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PostPosted: Tue Jun 12, 2018 7:10 pm 
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I had no interest in downloading 2Gb of file so I just got the first megabytes and the compression is oodle which may be the error you got since ZIP 4 was snappy or lz4 in other pak archives.
So make a screenshot of quickbms when it gives you the error.
Then what's the name of the game?


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PostPosted: Tue Jun 12, 2018 11:40 pm 

Joined: Thu Nov 16, 2017 7:11 pm
Posts: 39
Oh whoops. I gave you the wrong link. Here's a piece from the main PAK.

https://drive.google.com/open?id=1OzNmZTB9mM6YH8YMkdjmtNYdapicKjEp

Image

This is the error I'm getting.


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PostPosted: Wed Jun 13, 2018 1:25 pm 

Joined: Wed Jun 13, 2018 9:30 am
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Removed


Last edited by Software Bug on Sun Jun 17, 2018 8:05 am, edited 2 times in total.

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PostPosted: Sat Jun 16, 2018 8:45 am 
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Joined: Mon Aug 11, 2014 6:37 am
Posts: 50
tried to extract Farpoint ps4 PAK files.

script works fine, but loses 14% of the files:
Code:
- 10265 files found in 446 seconds
  coverage file 0    86%   22052930264 25457853478 . offset 00000005ed6803fa
and umodel says:
Code:
Pak F:\farpoint_vr_ps4\A0100\Image0\refuge\content\paks/pakchunk0-ps4.pak: 10265 files
Found 17412 game files (0 skipped)
is that okay? 86% is okay? will I lose some files?


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PostPosted: Sat Jun 16, 2018 12:38 pm 
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Over 3Gb of unparsed data in a 22Gb archive is a lot indeed but probably it depends by the game and the archive (aligned files with a big alignment maybe).
Maybe the archive has been "updated" and these 3Gb are the old unreferenced files, I doubt but who knows.
Both umodel and the script agree on the number of files so that's ok.

In case you are paranoid quickbms has a feature for debugging all the unparsed data, that pak file is really huge but if you want to try it anyway the option is -B and it will create a file called QUICKBMS_DEBUG_FILE that you can analyze with a hex editor.
You don't need to re-extract everything, just use:
Code:
quickbms.exe -B -0 unreal_tournament_4.bms F:\farpoint_vr_ps4\A0100\Image0\refuge\content\paks\pakchunk0-ps4.pak
If you do it, keep us update :)


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PostPosted: Sat Jun 16, 2018 12:59 pm 
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thanks Luigi!

I manage to deal with the debug process and got 3.3Gb QUICKBMS_DEBUG_FILE
Code:
- 10265 files found in 266 seconds
  coverage file 0    86%   22052930264 25457853478 . offset 00000005ed6803fa
what should I search for in this file with HEX?


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PostPosted: Sat Jun 16, 2018 1:01 pm 
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Great :D
The first thing to do is checking if there are lot of zeroes used for padding/alignment.
A simple way to do the test is using the "replace" feature of the hex editor and replacing all the bytes 0x00 with nothing, save the edited file with a new name and tell me its size.


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PostPosted: Sat Jun 16, 2018 2:40 pm 
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Joined: Sun Jun 03, 2018 5:10 am
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F13 AES key is probably not in the game files, as i found this:
Code:
https://steam.f13-services.illfonic.com:9111/v0/aes256/create
https://steam.f13-services.illfonic.com:9111/v0/aes256/retrieve


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PostPosted: Sun Jun 17, 2018 7:24 am 
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aluigi wrote:
Great :D
The first thing to do is checking if there are lot of zeroes used for padding/alignment.
A simple way to do the test is using the "replace" feature of the hex editor and replacing all the bytes 0x00 with nothing, save the edited file with a new name and tell me its size.
I tried for 2 times do the replace an both process waste for 5-7 hours before I turned them off. I think it needs few days of constant work to do the job. Is there a faster way? :(


