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 Post subject: Re: MK 11 unpack, repack
PostPosted: Fri May 03, 2019 11:03 am 

Joined: Sat Feb 09, 2019 4:07 pm
Posts: 12
Shokoniraya, it's ok, thanks for confirming :>


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 04, 2019 4:27 am 

Joined: Thu Apr 30, 2015 10:50 am
Posts: 12
Shokoniraya wrote:
Luriam, sorry. i was busy and could not answer you
sounds does not have any name and i just named same as .xxx_decompressed name


joonx86, all strings are UTF-32! :!:
i don't know why! but if quickbms had UTF-32 support, then i could do something


All sound effects are inside "CHAR" files (example: "CHAR_SCO_ScriptAssets"). So if follow Luriam's method, you will be able to find .fsb file inside of it, but it seems to be corrupted or something.
Here is the file if you want to look at it yourself: http://www.mediafire.com/file/n6c7a50sa ... s.rar/file


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 04, 2019 7:24 am 

Joined: Tue Apr 30, 2019 10:05 am
Posts: 3
This is very good. The only thing that doesn't seem to work are the _MEDIA files, for the Announcers. Bummer, I wanted to year Johnny Cage say "FATALITY!"


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 04, 2019 10:35 am 

Joined: Sat Feb 09, 2019 4:07 pm
Posts: 12
Actually I got those too :> If you check my post again you will see that I mentioned .PSF files. Here's an example of some files I was clicking on because I'm too lazy to upload them one by one

https://puu.sh/DnFRa/a820de299b.mp4

These particular lines can be found in INIT_ScriptAssets.psf


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 04, 2019 11:33 am 

Joined: Tue Apr 30, 2019 10:05 am
Posts: 3
Wow, really? INIT_ScriptAssets? Who would think to look at them inside there. Thanks for that! I guess that video for the Johnny Cage announcer could use an update then :P


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 04, 2019 12:48 pm 

Joined: Thu Apr 30, 2015 10:50 am
Posts: 12
Luriam wrote:
Actually I got those too :> If you check my post again you will see that I mentioned .PSF files. Here's an example of some files I was clicking on because I'm too lazy to upload them one by one

https://puu.sh/DnFRa/a820de299b.mp4

These particular lines can be found in INIT_ScriptAssets.psf


Were you able to extract "Characters sounds"? Like Swords sounds, hits sounds and etc. Those sounds are in files named "CHAR_" (As I mentioned earlier). I tried to do it by your method but I get nothing but broken .fsb


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 04, 2019 3:17 pm 

Joined: Sat Feb 09, 2019 4:07 pm
Posts: 12
@Egor705, yes I did. First I decompressed them with QuickBMS w/ Shokoniraya's script. Then I used Ravioli to extract and convert them to .ogg

Stuff like this ?

https://puu.sh/DnKeI/e1166a8aff.mp4

You can find it in the .xxx or .psf files starting with GEARASSETS. I can't remember which ones, but I think it was the .psf files. Unfortunately they're so big and bloated because they most likely contain textures or meshes inside. And it will take Ravioli a long time to process them


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 04, 2019 5:42 pm 

Joined: Thu Apr 30, 2015 10:50 am
Posts: 12
Oh, thank you. I thought they were inside "CHAR" files (In previous games they were in there).


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sat May 11, 2019 5:50 pm 

Joined: Wed Nov 15, 2017 1:30 am
Posts: 59
Hey guys, so is there a way to get the textures and meshes from the files?

Cheers.


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sun May 12, 2019 10:58 am 

Joined: Tue Jan 26, 2016 10:34 pm
Posts: 9
@Shokoniraya

About the tweakvars file, it's been encrypted differently since MKX. No one was able to check its content then too. That's why it gives error.

About the string at the end of the encrypted files, it's just there to make sure the file was done correctly. It has no value and means nothing. It's a common UE4 string that specifies that this file is encrypted/compressed... Etc

Also, thank you for the script. Would you be interested in helping us with modding the game? We're a small community of 3 members who constantly are trying to mod the PC version. We have our own tools and so to bypass denuvo and such, and we know how to reimport files into the game and make it work, but we can't modify the files themselves yet. If you're interested let me know please.


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sun May 12, 2019 2:33 pm 
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Joined: Sat Sep 15, 2018 5:22 am
Posts: 239
thethiny wrote:
@Shokoniraya

About the tweakvars file, it's been encrypted differently since MKX. No one was able to check its content then too. That's why it gives error.

