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 Post subject: Re: Destiny 2 PKG
PostPosted: Sat Jun 09, 2018 10:55 am 

Joined: Sat Jun 09, 2018 10:54 am
Posts: 1
anyone have luck ripping destiny 2 yet ?? id love to get a hold of the In game Hud ui textures >.<


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 Post subject: Re: Destiny 2 PKG
PostPosted: Sat Jun 16, 2018 11:42 pm 

Joined: Sun Mar 27, 2016 7:20 pm
Posts: 11
Code:
const static uint8_t g_AESKey0[16] = {
   0xD6, 0x2A, 0xB2, 0xC1, 0x0C, 0xC0, 0x1B, 0xC5, 0x35, 0xDB, 0x7B, 0x86, 0x55, 0xC7, 0xDC, 0x3B,
};

const static uint8_t g_AESKey1[16] = {
   0x3A, 0x4A, 0x5D, 0x36, 0x73, 0xA6, 0x60, 0x58, 0x7E, 0x63, 0xE6, 0x76, 0xE4, 0x08, 0x92, 0xB5,
};

static const uint8_t s_NonceInit[12] = {
   0x84, 0xDF, 0x11, 0xC0,
   0xAC, 0xAB, 0xFA, 0x20,
   0x33, 0x11, 0x26, 0x99,
};


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 Post subject: Re: Destiny 2 PKG
PostPosted: Sun Jul 08, 2018 7:34 pm 

Joined: Sun Jul 08, 2018 7:33 pm
Posts: 1
Would assume no tools were made yet for D2?


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 Post subject: Re: Destiny 2 PKG
PostPosted: Mon Jul 09, 2018 5:33 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8821
There is my script that I "suppose" works correctly when you copy&paste the keys provided by Sir Kane in the 3 variables at the beginning of the script:
http://aluigi.org/bms/destiny2.bms

Example:
Code:
set g_AESKey0   string "0xD6, 0x2A, 0xB2, 0xC1, 0x0C, 0xC0, 0x1B, 0xC5, 0x35, 0xDB, 0x7B, 0x86, 0x55, 0xC7, 0xDC, 0x3B"
set g_AESKey1   string "0x3A, 0x4A, 0x5D, 0x36, 0x73, 0xA6, 0x60, 0x58, 0x7E, 0x63, 0xE6, 0x76, 0xE4, 0x08, 0x92, 0xB5,"
set s_NonceInit string "0x84, 0xDF, 0x11, 0xC0, 0xAC, 0xAB, 0xFA, 0x20, 0x33, 0x11, 0x26, 0x99,"

Let us know if it works


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 Post subject: Re: Destiny 2 PKG
PostPosted: Mon Jul 09, 2018 3:32 pm 

Joined: Mon Jul 09, 2018 3:25 pm
Posts: 3
Hello everybody,
I compiled and tested the cpp file by Sir Kane.
As a result you get binary files from the respective package. Currently only certain files can be identified (RIFF format).
At the moment I'm trying to convert these back to normal .wav files, so far I have not been successful.

Greetings...


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 Post subject: Re: Destiny 2 PKG
PostPosted: Tue Jul 10, 2018 8:14 am 

Joined: Sat Sep 02, 2017 10:00 pm
Posts: 6
I will release a tool in the next couple of days which will support audio/sound files, textures/images, videos, and all kind of text files (dialogs, names, lore, descriptions, etc). I didnt make a final decision what I will put into the first release but it will definitely include a "one-click-solution" where you just have to select a PKG and can view the assets of the given filetypes mentioned above.

Models is still too early in WIP progress and will not be supported in the first release, but me and others are working on this.

You can see a first preview of this tools right here: Destiny 2 Tool (Youtube Preview)
(Its likely that a lot of it will be changed in terms of functionality and interface)


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 Post subject: Re: Destiny 2 PKG
PostPosted: Sun Jul 15, 2018 2:10 pm 

Joined: Mon Jul 09, 2018 3:25 pm
Posts: 3
Hey,
@Ginsor
The program looks very interesting, how did you actually manage to get the pictures from the UI packages?

Only as side information how you can get the audio files:
Simply use the ww2ogg program to convert the binary files with a special PCB package.

Best regards and
happy data mining


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 Post subject: Re: Destiny 2 PKG
PostPosted: Thu Jul 19, 2018 1:36 pm 

Joined: Mon Jul 09, 2018 3:25 pm
Posts: 3
Good day everybody,
can you help me with one thing?

