Ok, no problem.
We need to open a new topic in 3d, or write here?
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Alien Isolation (.PAK .BIN)
- cra0
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Re: Alien Isolation (.PAK .BIN)
no the paks and bins both are essentially the models themselves. I'm working on understanding the structures more and so is volfinmagister wrote:Ok, start topic in 3d. This topic about resource xtaction, hmmm.
Re: Alien Isolation (.PAK .BIN)
There is a problem when trying to unpack UI.PAK. Looks like it already contains the headers within it.
AIPAKTool:
AITexExtract:
There are two UI.PAK files:
...\DATA\UI.PAK
...\DATA\GLOBAL\UI.PAK
Also there are some .dds files labeled as "flash" which cannot be recognized correctly by WTV, NVIDIA DDS Plugin and texgenpack.
e.g.: screen_anim_int_13[flash].tga.dds (...\DATA\ENV\GLOBAL\WORLD\GLOBAL_TEXTURES.ALL.PAK\ayz\flash\)
screen_anim_int_13[flash].info:
AIPAKTool:
Code: Select all
---Alien Isolation PAKTool---
---Version 0.1---
---Authors: Cra0kalo---
---http://dev.cra0kalo.com ---
Starting...
----------------------------------------------------------------------------
InputFile: UI.PAK
InputFilePath: D:\_temp\UI.PAK
ExportPath: D:\_temp\_extracted
Initalizing PAK Export..
Reading Package
----------------------------------------------------------------------------
----------------------------------------------------------------------------
ERROR: looking for blank 4bytes
----------------------------------------------------------------------------
----------------------------------------------------------------------------
Fault detected ParseMTL() Skipped!
Fault detected Export() Skipped!
Fault detected Cleanup() Skipped!
----------------------------------------------------------------------------
----------------------------------------------------------------------------
An error has occurred somewhere during the export processs.
----------------------------------------------------------------------------
----------------------------------------------------------------------------
Code: Select all
----------------------------------------------------------------------------
----------------------------------------------------------------------------
ERROR: looking for blank 4bytes
----------------------------------------------------------------------------
----------------------------------------------------------------------------
...\DATA\UI.PAK
...\DATA\GLOBAL\UI.PAK
Also there are some .dds files labeled as "flash" which cannot be recognized correctly by WTV, NVIDIA DDS Plugin and texgenpack.
e.g.: screen_anim_int_13[flash].tga.dds (...\DATA\ENV\GLOBAL\WORLD\GLOBAL_TEXTURES.ALL.PAK\ayz\flash\)
screen_anim_int_13[flash].info:
Code: Select all
TextureInfo
{
TexPath: ayz\flash\screen_anim_int_13[flash].tga
Width: 1024
Height: 760
ChunkSizeA: 3112960
ChunkSizeB: 3112960
TexHeader
{
magic4:tex4
DXGI_FORMAT:DXGI_FORMAT_B8G8R8A8_UNORM
unk2:0
texchunkSize:3112960
varSlotSub:1024
varSlot:760
varSlot2:1
width:1024
height:760
unk6_a:1
unk7:65537
unk8:65
unk9:268435456
unk10:6721
unk11:0
}
}
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Re: Alien Isolation (.PAK .BIN)
about 3d models...
Very strange data structure.
0x0000 first 4 bytes - unknown.
0x0004 - int32 - number of objects.
0x0014 - records about the objects
format:
- Unknown int32, usually 0
- Object number int32 BigEndian (BigEndian on PC ???)
- Offset from the beginning file of the object's body int32 BigEndian
- Unknown int32
The body of the object is divided into two parts.
First - presumably - information about the vertices.
At each vertex allocated 8 bytes - it is very small, only 2 coordinates in the format of the float, but the data in the file - do not look like a valid float (very large scatter in the values of the E-38 to E + 40, it seems that the data compressed, or use exotic encoding as varint (https://golang.org/src/pkg/encoding/binary/varint.go), or errors).
Example - entru447.omodel - offset 0x0070
The second - the indices of vertices in the polygon.
LitleEndian unsignd shorts (2 bytes)
Are you sure you unpaker working correctly?
Very strange data structure.
0x0000 first 4 bytes - unknown.
0x0004 - int32 - number of objects.