About the string at the end of the encrypted files, it's just there to make sure the file was done correctly. It has no value and means nothing. It's a common UE4 string that specifies that this file is encrypted/compressed... Etc

Also, thank you for the script. Would you be interested in helping us with modding the game? We're a small community of 3 members who constantly are trying to mod the PC version. We have our own tools and so to bypass denuvo and such, and we know how to reimport files into the game and make it work, but we can't modify the files themselves yet. If you're interested let me know please.


tweakvars using zlib, and script just working with OODLE, maybe i will update and add lzo and
zlib in later to support better

about strings, thanks for saying and probably its just because of padded encryption, any hope to get key?

i want to mod it too, im working on a extractor script, but main problem is loading unmodified decompress files to game, can you do anything for that?


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sun May 12, 2019 3:23 pm 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 239
can anybody test this file on game and tell me its work or not? https://ufile.io/9pqkbxmz


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sun May 12, 2019 5:38 pm 

Joined: Tue Jan 26, 2016 10:34 pm
Posts: 9
Shokoniraya wrote:
tweakvars using zlib, and script just working with OODLE, maybe i will update and add lzo and
zlib in later to support better

about strings, thanks for saying and probably its just because of padded encryption, any hope to get key?

i want to mod it too, im working on a extractor script, but main problem is loading unmodified decompress files to game, can you do anything for that?


About the tweakvars, great news!

About strings, you're correct. The keys are the following:
EED11F91FDD7197FEB50C7CC1F0F2E38B48AED3A45F3232D5A91D860812A4EAC
93 BB 69 DF 37 D5 38 57 B8 6B 20 E1 45 CB A0 61 DD 7D CF ED 3A AC F2 DB 29 35 91 6C 27 66 0B AF
45 37 40 5B 64 5A 66 6F 59 43 57 3B 2B 59 57 52 3B 30 4A 4B 5E 7B 39 74 74 3A 79 55 30 5F 54 26
98 2F 8A 42 91 44 37 71 CF FB C0 B5 A5 DB B5 E9 5B C2 56 39 F1 11 F1 59 A4 82 3F 92 D5 5E 1C AB
22 AE 28 D7 98 2F 8A 42 CD 65 EF 23 91 44 37 71 2F 3B 4D EC CF FB C0 B5 BC DB 89 81 A5 DB B5 E9
98A1ADD074A030B541D6D2665FA906FE3ACE1E0A89CFFB8E9C215CDB47604694
9AB5C9F385989092DD9FD432C18A26C2A5371553E990A6C277F7CC02E34B2B7C

I found these keys in the dlls and in the exe. I'm unsure which of them is the right one, but the 2nd key (93 BB) is the one that is loaded up along with the coalesced in memory. I believe it is compressed After encryption, since in MKX they were encrypted only. I could be wrong though. Your best bet is to mod THIS file attached (EnumDatabase.json).

If you're interested in going forward and working together, then please hit me up on discord thethiny #9580, twitter thethiny, or facebook thethiny.

About the file you uploaded, I will need to update my tool first to be able to load it. I will do that hopefully tomorrow. You can't just load decompressed files and assume them to work without adjusting them in the TOC and the ContentVal txt files.


Edit:
I just tried your file, and although the game doesn't throw an error, it crashes the moment it loads up the file. Probably it needs to be recompressed.


Attachments:
EnumDatabase.zip [23.24 KiB]
Downloaded 28 times
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 Post subject: Re: MK 11 unpack, repack
PostPosted: Tue Jun 04, 2019 9:21 am 

Joined: Fri Sep 14, 2018 6:25 am
Posts: 2
If you can provide some details on the archive and model formats, I can code support for the archives into my suite of tools.


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Fri Jun 07, 2019 2:33 am 

Joined: Wed Jan 17, 2018 1:18 am
Posts: 3
any chance of someone uploading sound effects? thank you!


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Tue Jun 11, 2019 3:35 pm 

Joined: Tue Jun 11, 2019 3:21 pm
Posts: 1
hi there, so can we extract files from Coalesced.ini using quickbms?


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Mon Jun 24, 2019 9:21 am 

Joined: Mon Jun 24, 2019 9:05 am
Posts: 1
Can anyone unpack file "\Mortal Kombat 11\Asset\MK11ItemDatabase.xxx" (PC version)?
BMS Script from this theme doesn't work with it :(


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Sun Jul 07, 2019 3:44 pm 

Joined: Sat Dec 22, 2018 10:03 am
Posts: 28
mrNicetone wrote:
hi there, so can we extract files from Coalesced.ini using quickbms?

This is not a archive, but configuration file. Only first version is decrypted. Next ones are not cracked.


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