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Titanfall 2/Apex Legends
Re: Titanfall 2/Apex Legends
If anyone hasn't already noticed, the current version of Cra0's VPK tool can't extract a lot of changed files from Apex Legends, and repacked VPKs don't seem to want to work at all right now. There seem to still be some people on twitter opening the stuff that it can't extract though, is there another tool floating around out there or are they just working it out themselves?
- Bigchillghost
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Re: Titanfall 2/Apex Legends
You can use the following BMS commands to unpack the starpak archives:
The only problem is files are output without names so there's a simple detection for the extesions.
The mesh format this game use has some optimizations on the vertex data so there're extra work to do to convert them to common format. Some simple mesh is easy to extract though.
Code: Select all
idstring "SRPk" # starpak
goto -8 0 SEEK_END
savepos entryOffset
get entryCount longlong
set entrySize longlong entryCount
math entrySize * 0x10
math entryOffset - entrySize
log MEMORY_FILE entryOffset entrySize
get Path basename
for i = 0 < entryCount
get Offset longlong MEMORY_FILE
get Size longlong MEMORY_FILE
goto Offset
get Magic longlong
set Flag longlong Size
math Flag & 0x0FFF
if Magic == 0x1800000007
set Ext string ".msh"
elif Flag == 0
set Ext string ".tex"
else
set Ext string ".dat"
endif
set Name string ""
string Name p "%s/%08d%s" Path i Ext
log Name Offset Size
next i
The mesh format this game use has some optimizations on the vertex data so there're extra work to do to convert them to common format. Some simple mesh is easy to extract though.
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May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
- durandal217
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Re: Titanfall 2/Apex Legends
NICE! Any progress/chance we can get a BMS script to unpack the .MSTR archives?Bigchillghost wrote: ↑Tue Mar 05, 2019 4:52 pm You can use the following BMS commands to unpack the starpak archives:The only problem is files are output without names so there's a simple detection for the extesions.Code: Select all
idstring "SRPk" # starpak goto -8 0 SEEK_END savepos entryOffset get entryCount longlong set entrySize longlong entryCount math entrySize * 0x10 math entryOffset - entrySize log MEMORY_FILE entryOffset entrySize get Path basename for i = 0 < entryCount get Offset longlong MEMORY_FILE get Size longlong MEMORY_FILE goto Offset get Magic longlong set Flag longlong Size math Flag & 0x0FFF if Magic == 0x1800000007 set Ext string ".msh" elif Flag == 0 set Ext string ".tex" else set Ext string ".dat" endif set Name string "" string Name p "%s/%08d%s" Path i Ext log Name Offset Size next i
The mesh format this game use has some optimizations on the vertex data so there're extra work to do to convert them to common format. Some simple mesh is easy to extract though.
Re: Titanfall 2/Apex Legends
What program do you use for opening .msh files?Bigchillghost wrote: ↑Tue Mar 05, 2019 4:52 pm You can use the following BMS commands to unpack the starpak archives:The only problem is files are output without names so there's a simple detection for the extesions.Code: Select all
idstring "SRPk" # starpak goto -8 0 SEEK_END savepos entryOffset get entryCount longlong set entrySize longlong entryCount math entrySize * 0x10 math entryOffset - entrySize log MEMORY_FILE entryOffset entrySize get Path basename for i = 0 < entryCount get Offset longlong MEMORY_FILE get Size longlong MEMORY_FILE goto Offset get Magic longlong set Flag longlong Size math Flag & 0x0FFF if Magic == 0x1800000007 set Ext string ".msh" elif Flag == 0 set Ext string ".tex" else set Ext string ".dat" endif set Name string "" string Name p "%s/%08d%s" Path i Ext log Name Offset Size next i
The mesh format this game use has some optimizations on the vertex data so there're extra work to do to convert them to common format. Some simple mesh is easy to extract though.
msh.jpg
- Bigchillghost
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Re: Titanfall 2/Apex Legends
It's hex2obj that I used to load one of the meshes. But thing is getting more complicated than I expected. Might take a little while to figure out the relation between the vertex IDs and the data.
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
- Bigchillghost
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Re: Titanfall 2/Apex Legends
The latest progress:
All LODs:
All LODs:
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
Re: Titanfall 2/Apex Legends
Legion has been released for Apex by DTZxPorter & id-daemon: https://wiki.modme.co/wiki/apps/Legion.html
Models + textures and eventually animations.
Fully rigged + materials in SEModel, OBJ, SMD, XNALara Text, XNALara Binary.
SETools: https://github.com/dtzxporter/SETools
Models + textures and eventually animations.
Fully rigged + materials in SEModel, OBJ, SMD, XNALara Text, XNALara Binary.
SETools: https://github.com/dtzxporter/SETools
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Re: Titanfall 2/Apex Legends
So ive unpacked the starpack files and as asked above all the files are .tex or .msh. How does the Autodesk + the plugins open these files? Usually pretty good with this stuff but im stumpedexhaleme wrote: ↑Thu Mar 14, 2019 9:07 pm Legion has been released for Apex by DTZxPorter & id-daemon: https://wiki.modme.co/wiki/apps/Legion.html
Models + textures and eventually animations.
Fully rigged + materials in SEModel, OBJ, SMD, XNALara Text, XNALara Binary.
SETools: https://github.com/dtzxporter/SETools
Re: Titanfall 2/Apex Legends
This is completely useless, follow the instructions on usage of Legion from the link, it uses the rpaks to extract all the assets. The starpaks are merely a bank of data which is used by the rpaks.BigBangYourMother wrote: ↑Fri Mar 15, 2019 3:36 am So ive unpacked the starpack files and as asked above all the files are .tex or .msh. How does the Autodesk + the plugins open these files? Usually pretty good with this stuff but im stumped
- Bigchillghost
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Re: Titanfall 2/Apex Legends
Here is a msh to FBX convertor if it's needed. All meshes of all LODs are preserved and grouped like this in a scene:BigBangYourMother wrote: ↑Fri Mar 15, 2019 3:36 amSo ive unpacked the starpack files and as asked above all the files are .tex or .msh.
Tested on msh files from pc_all(01).starpak only.
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May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
-
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Re: Titanfall 2/Apex Legends
this is what i was after! thanks.Bigchillghost wrote: ↑Fri Mar 15, 2019 1:09 pmHere is a msh to FBX convertor if it's needed. All meshes of all LODs are preserved and grouped like this in a scene:BigBangYourMother wrote: ↑Fri Mar 15, 2019 3:36 amSo ive unpacked the starpack files and as asked above all the files are .tex or .msh.
Tested on msh files from pc_all(01).starpak only.
Re: Titanfall 2/Apex Legends
But is it possible to apply the textures to the models yet? And if so how?Bigchillghost wrote: ↑Fri Mar 15, 2019 1:09 pmHere is a msh to FBX convertor if it's needed. All meshes of all LODs are preserved and grouped like this in a scene:BigBangYourMother wrote: ↑Fri Mar 15, 2019 3:36 amSo ive unpacked the starpack files and as asked above all the files are .tex or .msh.
Tested on msh files from pc_all(01).starpak only.