Page 2 of 6
Re: Red Dead Redemption .rpf converter/extractor
Posted: Tue May 31, 2011 4:59 am
by revelation
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.
Re: Red Dead Redemption .rpf converter/extractor
Posted: Tue May 31, 2011 5:31 am
by Tosyk
i must admit your great work, revelation, keep it going and thank you
Re: Red Dead Redemption .rpf converter/extractor
Posted: Tue May 31, 2011 12:04 pm
by gamerzworld

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;
Re: Red Dead Redemption .rpf converter/extractor
Posted: Sun Jun 05, 2011 6:32 pm
by pixeldamage
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.
Re: Red Dead Redemption .rpf converter/extractor
Posted: Fri Jun 10, 2011 8:35 pm
by lUIGUIPIETRO
There is some possibility that at least release the program to extract the textures?
Excelent work
Re: Red Dead Redemption .rpf converter/extractor
Posted: Sun Jun 12, 2011 6:32 pm
by pixeldamage
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?
Re: Red Dead Redemption .rpf converter/extractor
Posted: Mon Jun 13, 2011 6:22 pm
by lUIGUIPIETRO
Revelation, How can open rdr2_layer0.rpf?
edit
ohhhh, sorry. I don´t see "PS3". Its a PS3's Hard Disk.
Señor Casaroja?
Re: Red Dead Redemption .rpf converter/extractor
Posted: Mon Jun 13, 2011 8:25 pm
by Pepper
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.
Re: Red Dead Redemption .rpf converter/extractor
Posted: Wed Jun 15, 2011 9:33 pm
by lUIGUIPIETRO
There is some progress with textures revelation?
Re: Red Dead Redemption .rpf converter/extractor
Posted: Sun Jun 26, 2011 7:29 am
by alz
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?
Re: Red Dead Redemption .rpf converter/extractor
Posted: Mon Jun 27, 2011 7:35 am
by lUIGUIPIETRO
I have not yet developed the tool. We all hope
Re: Red Dead Redemption .rpf converter/extractor
Posted: Fri Aug 12, 2011 2:43 pm
by alz
Any development on this? Or at the very least, direction on brute force extraction of assets?
Re: Red Dead Redemption .rpf converter/extractor
Posted: Fri Aug 12, 2011 5:30 pm
by gamerzworld
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.
Re: Red Dead Redemption .rpf converter/extractor
Posted: Mon Aug 22, 2011 6:20 pm
by HeliosAI
Awesome work on this o_O
Re: Red Dead Redemption .rpf converter/extractor
Posted: Wed Sep 07, 2011 7:02 pm
by Lyalenko
Anyone work with rpf? Or it's dead