First thanks for hosting this kind of forum for us all.
I wonder if you had time to look at the pak files the data for nms are stored in?
I would love to mod ship design, planet generation to if thats possible.
Thanks for your time.
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No mans sky PAK
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Re: No mans sky PAK
Seems to be a variant of the PSAR archive used in a lot of PlayStation games.
The quickbms script from here (viewtopic.php?p=91717#p91717) sorta manages to extract it, always seems to error but still manages to extract a lot of files.
Files themselves seem zlib compressed, offzip can decompress them, but I think the bms script is extracting too much data as offzip is finding streams from the files following the one being decompressed..
(edit: confirmed, bms script is extracting $decompressedSize bytes of the compressed data, instead of $compressedSize... probably just needs a small tweak to extract the proper compressed size and then decompress it
edit2: oh it's easy to fix, change the line near the bottom "log NAME OFFSET SIZE" to "Clog NAME OFFSET SIZE SIZE", this will decompress the files to their proper size
edit3: unfortunately it's not a proper fix, NMS files are compressed in 64kib chunks which this bms script doesn't account for, so it only extracts a max of 64kib
I would fix it but I can't find anything in the file indicating the size of the compressed chunk, and there doesn't look like any way for BMS to give me the size of the compressed data used for Clog..
Was going to try decompressing from (offset : offset+fsize), then recompressing that data and using the size of the recompressed data as the chunk size so we can find the offset of the next chunk, but it's unlikely BMS would have the same compression level etc, giving us the wrong size )
Hopefully a proper NMS script/tool gets made soon
The quickbms script from here (viewtopic.php?p=91717#p91717) sorta manages to extract it, always seems to error but still manages to extract a lot of files.
Files themselves seem zlib compressed, offzip can decompress them, but I think the bms script is extracting too much data as offzip is finding streams from the files following the one being decompressed..
(edit: confirmed, bms script is extracting $decompressedSize bytes of the compressed data, instead of $compressedSize... probably just needs a small tweak to extract the proper compressed size and then decompress it
edit2: oh it's easy to fix, change the line near the bottom "log NAME OFFSET SIZE" to "Clog NAME OFFSET SIZE SIZE", this will decompress the files to their proper size
edit3: unfortunately it's not a proper fix, NMS files are compressed in 64kib chunks which this bms script doesn't account for, so it only extracts a max of 64kib
I would fix it but I can't find anything in the file indicating the size of the compressed chunk, and there doesn't look like any way for BMS to give me the size of the compressed data used for Clog..
Was going to try decompressing from (offset : offset+fsize), then recompressing that data and using the size of the recompressed data as the chunk size so we can find the offset of the next chunk, but it's unlikely BMS would have the same compression level etc, giving us the wrong size )
Hopefully a proper NMS script/tool gets made soon
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Re: No mans sky PAK
The script you posted isn't suitable with the PSAR structure No Man's Sky used for packing their files.
Instead, check this out:
http://aluigi.org/bms/brink.bms
Instead, check this out:
http://aluigi.org/bms/brink.bms
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Re: No mans sky PAK
It worked !
I think i found the script files. But they are in a format called mbin. Unreadable as one would guess haha.
Still thank you!
I think i found the script files. But they are in a format called mbin. Unreadable as one would guess haha.
Still thank you!
Re: No mans sky PAK
i made a batch file to unpack all the game files. Just place in bms dir and change the first path to the file directory and second to the output
quickbms -d -F "*.pak" "brink.bms" "F:\Even More Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS" "F:\Even More Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\unpacked"
i made a batch file to unpack all the game files. Just place in bms dir and change the first path to the file directory and second to the output
quickbms -d -F "*.pak" "brink.bms" "PCBANKS DIR" "OUTPUT DIR"
seems a LOT of engine settings are in
NMSARC.553AF401.pak
good thing is the textures are open to edit. dds files
quickbms -d -F "*.pak" "brink.bms" "F:\Even More Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS" "F:\Even More Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\unpacked"
i made a batch file to unpack all the game files. Just place in bms dir and change the first path to the file directory and second to the output
quickbms -d -F "*.pak" "brink.bms" "PCBANKS DIR" "OUTPUT DIR"
seems a LOT of engine settings are in
NMSARC.553AF401.pak
good thing is the textures are open to edit. dds files
Last edited by Gh0stBlade on Sun Aug 14, 2016 3:21 pm, edited 1 time in total.
Reason: Double post merge.
Reason: Double post merge.