I have been trying to extract the package w64_ui_02af_12.pkg for a few days, but unfortunately I get the following error: "Block 0 uses non-loaded patch ID 1."

What I have found out so far:
- The patch ID of the header is 12
- The patch ID of the block is 1

The script assumes, however, that the patch ID of the block is exactly the same as that of the header.
I would be interested to know what these PatchID's say, does one of you know by chance?

Thanks and best regards.


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 Post subject: Re: Destiny 2 PKG
PostPosted: Thu Jul 19, 2018 2:11 pm 

Joined: Sat Sep 02, 2017 10:00 pm
Posts: 6
Derik wrote:
Good day everybody,
can you help me with one thing?

I have been trying to extract the package w64_ui_02af_12.pkg for a few days, but unfortunately I get the following error: "Block 0 uses non-loaded patch ID 1."

What I have found out so far:
- The patch ID of the header is 12
- The patch ID of the block is 1

The script assumes, however, that the patch ID of the block is exactly the same as that of the header.
I would be interested to know what these PatchID's say, does one of you know by chance?

Thanks and best regards.


you have to keep the other w64_ui_02af_*.pkg files in the same folder. in your example it looks for w64_ui_02af_1.pkg but cant find it


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 Post subject: Re: Destiny 2 PKG
PostPosted: Sun Jul 22, 2018 11:59 am 

Joined: Tue Mar 06, 2018 1:46 pm
Posts: 2
Ginsor wrote:
I will release a tool in the next couple of days which will support audio/sound files, textures/images, videos, and all kind of text files (dialogs, names, lore, descriptions, etc). I didnt make a final decision what I will put into the first release but it will definitely include a "one-click-solution" where you just have to select a PKG and can view the assets of the given filetypes mentioned above.

Models is still too early in WIP progress and will not be supported in the first release, but me and others are working on this.

You can see a first preview of this tools right here: Destiny 2 Tool (Youtube Preview)
(Its likely that a lot of it will be changed in terms of functionality and interface)


You ever finish it?


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 Post subject: Re: Destiny 2 PKG
PostPosted: Sun Jul 22, 2018 1:04 pm 

Joined: Sat Sep 02, 2017 10:00 pm
Posts: 6
bobross wrote:
Ginsor wrote:
I will release a tool in the next couple of days which will support audio/sound files, textures/images, videos, and all kind of text files (dialogs, names, lore, descriptions, etc). I didnt make a final decision what I will put into the first release but it will definitely include a "one-click-solution" where you just have to select a PKG and can view the assets of the given filetypes mentioned above.

Models is still too early in WIP progress and will not be supported in the first release, but me and others are working on this.

You can see a first preview of this tools right here: Destiny 2 Tool (Youtube Preview)
(Its likely that a lot of it will be changed in terms of functionality and interface)


You ever finish it?


All features i want it to support in the first release are finished and working fine. Its only like i know have to do some quality of life things, re-arrange the UI, and clean up the code a bit. However, unfortunately Im quiet busy these days but I hope i can get back to that soon.


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 Post subject: Re: Destiny 2 PKG
PostPosted: Sat Aug 04, 2018 10:28 pm 

Joined: Sat Aug 04, 2018 10:23 pm
Posts: 2
Ginsor wrote:
-snip-


Hey! Any update on the tool?


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 Post subject: Re: Destiny 2 PKG
PostPosted: Fri Aug 10, 2018 6:07 pm 

Joined: Sat Sep 02, 2017 10:00 pm
Posts: 6
dio318 wrote:
Ginsor wrote:
-snip-


Hey! Any update on the tool?


Tool is working fine as it should but I wont release yet as I will wait for Forsaken to be released (Im already working on it)


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 Post subject: Re: Destiny 2 PKG
PostPosted: Sun Sep 16, 2018 11:42 am 

Joined: Sat Aug 04, 2018 10:23 pm
Posts: 2
Ginsor wrote:
dio318 wrote:
Ginsor wrote:
-snip-


Hey! Any update on the tool?


Tool is working fine as it should but I wont release yet as I will wait for Forsaken to be released (Im already working on it)


Awsome! Glad to hear project is still going. Will the released version have model/texture export?


Last bumped by dio318 on Sun Sep 16, 2018 11:42 am.


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