Could you possibly add support for Neocron PAK files?
I've attached a small (96kb) sample PAK file.
There's a 101mb demo available here:
http://www.neocronnetwork.de/files/othe ... mo_eng.exe
And a utility here:
Site: http://www.geocities.com/d_evils_thrill/
DL: http://www.geocities.com/d_evils_thrill ... rowser.zip
It can open the files, but only extracts sounds and images (a built-in restriction of the utility). It uses zlib.dll (if that's of any help).
Thanks for your help!
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Neocron PAK files
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- ultra-n00b
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Code: Select all
uint32 {4} - Unknown (1027968222)
uint32 {4} - Number of files
// FOR EACH FILE
uint32 {4} - Length of this "fileblock"
uint32 {4} - Absolute File Offset
uint32 {4} - Compressed File Length
uint32 {4} - Decompressed File Length
uint32 {4} - Filename Length
byte {x} - Filename (null-terminated)
byte {x} - File Data
If the filename contains one or more backslash, then the filename is actually a relative path.
I think that should be it...
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Code: Select all
ImpType Standard ;
ComType ZLib1 ;
Get DATE Long 0 ;
Get FileNum Long 0 ;
For T = 1 to FileNum ;
Get BlSize Long 0 ;
SavePos FOO 0 ;
Get FO Long 0 ;
SavePos FSO 0 ;
Get FS Long 0 ;
SavePos UCSO 0 ;
Get UCS Long 0 ;
Get FNS Long 0 ;
GetDString FN FNS 0 ;
CLog FN FO FS FOO FSO UCS UCSO ;
Next T ;
Just go to "Run custom script on...", select the pak.bms file (see below) and then select the .pak file of interest. You MUST add it to an MRF file using the MRF Manager if you wish to import. (Create a new one, then add the pak.bms file to it, specify game name as Neocron) and then set the new MRF file as Base. Now when you select open archive you will only see the Neocron PAK format. Better still, copy the mc.mrf file in the data/config dir to another location and choose to ADD that mrf file to the MRF Base. Then add the BMS to THAT file and choose to set it as Base. Then you have all PLUS the new (custom) script. Importation should work then!!
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