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Dead Island .rpack files
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Re: Dead Island .rpack files
for example, content of act1a_load_PC.rpack:
- header, 9 bytes
Code: Select all
RP5L; 36; 2; 147; 5; 26; 410; 26; 2048
- magic
- version
- type of compression (1-zlib, 2-???)
- data size
- sections count
- files count
- size of block with filenames
- filenames count
- block size
- sections (lines count == sections count)
Code: Select all
32; 512; 4096; 1760; 116; 22; 33; 768; 6144; 14681120; 2532907; 113; 48; 768; 2691072; 52032; 9170; 4; 50; 768; 2707456; 23152; 5668; 4; 51; 768; 2715648; 1816; 400; 4;
- type 1, word
- type 2, word
- offset, int (absolute value, in .rpack)
- unpacked size, int
- packed size, int
- elements count, int
32; 512 - analog of DDS header
33; 768 - textures mip levels in revese direction
(48; 768), (50; 768), (51; 768) - shaders(???)
- files (lines count == data size)
Code: Select all
0; 0; 0; 80; 0; 1; 0; 0; 144; 116; 1; 0; 2048; 256; 180; 1; 0; 4096; 1024; 565; 1; 0; 6144; 4096; 1965; 1; 0; 8192; 16384; 6735; 1; 0; 16384; 65536; 23830; 1; 0; 40960; 262144; 86589; 1; 0; 129024; 1048576; 360530; 0; 1; 80; 80; 0; 1; 1; 491520; 208; 137; 1; 1; 493568; 512; 183; 1; 1; 495616; 2048; 442; 1; 1; 497664; 8192; 1160; 1; 1; 499712; 32768; 3485; 1; 1; 503808; 131072; 11286; 1; 1; 516096; 524288; 39782; ...
- section, int
- file index, int
- offset (relative to section), int
- unpacked size, int
- packed size, int
- unknown section (lines count == files count)
Code: Select all
9; 288; 0; 0; 8; 288; 1; 9; 9; 288; 2; 17; 9; 288; 3; 26; 9; 288; 4; 35; 2; 288; 5; 44; ...
- type 1, word
- type 2, word
- file index, ind
- unknown, int
- filename offsets
Code: Select all
0; 14; 28; 42; 56;... items count = [b]filenames count[/b]
- offset of AnsyString (0x00 ending) in next section
- filenames (size of this section == size of block with filenames)
Code: Select all
act1a_load_00 act1a_load_01 act1a_load_02 act1a_load_03 act1a_load_03l ...
not always. act1a_PC.rpack have a big header (his size ~480kB).starting from 0x1000
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Re: Dead Island .rpack files
i'm working on it ;) but this is just extract tool and it can convert texture to DDS with mipmaps. other files are unknown format, there are also many obscure fields, so pack back is not yet possible.what about a tool, is it possible?
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Re: Dead Island .rpack files
little tool for examine (no unpack) structure of rpacks (in attachment)
drag'n'drop one or more archives in program window, after parsing program will create a .txt files in the directory in which it is located.
sample output of menu2_main_PC.rpack:
[/size]
drag'n'drop one or more archives in program window, after parsing program will create a .txt files in the directory in which it is located.
sample output of menu2_main_PC.rpack:
Code: Select all
// header:
// int, magic
// int, version (?)
// int, compression (1-zlib, 2-???)
// int, fileparts count
// int, sections count
// int, files count
// int, size of filenames
// int, filenames count
// int, block size
;
RP5L; 36; 1; 28; 5; 12; 231; 12; 2048;
;
// sections:
// byte, type of file
// byte, ??? (0)
// byte, ??? (0)
// byte, ???
