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PostPosted: Tue Nov 10, 2020 10:45 pm 

Joined: Mon Feb 05, 2018 5:45 pm
Posts: 137
resources


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PostPosted: Wed Nov 11, 2020 1:15 pm 

Joined: Fri Nov 06, 2020 2:38 am
Posts: 2
spiritovod wrote:
@mouserat11: Usually this error means that the index has custom format, but looking at the offset value it's probably something different - for example, if you are using outdated UE4 script with some modern game (check latest UE4 script via my signature). Provide more info about the game or at least sample pak. Also, take a look at games with specific scripts from my base post, maybe it's one of them.

---------------------------------------------------------------

custom_extract script from custom_UE4_scripts bundle updated. It now properly works with all possible filters (before it actually worked only with extensions as filters, which I didn't notice), including unicode strings - for example, you can now find something like "Intérior" in filenames, considering that you're editing bms script in a unicode compatible editor.


Awesome the new script worked!! Thank you very much :D


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PostPosted: Wed Nov 11, 2020 3:34 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@TGGAMING: There is raw_extract script for PUBGM in custom_UE4_scripts bundle for a while, which works on all game versions, available at the moment. And while the proper way would be RE decryption scheme of the game to get normal index and filenames, I'm more interested in the naming pattern of UE4 assets in general. Generally speaking, you should deserialize all assets to "guess" their names correctly, but there is workaround, related to the way how assets are stored in paks. Though quickbms was not designed for such complex tasks, and I don't feel like creating standalone tool for that, because it will be tied to particular game(s).
For now my priority is to release generic raw_extract script for 4.25- games. It's more for research purposes though, since I doubt someone will actually use it.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Mon Nov 16, 2020 6:40 pm 

Joined: Thu Nov 21, 2019 2:24 pm
Posts: 26
maybe someone knows that oceanhorn 2 came out on nintendo switch.. written in unreal engine
Who knows how hard it is to unpack it? Maybe someone could take up this case


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PostPosted: Wed Nov 18, 2020 9:29 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@g3stapo: Took a look at the game, you can find results in this topic. If you don't know how to extract UE archives from switch games, you can find it here -> "How to extract paks from Switch games".

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You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Thu Nov 19, 2020 7:43 am 

Joined: Sun Jun 21, 2020 7:26 am
Posts: 4
@spiritovod: I know it sounds stupid, but can i use your script to reimport after Translate games?


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PostPosted: Thu Nov 19, 2020 12:16 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@anhsamac: No, UE4 scripts are not compatible with reimport modes, but you can find required info in my base post -> "How to repack assets back" part. It will not work for the games extracted with specific scripts though.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Thu Nov 19, 2020 12:49 pm 

Joined: Sat Nov 14, 2020 8:10 am
Posts: 3
Help extract files from the game. SK2
https://yadi.sk/d/YPGV4zWLpZE_2A


Last edited by mrtest on Thu Nov 19, 2020 2:33 pm, edited 1 time in total.

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PostPosted: Thu Nov 19, 2020 12:57 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@mrtest: You can find the key in the list via my signature. Aside from that the game has standard pak format, which is compatible with base UE4 bms script.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Thu Nov 19, 2020 2:32 pm 

Joined: Sat Nov 14, 2020 8:10 am
Posts: 3
spiritovod wrote:
@mrtest: You can find the key in the list via my signature. Aside from that the game has standard pak format, which is compatible with base UE4 bms script.

It works. thanks.


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PostPosted: Thu Nov 19, 2020 3:40 pm 

Joined: Thu Nov 21, 2019 2:24 pm
Posts: 26
spiritovod wrote:
@g3stapo: Took a look at the game, you can find results in this topic. If you don't know how to extract UE archives from switch games, you can find it here -> "How to extract paks from Switch games".

can you load the open archive and keys?


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PostPosted: Thu Nov 19, 2020 6:26 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@g3stapo: No, because nintendo is very sensitive to such things and forum can be easily DMCAed for posting that stuff directly. I've already provided link to the instruction - it's quite simple, except the link to prod keys is obfuscated to avoid their fast removal from hosting. Still, you shouldn't guess anything, all required info is written there.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Thu Nov 19, 2020 7:57 pm 

Joined: Thu Nov 21, 2019 2:24 pm
Posts: 26
spiritovod wrote:
@g3stapo: No, because nintendo is very sensitive to such things and forum can be easily DMCAed for posting that stuff directly. I've already provided link to the instruction - it's quite simple, except the link to prod keys is obfuscated to avoid their fast removal from hosting. Still, you shouldn't guess anything, all required info is written there.

ok, you can just give the keys then?
you write in the instructions using yuzu, but you have the wrong key in prod.keys.. so it doesn't work
which are needed in keys.ini and aes and I hope that's all


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PostPosted: Thu Nov 19, 2020 8:13 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@g3stapo: prod.keys file is correct and up-to-date, because I've checked the game files exactly with the same file. I don't know what you're doing, but definitely not according the instruction, because yuzu doesn't use keys.ini or something. And game archive is not encrypted, so you don't need any aes key for it either.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Thu Nov 19, 2020 8:28 pm 

Joined: Thu Nov 21, 2019 2:24 pm
Posts: 26
spiritovod wrote:
@g3stapo: prod.keys file is correct and up-to-date, because I've checked the game files exactly with the same file. I don't know what you're doing, but definitely not according the instruction, because yuzu doesn't use keys.ini or something. And game archive is not encrypted, so you don't need any aes key for it either.

i add game to yuzu
then add file prod.keys to folder ....\Roaming\yuzu\keys
turn on "Scan Subfolders" and the game is not detected


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PostPosted: Thu Nov 19, 2020 8:46 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@g3stapo: yuzu can detect roms even without keys file present. If it can't detect rom (nsp / xci), you're doing something wrong. Also, some combined roms (with included patches or DLCs) can't be extracted properly, but they will be detected properly anyway.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Thu Nov 19, 2020 9:56 pm 

Joined: Thu Nov 21, 2019 2:24 pm
Posts: 26
spiritovod wrote:
@g3stapo: yuzu can detect roms even without keys file present. If it can't detect rom (nsp / xci), you're doing something wrong. Also, some combined roms (with included patches or DLCs) can't be extracted properly, but they will be detected properly anyway.

I opened
why almost nothing opens? not one model does not open..
gives an error message
Code:
appMalloc: size=673709016 (total=4 Mbytes) <- FArray::Empty: 1101813033 x 24 <- TArray::Serialize: 0/0 <- FStaticMeshLODModel4<< <- TArray::Serialize: 1/6 <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'Corbin-Weapon-Club.Corbin-Weapon-Club', pos=331E, ver=518/0 (unversioned), game=ue4.25 <- UObject::EndLoad <- LoadWholePackage: /OH2/Content/Objects/Meshes/Corbin-Weapon-Club.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1380


and is not exported..

I saw that you wrote a non-standard format


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PostPosted: Thu Nov 19, 2020 10:11 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@g3stapo: Too many questions. Try to read already present info and learn things before asking something. I'll stop responding from now on, because it's not umodel support forum, nor yuzu/switch support forum.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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PostPosted: Mon Nov 23, 2020 12:08 am 

Joined: Fri Oct 09, 2015 1:41 am
Posts: 72
Anyone have the key for Godfall?

Image


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PostPosted: Mon Nov 23, 2020 1:18 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 251
@Ogoshi: Game files are not encrypted, just use latest UE4 script from my signature.

_________________
You can request AES keys on rin forums (the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post


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