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 Post subject: Dying Light PAK
PostPosted: Tue Jan 27, 2015 3:23 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
Hi All,

Having some trouble to repack files(game does not start after that) from DL game just came out. It looks like normal zip, but .....
Or game checking CRC not sure in this case...

Code:
https://dl.dropboxusercontent.com/u/38234344/DL_paks.rar


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 Post subject: Re: Dying Light PAK
PostPosted: Tue Jan 27, 2015 3:48 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
i guess there is some check crc or something... I cannot figure it out.. Ekey is good for this things??? :)


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 Post subject: Re: Dying Light PAK
PostPosted: Tue Jan 27, 2015 4:23 pm 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 714
http://aluigi.altervista.org/papers/bms/zip.bms

works fine


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 Post subject: Re: Dying Light PAK
PostPosted: Tue Jan 27, 2015 4:47 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
Ekey wrote:
http://aluigi.altervista.org/papers/bms/zip.bms

works fine



well how do you repack mate ? To make sure game still works.. Extract never was a problem...


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 Post subject: Re: Dying Light PAK
PostPosted: Tue Jan 27, 2015 8:44 pm 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 714
You already know the answer to this question > QuickBMS readme > Section 3 - for reimporting files.


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 Post subject: Re: Dying Light PAK
PostPosted: Tue Jan 27, 2015 8:51 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
Ekey wrote:
You already know the answer to this question > QuickBMS readme > Section 3 - for reimporting files.



yes but need to be same filesize which is not good. I will test this but it does not make a different really, since you cannot re-import it with bigger files :(

EDIT: Tested game does not start if you reimport. Eeven change 1 byte game wont start


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 Post subject: Re: Dying Light PAK
PostPosted: Wed Jan 28, 2015 12:20 am 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 714
Well, seems it's CRC. I don't have game and can't check it.


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 Post subject: Re: Dying Light PAK
PostPosted: Wed Jan 28, 2015 6:35 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
ok thx sorted


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 Post subject: Re: Dying Light PAK
PostPosted: Wed Jan 28, 2015 7:36 pm 

Joined: Thu Sep 04, 2014 9:34 pm
Posts: 12
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.


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 Post subject: Re: Dying Light PAK
PostPosted: Wed Jan 28, 2015 7:38 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
Also found fonts...

Image


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 Post subject: Re: Dying Light PAK
PostPosted: Wed Jan 28, 2015 7:45 pm 

Joined: Thu Sep 04, 2014 9:34 pm
Posts: 12
michalss wrote:
Also found fonts...

Image

Are they editable? I'm missing some characters in Hungarian and want to modify some others we don't use.


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 Post subject: Re: Dying Light PAK
PostPosted: Wed Jan 28, 2015 7:54 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
yes it is but hard way... I have no time to write some tools im afraid... :(... I have just binary template and headers... Also not sure if i found all of them yet anyway... I will test it i guess over weekend


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 Post subject: Re: Dying Light PAK
PostPosted: Sun Feb 01, 2015 1:04 pm 
User avatar

Joined: Fri Oct 24, 2014 2:55 pm
Posts: 76
People. Where are the fonts ??? And the you can edit them ???

_________________
UALT - Ukrainian Localize Team.


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 Post subject: Re: Dying Light PAK
PostPosted: Wed Feb 11, 2015 12:29 pm 

Joined: Mon Nov 03, 2014 5:51 am
Posts: 6
menu_common_PC.rpack file looks like almost same as Dead Island.
there are many names of file, and DXT5 files without header.


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 Post subject: Re: Dying Light PAK
PostPosted: Fri Feb 13, 2015 8:55 am 
Site Admin
User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 6673
FYI, an user reported that rp5l (https://github.com/hhrhhr/rp5l) doesn't work with the rpack archives of this game.
So the format probably sligthly changed.


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 Post subject: Re: Dying Light PAK
PostPosted: Fri Feb 13, 2015 4:36 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
aluigi wrote:
FYI, an user reported that rp5l (https://github.com/hhrhhr/rp5l) doesn't work with the rpack archives of this game.
So the format probably sligthly changed.



Well i was trying to make a tool but that format is joke :(


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 Post subject: Re: Dying Light PAK
PostPosted: Fri Feb 13, 2015 5:41 pm 
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User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 6673
Any luck maybe with http://svn.gib.me/builds/chrome/ ?


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 Post subject: Re: Dying Light PAK
PostPosted: Fri Feb 13, 2015 7:19 pm 

Joined: Sun Aug 10, 2014 12:49 pm
Posts: 241
aluigi wrote:
Any luck maybe with http://svn.gib.me/builds/chrome/ ?



No this is for pak fix...


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 Post subject: Re: Dying Light PAK
PostPosted: Thu Feb 19, 2015 6:21 am 

Joined: Thu Feb 19, 2015 6:15 am
Posts: 2
Code:
//--------------------------------------
//--- 010 Editor v6.0.1 Binary Template
//
// File: Dying Light .rpack files
// Author:MiRiKan, refer to Gibbed
// Revision:0.1
// Purpose:To decrypt Dying Light .rpack files
//--------------------------------------
LittleEndian();

local uint i, pos, pos2;

char header[3] <open=suppress>;
char identity;
uint version;
uint flages;
uint dataCount;
uint typeCount;
uint nameCount;
uint nameDataSize;
uint entryCount;
uint Alignment;

struct typeHeaders{
    for (i = 0; i < typeCount; i++){
        struct Deserialize1{
            uint Flage;
            uint Offset;
            uint UncompressedSize;
            uint CompressedSize;
            uint16 ResourceCount;
            uint16 unk;
        }F;
    }
}HEADER;

struct dataHeaders{
    for (i = 0; i < dataCount; i++){
        struct Deserialize2{
            uint Flags;
            uint Offset; //???? it was offset in chrome engine 5. But it looks something's changed now.
            uint UncompressedSize;
            uint CompressedSize;
        }D;
    }
}DATA;

struct entryHeaders{
    for (i = 0; i < entryCount; i++){
        struct Deserialize3{
            uint Flags;
            uint FirstNameIndex;
            uint FirstDataIndex;
        }D;
    }
}ENTRY;

pos = FTell();
struct Names{
    for (i = 0; i < nameCount; i++){
        struct FileName{
            uint Off;
            pos2 = FTell();
            FSeek(pos + (nameCount * 4) + Off);
            string name <open=suppress>;
            FSeek(pos2);
        }FN;
    }
}NAME;
FSeek(pos + (nameCount * 8));




refer to Gibbed, But something different.
Anyone know?


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 Post subject: Re: Dying Light PAK
PostPosted: Thu Feb 19, 2015 11:00 am 
Site Admin
User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 6673
Could someone post one of these rpack archives?


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