0x0014 - records about the objects
format:
- Unknown int32, usually 0
- Object number int32 BigEndian (BigEndian on PC ???)
- Offset from the beginning file of the object's body int32 BigEndian
- Unknown int32
The body of the object is divided into two parts.
First - presumably - information about the vertices.
At each vertex allocated 8 bytes - it is very small, only 2 coordinates in the format of the float, but the data in the file - do not look like a valid float (very large scatter in the values of the E-38 to E + 40, it seems that the data compressed, or use exotic encoding as varint (https://golang.org/src/pkg/encoding/binary/varint.go), or errors).
Example - entru447.omodel - offset 0x0070
The second - the indices of vertices in the polygon.
LitleEndian unsignd shorts (2 bytes)
Are you sure you unpaker working correctly?
- cra0
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Re: Alien Isolation (.PAK .BIN)
Yes exporter works fineerik945 wrote:about 3d models...
Very strange data structure.
0x0000 first 4 bytes - unknown.
0x0004 - int32 - number of objects.
0x0014 - records about the objects
format:
- Unknown int32, usually 0
- Object number int32 BigEndian (BigEndian on PC ???)
- Offset from the beginning file of the object's body int32 BigEndian
- Unknown int32
The body of the object is divided into two parts.
First - presumably - information about the vertices.
At each vertex allocated 8 bytes - it is very small, only 2 coordinates in the format of the float, but the data in the file - do not look like a valid float (very large scatter in the values of the E-38 to E + 40, it seems that the data compressed, or use exotic encoding as varint (https://golang.org/src/pkg/encoding/binary/varint.go), or errors).
Example - entru447.omodel - offset 0x0070
The second - the indices of vertices in the polygon.
LitleEndian unsignd shorts (2 bytes)
Are you sure you unpaker working correctly?
Code: Select all
typedef struct
{
uint32 hookTagIndex;
uint32 tableA_count;
uint32 ozero1;
uint32 ozero2;
uint32 ozero3;
uint32 ozero4;
} omdlhead;
typedef struct
{
uint32 valFlagCounter; //goes up?
uint32 localOffset;
uint32 localSize;
uint32 azero;
} omdltableA;
Vertex shader signature
Code: Select all
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// NORMAL 0 xyz 1 NONE float
// TANGENT 0 xyz 2 NONE float
// BINORMAL 0 xyz 3 NONE float
// BLENDINDICES 0 xyzw 4 NONE uint xyzw
// BLENDWEIGHT 0 xyzw 5 NONE float xyzw
// TEXCOORD 0 xy 6 NONE float
// TEXCOORD 7 xy 7 NONE float
// SV_VertexID 0 x 8 VERTID uint x
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Re: Alien Isolation (.PAK .BIN)
Not sure how the person figured it out but looks like 2 weapons from the game were exported and are on the Fallout NV Nexus. Pretty much surprised me seeing models there but no place else as of yet.
- cra0
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Re: Alien Isolation (.PAK .BIN)
Dunno ask the author could have been ripped via ninja_ripper certainly dont think they did it via the actual filesNintendude wrote:Not sure how the person figured it out but looks like 2 weapons from the game were exported and are on the Fallout NV Nexus. Pretty much surprised me seeing models there but no place else as of yet.
Re: Alien Isolation (.PAK .BIN)
OK, that is interesting. I don't know much about programming but I decided take a look at screen_anim_int_13[flash].tga.dds file via a hex editor and this is what I see:
Looks like the file is somehow corrupted. Because this is all it shows until the end of the file: "00 00 00 FF 00 00 00 FF..."
Looks like the file is somehow corrupted. Because this is all it shows until the end of the file: "00 00 00 FF 00 00 00 FF..."
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Re: Alien Isolation (.PAK .BIN)
I found a small bug in cra0's Texture extract tool, and he fixed it, asked me to post the fixed version. Images with DXGI_FORMAT:DXGI_FORMAT_B8G8R8A8_UNORM were not getting channel bitmasks in the DDS header added, so would appear blank. Now the h eaders are formed properly. Thanks for the quick fix, cra0.
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- cra0
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Re: Alien Isolation (.PAK .BIN)
I'm working on titanfall maps currently but yeah we still working on it..magister wrote:No news for 3d stuff extract?
Awaiting still.