473354e2 7582 generated/buildgame/game/wasteland2/sewer_level_09.mapreso
urces
Error: incomplete input file number 0, can't read 4 bytes.
anyway don't worry, it's possible that the BMS script has been written
to exit in this way if it's reached the end of the archive so check it
or contact its author or verify that all the files have been extracted
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
RAGE .RESOURCES files
- Savage
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Re: RAGE .RESOURCES files
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Re: RAGE .RESOURCES files
sorry about the script confusion - i should have enabled the script to work on the full .resource file
i took a quick look at streaming.resource but have no idea of the audio (?) formats otherwise they could be ripped like that if there really are no offsets near the footer
i took a quick look at streaming.resource but have no idea of the audio (?) formats otherwise they could be ripped like that if there really are no offsets near the footer
Last edited by WRS on Fri Oct 07, 2011 1:08 am, edited 1 time in total.
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Re: RAGE .RESOURCES files
Ahh so the current script didn't dump all files afterall?
What interests me is that the audio data is in another file and the actual names and pathways are in the main resource file.
Yes i got same error as well.
What interests me is that the audio data is in another file and the actual names and pathways are in the main resource file.
Yes i got same error as well.
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Re: RAGE .RESOURCES files
some of the file entries have extra data for different languages which could explain the audio thing:
english, french, italian, german, spanish, russian, japanese
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Re: RAGE .RESOURCES files
fixed the script error
Code: Select all
# RAGE .RESOURCES (gameresources.resources)
# QuickBMS script by WRS
endian big
get DUMMY long
get FOFFSET long
goto FOFFSET
get FILES long
for i = 0 < FILES
endian little
# file number (equal to i) - big endian
get FILENUM long
# data type names ("image", "material", ect)
get STRLEN long
getdstring BLOCKNAME STRLEN
# source data or file
get STRLEN long
getdstring VALUE1 STRLEN
# filename (could be blank)
get STRLEN long
getdstring VALUE2 STRLEN
endian big
# file entry data
get OFFSET long # relative, from 16
get DUMMY long
get FSIZE long
get EXTRA long
math EXTRA *= 24 # sometimes language names
getdstring DUMMY EXTRA
getdstring DUMMY 20
if FSIZE == 0
print "'%BLOCKNAME%' type has no data (%VALUE1%)"
else
log VALUE2 OFFSET FSIZE
endif
# debug/filelist
#print "%OFFSET%\t%BLOCKNAME%\n %VALUE1%\n %VALUE2%"
next i
get SIZE asize
savepos POS
if POS != SIZE
print "!! other footer data here !!"
endif
print "Completed!!"
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Re: RAGE .RESOURCES files
The contents of this post was deleted because of possible forum rules violation.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: RAGE .RESOURCES files
Audio is adpcm but i don;t think its xwb since theres no header indication that it is. unless the beginning part is a filetable of some sorts and its just missing the Beginning DWORD.
I looked at the strings in the game resource archive and it has the .idmsa extension which stands for ID Microsoft ADPCM. But i don't understand how the strings link to the files inside the streamed resources since i looked at the individual strings in hex and it showed really nothing useful.
I looked at the strings in the game resource archive and it has the .idmsa extension which stands for ID Microsoft ADPCM. But i don't understand how the strings link to the files inside the streamed resources since i looked at the individual strings in hex and it showed really nothing useful.
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Re: RAGE .RESOURCES files
Is there any chance to do a repacker please ?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Re: RAGE .RESOURCES files
The textures are HD-Photo compressed. Page lines probably contains an offset (8 bytes) and size (2-4 bytes?) for each page, however those files themselves look compressed as they are too small to hold all the data they actually need to hold. The wasteland likely contains a 128k by 128k texture, and with 128x128 pages that breaks down to 1m pages.Savage wrote:For me textures looks crypted (maybe im wrong)For textures Is it possible they use the same structure?
And the audio looks xwb-raw
Also, it looks like the decl files are compressed as well - likely huffman coded with a static dictionary.