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PostPosted: Wed Apr 25, 2018 2:48 am 

Joined: Fri Oct 09, 2015 1:41 am
Posts: 57
Hi guys, anyone knows how to extract this files?

I already try the "arslan and wagamama" scripts, but both don't work.

The files are:

localizations.dat
localizations.idx


Ty!


Attachments:
Frostpunk dat-idx.rar [2.43 MiB]
Downloaded 194 times
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PostPosted: Wed Apr 25, 2018 7:19 am 
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http://aluigi.org/bms/frostpunk.bms


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PostPosted: Wed Apr 25, 2018 3:23 pm 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 764
The same format as Anomaly 2


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PostPosted: Wed Apr 25, 2018 4:15 pm 

Joined: Wed Nov 15, 2017 1:30 am
Posts: 40
How does one import these into Blender/3ds Max?


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PostPosted: Wed Apr 25, 2018 4:43 pm 
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Ekey is right, my Anomaly script used deflate instead of gzip probably because at that time gzip wasn't available in quickbms
I have moved the frostpunk.bms script to http://aluigi.org/bms/anomalywe.bms overwriting the old one


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PostPosted: Wed Apr 25, 2018 4:55 pm 

Joined: Wed Nov 15, 2017 1:30 am
Posts: 40
The Frostpunk.bms one worked, extracted the files same has the anomalwe.bms has, but are there any importers for the files for like Blender/3ds Max for the models etc?


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PostPosted: Wed Apr 25, 2018 6:07 pm 
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Posts: 306
Ekey wrote:
The same format as Anomaly 2

Any chance you make a hook to get the file names?

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PostPosted: Wed Apr 25, 2018 6:57 pm 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 764
Yep, i will try it later.


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PostPosted: Wed Apr 25, 2018 8:38 pm 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 764
Here we go. Use as usual. Copy in game directory, play, after check FPHook.txt


Attachments:
FPHook_0.01_r1.rar [63.45 KiB]
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PostPosted: Wed Apr 25, 2018 10:07 pm 
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Posts: 306
Ekey wrote:
Here we go. Use as usual. Copy in game directory, play, after check FPHook.txt
Thank you!
Do you know the checksum algo used?
I tried the most common algos, but no matches...

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PostPosted: Wed Apr 25, 2018 10:34 pm 

Joined: Wed Apr 25, 2018 10:29 pm
Posts: 1
How can I repackage unpacked files?

files
00000000.dat
0000000a.xml
0000000b.dat
0000000c.dat
0000000d.dat
0000000e.dat
0000000f.dat
00000001.dat
00000002.dat
00000003.dat
00000004.dat
00000005.txt
00000006.dat
00000007.dat
00000008.dat
00000009.dat
000000010.dat


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PostPosted: Wed Apr 25, 2018 11:31 pm 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 764
Delutto wrote:
Ekey wrote:
Here we go. Use as usual. Copy in game directory, play, after check FPHook.txt
Thank you!
Do you know the checksum algo used?
I tried the most common algos, but no matches...

Murmur 2


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PostPosted: Thu Apr 26, 2018 6:05 am 
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Joined: Tue Oct 13, 2015 1:26 pm
Posts: 306
Frostpunk DAT Tool
By Delutto
See Readme.txt for instructions.
Attachment:
Frostpunk_DAT_Tool_By_Delutto.7z [1.16 MiB]
Downloaded 681 times
Updated File Names list.
Attachment:
FileNames.7z [114.78 KiB]
Downloaded 6 times

Note: The FileNames.lst file have only a few names, anyone who want to help, use the Ekey FPHook and send me the "FPHook.log" file generated.

For localizations, see here.

Update 2:
- Add 3748 file names. Missing 371 file names.

Update 1:
- Folder Name bug fix.
- Add 45 new file names.

_________________
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Last edited by Delutto on Wed Sep 19, 2018 11:09 pm, edited 4 times in total.

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PostPosted: Fri Apr 27, 2018 11:50 am 

Joined: Fri Apr 27, 2018 9:07 am
Posts: 2
Delutto wrote:
Frostpunk DAT Tool
By Delutto
See Readme.txt for instructions.Frostpunk_DAT_Tool_By_Delutto.7z
Note: The FileNames.lst file have only a few names, anyone who want to help, use the Ekey FPHook and send me the "FPHook.log" file generated.

For localizations, see here.



Can you upload virus-free version please? Thanks!


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PostPosted: Fri Apr 27, 2018 12:19 pm 

Joined: Wed Aug 13, 2014 10:00 am
Posts: 147
False-positives. Don't worry, the tool is safe.


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PostPosted: Sat Apr 28, 2018 7:43 pm 

Joined: Sat Apr 28, 2018 7:41 pm
Posts: 1
Please. Can you tell me how to find the font?
I'd like to change my font.


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PostPosted: Sun Apr 29, 2018 3:43 pm 
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Joined: Sun Apr 29, 2018 11:48 am
Posts: 2
aluigi wrote:
...frostpunk.bms script http://aluigi.org/bms/anomalywe.bms...

I used that to unpack textures-s3.dat but all the output files have .dat extension except for a few .tga. Runing quickbms on them returns error. Any advice on how to convert .dat to something readable?


Attachments:
Error Screenshot.jpg [89.41 KiB]
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PostPosted: Sun Apr 29, 2018 4:38 pm 
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Joined: Tue Oct 13, 2015 1:26 pm
Posts: 306
chhqhh123 wrote:
Please. Can you tell me how to find the font?
I'd like to change my font.
common.dat
ColorCode wrote:
aluigi wrote:
...frostpunk.bms script http://aluigi.org/bms/anomalywe.bms...

I used that to unpack textures-s3.dat but all the output files have .dat extension except for a few .tga. Runing quickbms on them returns error. Any advice on how to convert .dat to something readable?
You can't run the script on extracted *.dat files, the script is only for dat package.
My tool get some file names. Most of the *.texture files are DDS files without the header.

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PostPosted: Mon Apr 30, 2018 5:31 pm 
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Joined: Sun Apr 29, 2018 11:48 am
Posts: 2
Delutto wrote:
Most of the *.texture files are DDS files without the header.

I renamed a couple files like so Peanuts.texturePeanuts.dds
IrfanView says "can't read file header" & Photoshop with DDS plugin won't open them either.
Needed that for a Rainmeter skin project of mine.
Anyways, handy tool extracted all the sounds. My thanks!


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PostPosted: Mon Apr 30, 2018 11:52 pm 
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Joined: Tue Oct 13, 2015 1:26 pm
Posts: 306
ColorCode wrote:
Delutto wrote:
Most of the *.texture files are DDS files without the header.

I renamed a couple files like so Peanuts.texturePeanuts.dds
IrfanView says "can't read file header" & Photoshop with DDS plugin won't open them either.
Needed that for a Rainmeter skin project of mine.
Anyways, handy tool extracted all the sounds. My thanks!
Will not work just renaming the file, the file have only a partial DDS header.

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Tribo Gamer Brasil


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