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The Getaway .PAK

Posted: Tue May 10, 2016 3:34 pm
by RacingFreak
This has been requested before, alas for the music only~

Although I don't think someone might look into it, but here is the PACK_EE.PAK (560MB, if someone tells me how, I can split it).

This might be useful: http://code.openhub.net/file?fid=RK8iuv ... ed=true#L0

viewtopic.php?f=21&t=4442

Thanks in advance. The game might be old, but the car models and the recreation of London are on very realistic levels, even to today's standards in my opinion.

Re: The Getaway .PAK

Posted: Sat Jun 10, 2017 10:25 pm
by DentistGuba
Hey RacingFreak, watched all your YouTube Getaway vids.

Not sure if you spotted this other forum with almost the same name as this one haha, aluigi over there wrote a script to unpack the .pak:
http://zenhax.com/viewtopic.php?t=2625

Been checking out the contents of EE/BigFiles after using that, inside there are a bunch of files with names like "00002b1e.por". The .por doesn't really mean anything, just the first three letters from the data, guessing the number part is the offset from the archive.

Trying to figure out mesh format, looks like this:



6D 6F 64 65 6C 00 00 00 "model" header


A0 00 00 00 20 67 23 00 Some kind of generic parameters for "model" container? (40 byte fixed length)
00 00 00 00 6B BF 67 43
00 00 00 00 87 14 6D 43
A3 0E 1C 0C 07 00 09 00
01 00 00 CD 00 00 00 00

00 80 02 69
07 00 1C 0C Beginning of sub-mesh/element, thought 02 in tag meant 'two vertices' from similarity with next tag but first byte after tag (07) always matches vert number in next tag so this fixed length block (12 byte) must be some sub-mesh properties
08 00 CD CD 00 00 00 00


02 80 07 69
00 7D 00 7D Vertices - third byte in tag should be count. Seems to divide into 7 x 6 bytes here but other models divide into 8 or 9 so must be something i'm missing
00 00 00 83 00 7D 00 00
00 7D 43 5C 00 00 00 83
43 5C 00 00 00 7D 43 5C
00 00 00 83 00 00 00 00
00 7D 00 00 00 00 00 00


01 80 07 6A
00 00 80 00 Normal - 7 x 3(3x1 byte) with zero padding keeping 8 byte alignment, ps2 is 64bit
00 80 01 00 81 00 00 81
00 00 80 00 00 81 01 00
81 00 00 00 00 00 00 00


00 80 07 65
3E 00 00 00 UV - 7 x 4(2x2 byte)
33 03 00 00 3E 00 8C 04
33 03 8C 04 3E 00 8C 04
33 03 EB 00 3E 00 EB 00



Guessed the normals and UV would be the same as God Of War - FurryFan found the same two 4 byte tags there, vertices seem to have '69' instead of '6D' in tag, maybe devs were feeling naughty.
viewtopic.php?f=16&p=68272#p68272