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PostPosted: Sun Jun 17, 2018 8:04 am 
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@Tosyk
Impossible, that's something done relatively quick.
I have a tool on my website called rmchar, try it:
rmchar.exe input.dat output.dat 0
http://aluigi.org/mytoolz.htm (at the bottom of the category)


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PostPosted: Sun Jun 17, 2018 9:20 am 
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aluigi wrote:
@Tosyk
Impossible, that's something done relatively quick.
I have a tool on my website called rmchar, try it:
rmchar.exe input.dat output.dat 0
http://aluigi.org/mytoolz.htm (at the bottom of the category)
thanks I got the file. attached


Attachments:
QUICKBMS_DEBUG_FILE_clear.zip [230.91 KiB]
Downloaded 21 times
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PostPosted: Sun Jun 17, 2018 10:37 am 
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Perfect it was just padding data so it's all correct
3Gb -> 250Kb :D


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PostPosted: Sun Jun 17, 2018 10:46 am 
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aluigi wrote:
Perfect it was just padding data so it's all correct
3Gb -> 250Kb :D
great! thanks a lot Luigi. now I can trash all redundants :)

p.s.: Farpoint do not ask for AES key btw and works with unreal_tournament_4.bms v0.4.19


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PostPosted: Sun Jun 17, 2018 10:55 am 
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Does that mean it doesn't work with script 0.4.20?


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PostPosted: Sun Jun 17, 2018 10:57 am 
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aluigi wrote:
Does that mean it doesn't work with script 0.4.20?
I downloaded version 19 yesterday — you update script faster than I able to download it :)


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PostPosted: Sun Jun 17, 2018 12:33 pm 
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Ah yeah, I updated it because there was a small customization adopted by a game in which the offsets of the chunks were relatives instead of the default absolute ones.

For Mac users:
quickbms 0.9.0 is out and it includes openssl necessary for the encrypted UE4 archives.
Another difference in this macosx binary is that it's compiled for 64bit CPU because openssl wasn't available for 32bit in brew... well that's a problem only if you are using a very very old OS, the alternative was using the dynamically linked jurassik openssl 0.9.8 of the system but I preferred to have a 100% statically linked executable (99% because System needs to be dynamic).
Give me your feedback.


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PostPosted: Sun Jun 17, 2018 3:07 pm 

Joined: Fri Mar 30, 2018 2:48 am
Posts: 4
If there is anyone here willing to teach a fella how to retrieve AES keys from Unreal games I would be eternally grateful. I have learned to mod most everything in Unreal Engine games over the years and could share some well kept secrets to whoever could show me how to get the AES key. I have spent a couple hundred hours going through the game with IDA Pro, breakpoints at launch all the way until after the AESENC: and AESDEC: and find nothing of interest.
I know how to launch custom maps and gamemodes in any Unreal 3-4 game, add new blueprints and C++ to menus in game and mod blueprints for unbannable mods and even how to mod variables, text, meshes, music and textures still inside the PAK file.

PM me if you know how to retrieve the AES keys. Thanks!


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PostPosted: Sun Jun 17, 2018 5:39 pm 

Joined: Sat Sep 02, 2017 12:56 pm
Posts: 50
Hi guys, is anyone able to find the key required for decryption of archives from MX vs ATV All Out v1.07? Apparently the old one doesn't work anymore.
Here's the newer EXE file. Thanks in advance!
Later!


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PostPosted: Sun Jun 17, 2018 5:45 pm 
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Joined: Thu May 31, 2018 5:06 am
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Just a little update, I found out that F13's .pak file is encrypted with libVorbis, if that helps at all


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PostPosted: Sun Jun 17, 2018 7:14 pm 

Joined: Sat Jun 16, 2018 6:36 pm
Posts: 2
Wheatley126 wrote:
Just a little update, I found out that F13's .pak file is encrypted with libVorbis, if that helps at all

Vorbis is an audio codec


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