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Smackdown vs Raw 2007 pac files - Byte Pair Encoding
- plodtrew
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Smackdown vs Raw 2007 pac files - Byte Pair Encoding
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
Please do post a file, that makes life a little easier for investigatorsplodtrew 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.
- plodtrew
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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.
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.
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.
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.
- plodtrew
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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.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?
- plodtrew
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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.Silver wrote: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.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?