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Re: No mans sky PAK
Do you know how to read this format mbin ?iambosh wrote:i made a batch file to unpack all the game files. Just place in bms dir and change the first path to the file directory and second to the output
quickbms -d -F "*.pak" "brink.bms" "PCBANKS DIR" "OUTPUT DIR"
seems a LOT of engine settings are in
NMSARC.553AF401.pak
good thing is the textures are open to edit. dds files
If so, can we repack modified files?
Re: No mans sky PAK
I don't no, hopefully it shouldnt be too hard.danielkarloskar1 wrote:Do you know how to read this format mbin ?iambosh wrote:i made a batch file to unpack all the game files. Just place in bms dir and change the first path to the file directory and second to the output
quickbms -d -F "*.pak" "brink.bms" "PCBANKS DIR" "OUTPUT DIR"
seems a LOT of engine settings are in
NMSARC.553AF401.pak
good thing is the textures are open to edit. dds files
If so, can we repack modified files?
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Re: No mans sky PAK
Thanks for posting this, seems to work great.AnonBaiter wrote:The script you posted isn't suitable with the PSAR structure No Man's Sky used for packing their files.
Instead, check this out:
http://aluigi.org/bms/brink.bms
Looks like shaders are inside NMSARC.EEAC04FA.pak, uncompiled, shouldn't be too hard to edit them if this script supports repacking. (if it doesn't, I think the PSARC tool from this page should support it: http://nomansskymods.com/mods/psarc-decompile-tool/)
Looking forward to a chromatic aberration disable mod
Re: No mans sky PAK
here is a cheat engine table that can disable aberration and the vignette effectemoose wrote:Thanks for posting this, seems to work great.AnonBaiter wrote:The script you posted isn't suitable with the PSAR structure No Man's Sky used for packing their files.
Instead, check this out:
http://aluigi.org/bms/brink.bms
Looks like shaders are inside NMSARC.EEAC04FA.pak, uncompiled, shouldn't be too hard to edit them if this script supports repacking. (if it doesn't, I think the PSARC tool from this page should support it: http://nomansskymods.com/mods/psarc-decompile-tool/)
Looking forward to a chromatic aberration disable mod
https://t.co/YDp1mny2GL
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Re: No mans sky PAK
Looks like some progress is already being made with the models: https://www.youtube.com/watch?v=kDG3visCxlk
Models seem to use the generic MBIN format, so I guess you could say some progress is being made with MBIN files too
Hope this gets an open-source release, I could see a lot of interest in people developing mod tools for this game.
Models seem to use the generic MBIN format, so I guess you could say some progress is being made with MBIN files too
Hope this gets an open-source release, I could see a lot of interest in people developing mod tools for this game.
Neat, thanks for the link, I'll have to give this a try later.iambosh wrote:here is a cheat engine table that can disable aberration and the vignette effectemoose wrote:Thanks for posting this, seems to work great.AnonBaiter wrote:The script you posted isn't suitable with the PSAR structure No Man's Sky used for packing their files.
Instead, check this out:
http://aluigi.org/bms/brink.bms
Looks like shaders are inside NMSARC.EEAC04FA.pak, uncompiled, shouldn't be too hard to edit them if this script supports repacking. (if it doesn't, I think the PSARC tool from this page should support it: http://nomansskymods.com/mods/psarc-decompile-tool/)
Looking forward to a chromatic aberration disable mod
https://t.co/YDp1mny2GL
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Re: No mans sky PAK
Its always good with progress =)
I saw someone has created a mod reddit sub, which is good to spread the word.
For you who are working on nms things, thank in beforehand
I saw someone has created a mod reddit sub, which is good to spread the word.
For you who are working on nms things, thank in beforehand
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Re: No mans sky PAK
Oh, and I hope someone takes a deep look into why the game itself isn't working for some computers. Although the game itself was designed for more powerful computers to begin with...
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Re: No mans sky PAK
Someone on reddit already posted modded shaders for removing chromatic abberation (+ some other ugly stuff)
https://www.reddit.com/r/NoMansSkyMods/ ... he/d6h7qf5
EDIT: Also, I've figured out a way to make the game load loose files without needing to repack them, should be useful for people working on mods: https://www.reddit.com/r/NoMansSkyMods/ ... iles_when/
https://www.reddit.com/r/NoMansSkyMods/ ... he/d6h7qf5
EDIT: Also, I've figured out a way to make the game load loose files without needing to repack them, should be useful for people working on mods: https://www.reddit.com/r/NoMansSkyMods/ ... iles_when/