Aug 22, 2011 6:20 pm

Awesome work on this o_O

Lyalenko
ultra-n00b
Posts: 5
Joined: Thu Aug 27, 2009 10:11 pm
Been thanked: 1 time

Re: Red Dead Redemption .rpf converter/extractor

Post by Lyalenko » Wed Sep 07, 2011 7:02 pm

Anyone work with rpf? Or it's dead

Post Reply