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 Post subject: Re: Dying Light PAK
PostPosted: Thu Feb 19, 2015 11:38 am 

Joined: Thu Feb 19, 2015 6:15 am
Posts: 2
Uh.. maybe?


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 Post subject: Re: Dying Light PAK
PostPosted: Mon May 23, 2016 1:36 am 

Joined: Mon May 23, 2016 1:09 am
Posts: 9
aluigi wrote:
Could someone post one of these rpack archives?

hello,aluigi
http://www.megafileupload.com/fb82/Dying_Light.zip


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 Post subject: Re: Dying Light PAK
PostPosted: Fri May 27, 2016 7:00 pm 

Joined: Mon May 23, 2016 1:09 am
Posts: 9
alexchap wrote:
aluigi wrote:
Could someone post one of these rpack archives?

hello,aluigi
http://www.megafileupload.com/fb82/Dying_Light.zip


Why would someone do not answer!!??


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 Post subject: Re: Dying Light PAK
PostPosted: Sat May 28, 2016 5:44 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7120
Script 0.3:
http://aluigi.org/bms/dying_light.bms


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 Post subject: Re: Dying Light PAK
PostPosted: Sun May 29, 2016 3:22 am 

Joined: Mon May 23, 2016 1:09 am
Posts: 9
aluigi wrote:

Very Thanks for your help,
exteact .rpack file to Some .dat and tiff file!

Ability to extract this archive script-animated-image and there ..?
sorry my bad english
you best


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 Post subject: Re: Dying Light PAK
PostPosted: Sun May 29, 2016 8:13 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7120
Don't know how to help you. The script is "as-is".


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 Post subject: Re: Dying Light PAK
PostPosted: Sun May 29, 2016 2:53 pm 

Joined: Mon May 23, 2016 1:09 am
Posts: 9
aluigi wrote:
Don't know how to help you. The script is "as-is".

dear aluigi,i want to extract and inject texture file in to this archive,
how to extract texture on this archive?


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 Post subject: Re: Dying Light PAK
PostPosted: Sun May 29, 2016 3:30 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7120
The script extracts everything is referenced in the archive so the texture or any other file is in your output folder.
Unfortunately that's the max I can help.


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 Post subject: Re: Dying Light PAK
PostPosted: Sun May 29, 2016 4:50 pm 

Joined: Mon May 23, 2016 1:09 am
Posts: 9
thanks,


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 Post subject: Re: Dying Light PAK
PostPosted: Sun Sep 10, 2017 3:25 pm 

Joined: Sat Jul 16, 2016 2:41 pm
Posts: 10
lostprophet wrote:
Just use the same programs someone created for Dead Island, they work perfectly for Dying Light too.

DeadIsland BIN Editor (https://www.dropbox.com/s/mxw1vfs6f9zlc ... ndBIN.7z?m)
CRC fix for .pak files (https://www.dropbox.com/s/7py1gwzjct7xhh7/fixzip-r3.zip)

1. Use the bin editor to convert the bin files to txt (drag and drop)
2. Translate
3. Repack (drag and drop the txt files on the bin editor exe, make sure the original .bin file and the .txt file are in the same directory)
4. Rename the DataEn.bin file to DataEn.zip
5. Drag the modified .bin files on the zip file, to repack them (use WinRAR for this)
6. Use the "CRC fix" to "fix" the DataEn.pak file, so the game uses it and doesn't throw an error.
Like this (the original DataEn.pak and DataEn.zip have to be in the same directory!):
Gibbed.DeadIsland.FixZip.exe -v -o "DataEn.pak" "DataEn.zip" "DataEn_modified.pak"
7. Rename "DataEn_modified.pak" to "DataEn.pak"and copy it back to the Dying Light folder, overwriting the original.




I Dont understand to using CRC FIX... can you Teach me???

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