// int, offset (absolute)
// int, unpacked size
// int, packed size
// int, parts count
;
32; 0; 0; 2; 2048; 640; 69; 8;
33; 0; 0; 3; 4096; 223040; 81575; 8;
48; 0; 0; 3; 96256; 23744; 5570; 4;
50; 0; 0; 3; 104448; 8272; 3100; 4;
51; 0; 0; 3; 112640; 820; 436; 4;
;
// fileparts:
// byte, section number
// byte, ??? (0, sometimes 6)
// word, output file index
// int, offset (relative to section)
// int, unpacked size
// int, packed size
;
0; 0; 0; 0; 80; 0;
1; 0; 0; 0; 26560; 5704;
0; 0; 1; 80; 80; 0;
1; 0; 1; 6144; 33856; 5420;
0; 0; 2; 160; 80; 0;
1; 0; 2; 12288; 159488; 69384;
0; 0; 3; 240; 80; 0;
1; 0; 3; 81920; 768; 295;
0; 0; 4; 320; 80; 0;
1; 0; 4; 83968; 768; 248;
0; 0; 5; 400; 80; 0;
1; 0; 5; 86016; 768; 246;
0; 0; 6; 480; 80; 0;
1; 0; 6; 88064; 768; 263;
0; 0; 7; 560; 80; 0;
1; 0; 7; 90112; 64; 15;
2; 0; 8; 0; 5936; 1396;
3; 0; 8; 0; 2068; 775;
4; 0; 8; 0; 205; 109;
2; 0; 9; 2048; 5936; 1396;
3; 0; 9; 2048; 2068; 775;
4; 0; 9; 2048; 205; 109;
2; 0; 10; 4096; 5936; 1389;
3; 0; 10; 4096; 2068; 775;
4; 0; 10; 4096; 205; 109;
2; 0; 11; 6144; 5936; 1389;
3; 0; 11; 6144; 2068; 775;
4; 0; 11; 6144; 205; 109;
;
// filemaps:
// byte, parts count
// byte, ??? (0)
// byte, type of file (32-texture, 48-shader...)
// byte, ??? (1)
// int, file index
// int, first part
;
2; 0; 32; 1; 0; 0;
2; 0; 32; 1; 1; 2;
2; 0; 32; 1; 2; 4;
2; 0; 32; 1; 3; 6;
2; 0; 32; 1; 4; 8;
2; 0; 32; 1; 5; 10;
2; 0; 32; 1; 6; 12;
2; 0; 32; 1; 7; 14;
3; 0; 48; 1; 8; 16;
3; 0; 48; 1; 9; 19;
3; 0; 48; 1; 10; 22;
3; 0; 48; 1; 11; 25;
;
// filename pointers:
// int, ptr
;
0; 17; 40; 65; 87; 110; 130; 149; 161; 176; 192; 211;
;
// filenames:
// string, 0x00 terminator
;
0; char_menu_splash;
1; locked_character_stamp;
2; menu_characters_bio_bckg;
3; play_menu_ico_chapter;
4; play_menu_ico_progress;
5; play_menu_ico_quest;
6; play_menu_ico_time;
7; transparent;
8; DX9_NVidia_LOW;
9; DX9_NVidia_HIGH;
10; DX9_AMD_Fetch4_LOW;
11; DX9_AMD_Fetch4_HIGH;
;
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Last edited by hhrhhr on Thu Sep 15, 2011 10:55 pm, edited 1 time in total.
Re: Dead Island .rpack files
hhrhhr if you manage to finish your rp5l unpacker/repacker you will be the hero of the Dead Island modding community.
Check out what we have managed to already accomplish with only having access to the contents of the .pak files.
http://forums.steampowered.com/forums/s ... ?t=2106453
Now just imagine what we can do if given access to the other juicy assets located in the .rpack files.
If you need any help (like identifying all the filetypes by their headers or contents) just let me know or ask in the Steam thread I linked.
Check out what we have managed to already accomplish with only having access to the contents of the .pak files.
http://forums.steampowered.com/forums/s ... ?t=2106453
Now just imagine what we can do if given access to the other juicy assets located in the .rpack files.
If you need any help (like identifying all the filetypes by their headers or contents) just let me know or ask in the Steam thread I linked.
Re: Dead Island .rpack files
Yeah you are awesome. It will be a great help if you can get your tool to be able to extract those .rpack files. But it is already nice to be able to see what is inside those files.
Will it also be able to inject edited extracted files into the original .rpack files (like packzip). Or even better directly repack those files to a .rpack?
Also sth a bit less important. There are two other filetypes we can't access: .xwb files and .spb files. The .xwb files as one can already guess contain the sound files in .wav format. And i believe the .spb are files that have to do with the gamequests.
