hello,
I try to rip assets from MC4 (Modern Combat 4) Android.
I have already extracted the OBB data, now I have some data_# files:
data_1 - 506 MB
data_2 - 491 MB
data_3 - 763 MB
data_4 - 60 MB
data_5 - 2.2 MB
data_6 - 126 MB
They have no file extension. Are they .gla files? How do I extract them?
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Extract Gameloft data_1 files (MC4)
- cra0
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Re: Extract Gameloft data_1 files (MC4)
Most likely its in the gla format open it in a hex editor and have a lookSlandey wrote:hello,
I try to rip assets from MC4 (Modern Combat 4) Android.
I have already extracted the OBB data, now I have some data_# files:
data_1 - 506 MB
data_2 - 491 MB
data_3 - 763 MB
data_4 - 60 MB
data_5 - 2.2 MB
data_6 - 126 MB
They have no file extension. Are they .gla files? How do I extract them?
Re: Extract Gameloft data_1 files (MC4)
I got all files in .sobfs format. I tried to open them in hex and found them in random format like vox, bres, etc,.
So, I want to know how can I read and extract bres file?
So, I want to know how can I read and extract bres file?
- cra0
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- Posts: 438
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Re: Extract Gameloft data_1 files (MC4)
bres are the modelsjakkrit wrote:I got all files in .sobfs format. I tried to open them in hex and found them in random format like vox, bres, etc,.
So, I want to know how can I read and extract bres file?
some very very very old research
Code: Select all
// will define what I found
struct bdae_header {
int32 header_define; // BRES Header identifier
int16 byteorder; // BYTE ORDER (little endian/big)
int16 padding; // ususally like 00 however could change
int32 unknown_val; // could be version num
int32 filesize; // filesize
int32 unknown_val2; // ??
int32 unknown_val3; // always 32
int32 pointer1; // points to the start of the texture info each entry is sperated by 00 00 and not 00 alone
int32 pointer2; // end of texture shit start of data
int32 const_unknown1; // const 20 but could change
int32 const_unknown2; // const 24 but could change
int32 const_unknown3; // const 28 but could change
int32 pointer3; // same as pointer 2 points to the end of texture shit
int32 pointer4; // points to an unknown value after texture data
int32 pointer5; // points to some data after pointer4
int32 pointer6; // points to some data after pointer4
int32 pointer7; // points to some data after pointer5
int32 pointer8; // points to data unknown
int32 pointer9; // points to data unknown
int32 pointer10; // points to data unknown
int32 pointer11; // points 4 bytes after pointer 10 :/
int32 pointer12; // points to data unknown
int32 pointer13;
int32 pointer14;
int32 pointer15;
int32 pointer16;
int32 pointer17;
int32 pointer18;
int32 pointer19;
int32 pointer20;
int32 pointer21;
int32 pointer22;
int32 pointer23;
int32 pointer24;
int32 pointer25;
int32 pointer26;
int32 pointer27;
int32 pointer28;
int32 pointer29;
int32 pointer30;
int32 pointer31;
int32 pointer32; // facelist offset
int32 pointer33; // use this to find vertcount just offset 8 bytes from this
int32 pointer34;
int32 pointer35;
};
