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Smackdown vs Raw 2007 pac files - Byte Pair Encoding

Read or post about compression. And decompression. Or ask questions how to decompress your files.
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Smackdown vs Raw 2007 pac files - Byte Pair Encoding

Post by plodtrew »

Hi. I'm trying to extract the textures from this file. Information gained from another thread in this forum, tells me that it is compressed using bpe. can somebody help me uncompress this archive. I can post the file if needed.
Last edited by plodtrew on Sun Jul 29, 2007 9:50 am, edited 1 time in total.
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Re: Smackdown vs Raw 2007 pac files - Bit Pair Encoding

Post by Mr.Mouse »

plodtrew wrote:Hi. I'm trying to extract the textures from this file. Information gained from another thread in this forum, tells me that it is compressed using bpe. can somebody help me uncompress this archive. I can post the file if needed.
Please do post a file, that makes life a little easier for investigators ;)
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Post by plodtrew »

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Post by Mr.Mouse »

Yeah , that should do.
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Post by plodtrew »

Thanks for your help. I've been trying to extract these texures ofr months with no success. I've managed to get some of the textures but they seem to be the textures from the create a wrestler mode and not of the in game superstars.

This is what I do, maybe it'll help in uncompressing the archive:

1. Make an image of the game on your cpu
2. Open the CH.PAC file. using AFS Explorer v.3.7. Click file - import AFS file from CD image. Just say yes to all the warnings that appear.
3. Scroll to the bottom of the file list until you come across the files called blank_255 onwards.
4. right click on these files and click on extract.
5. Rename the extracted files to have a "tm2" extension.
6. Open the tm2 file with game graphics studio and click on scan for graphic files.
7. The bigger tm2 files (around 100mb) should have about 3000 graphic files,you can extract these.

I have no idea how to put these into the game or wether they are used at all in the game. These textures seem to be repeated in few files.
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Post by Mr.Mouse »

Hmm, BPE stands for Byte Pair Encoding.. Perhaps others have alread dealt with this type of compression before?
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Post by plodtrew »

I've manage to extract the ch.pac file with rrunpack. i can also view the contents of the ch file with game extractor. It seems to have the same directory structure as the previous games but all the files have a bpe extension. Is seems all the textures and models are compressed in this manner.
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Post by john_doe »

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Post by plodtrew »

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Post by Silver »

viewtopic.php?t=2318&start=15

That was as far as I got. The decompressor messes up for an unknown reason but the initial chunk was decompressed.

In the second picture testa is the compresed source and testb is the data ran through the decompressor.
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Post by plodtrew »

Silver wrote:viewtopic.php?t=2318&start=15

That was as far as I got. The decompressor messes up for an unknown reason but the initial chunk was decompressed.

In the second picture testa is the compresed source and testb is the data ran through the decompressor.

I've searched the web and thats the only bpe decompressor I could find also. It also crashes for me. do you think a different compression algorythm was used in these files?
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Post by Silver »

plodtrew wrote:
Silver wrote:viewtopic.php?t=2318&start=15

That was as far as I got. The decompressor messes up for an unknown reason but the initial chunk was decompressed.

In the second picture testa is the compresed source and testb is the data ran through the decompressor.

I've searched the web and thats the only bpe decompressor I could find also. It also crashes for me. do you think a different compression algorythm was used in these files?
It does not crash for me. I got it to extract in blocks but after so many bytes it seemed to "mess up". It is more than likely crashing because the source is not correct. In my post I'm extracting from +16 Bytes from the BPE header.
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Post by plodtrew »

Silver wrote:
plodtrew wrote:
Silver wrote:viewtopic.php?t=2318&start=15

That was as far as I got. The decompressor messes up for an unknown reason but the initial chunk was decompressed.

In the second picture testa is the compresed source and testb is the data ran through the decompressor.

I've searched the web and thats the only bpe decompressor I could find also. It also crashes for me. do you think a different compression algorythm was used in these files?
It does not crash for me. I got it to extract in blocks but after so many bytes it seemed to "mess up". It is more than likely crashing because the source is not correct. In my post I'm extracting from +16 Bytes from the BPE header.
I see what you mean. I knocked 16 bytes from the header and it extracts part of the file. It extracts a few textures correctly then crashes. same with the yobj model files.
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Post by plodtrew »

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Post by plodtrew »

I've been told that a save state from pcsx2 the playstation emulator, should contain uncompressed versions of the bpe files. The problem is that I dont know how to identify the files in the savestate file. If i post it will somebody be able to help find the files?
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