We are already able to unpack .wav files from the .xwb with a tool called unxwb. But the extracted .wav files are named by the programm since it can't read the file names. The edited files can be built into a new .xwb file with XACT but you need to convert those extracted .wav files into 16bit PCM .wav first or it won't let you add it into the .xwb. The built .xwb files don't work in game even if you renamed the .wav to the way they are referred to in other game files.
What would be nice is a program that can reinject the edited .wav files to the place it has been extracted from the file (like you can do it with packzip).
here are the two other file types.
http://www.file-upload.net/download-373 ... ta.7z.html
I just wanted to mention this and not distract you from your work on the .rpack files, which are more important to us. But it would be really nice if you could look into this aswell when your work with your tool is done.
And thanks again for doing this. Have I already mentioned that you are awesome?
Will it also be able to inject edited extracted files into the original .rpack files (like packzip). Or even better directly repack those files to a .rpack?
Also sth a bit less important. There are two other filetypes we can't access: .xwb files and .spb files. The .xwb files as one can already guess contain the sound files in .wav format. And i believe the .spb are files that have to do with the gamequests.
We are already able to unpack .wav files from the .xwb with a tool called unxwb. But the extracted .wav files are named by the programm since it can't read the file names. The edited files can be built into a new .xwb file with XACT but you need to convert those extracted .wav files into 16bit PCM .wav first or it won't let you add it into the .xwb. The built .xwb files don't work in game even if you renamed the .wav to the way they are referred to in other game files.
What would be nice is a program that can reinject the edited .wav files to the place it has been extracted from the file (like you can do it with packzip).
here are the two other file types.
http://www.file-upload.net/download-373 ... ta.7z.html
I just wanted to mention this and not distract you from your work on the .rpack files, which are more important to us. But it would be really nice if you could look into this aswell when your work with your tool is done.
And thanks again for doing this. Have I already mentioned that you are awesome?
Re: Dead Island .rpack files
You guys are amazing
Is there any possibility to view models? There are no maps for interior rooms so maybe there is a way to view them models. Dev build with no clip is useful, as I saw on youtube, that after we go up everything disappear..
Is there any possibility to view models? There are no maps for interior rooms so maybe there is a way to view them models. Dev build with no clip is useful, as I saw on youtube, that after we go up everything disappear..
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Re: Dead Island .rpack files
github.com/hhrhhr/rp5l (for Qt 4.7.4) - can unpack all supported rpacks, then convert texture to dds (use only 1-st mip level).
usage:
run the program, if it finds an entry in the registry of the game, it will be used this path. otherwise specify the location of the directory with the packs. then select the directory to unpack.
select the archive, click "scan", then "unpack". there are no indicators of progress, just wait until the selected directory does not see all files. also there are no errors check.
then click the "textures" tab, then select one texture, "scan" and "unpack". or just "unpack all textures".
"unpack all" for rpacks work very very slow.
honestly, do the reverse packer is just lazy ;) maybe it will make someone else?
usage:
run the program, if it finds an entry in the registry of the game, it will be used this path. otherwise specify the location of the directory with the packs. then select the directory to unpack.
select the archive, click "scan", then "unpack". there are no indicators of progress, just wait until the selected directory does not see all files. also there are no errors check.
then click the "textures" tab, then select one texture, "scan" and "unpack". or just "unpack all textures".
"unpack all" for rpacks work very very slow.
honestly, do the reverse packer is just lazy ;) maybe it will make someone else?
Re: Dead Island .rpack files
Awesome. Works perfectly.
Now we can at least see the Textures without having to use TexMod, and we get the correct filenames aswell.
Do you know if the content of the .rpack has a file structure? like Data/Textures or Data/Anim or sth like that?
If yes, than that could perhaps make it possible to use the Modded files without having to put them back into a .rpack.
Thank you so much for your hard work
Now we can at least see the Textures without having to use TexMod, and we get the correct filenames aswell.
Do you know if the content of the .rpack has a file structure? like Data/Textures or Data/Anim or sth like that?
If yes, than that could perhaps make it possible to use the Modded files without having to put them back into a .rpack.
Thank you so much for your hard work
Re: Dead Island .rpack files
Use QT 4.7.4 (like he wrote in his post).rengareng wrote:just a tool to inject font files (DXT5) will be very good. And how to compile this source?
You can run it in there. Was able to compile it, but not run it, even if i put all the needed .dll files in the same folder.
But like I said it runs fine in QT Creator.