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RAGE .RESOURCES files

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Savage
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Re: RAGE .RESOURCES files

Post by Savage »

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
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Re: RAGE .RESOURCES files

Post by OrangeC »

That's Apparently suppose to happen according to WRS.
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Re: RAGE .RESOURCES files

Post by WRS »

sorry about the script confusion - i should have enabled the script to work on the full .resource file :oops:

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

Post by OrangeC »

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.
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Re: RAGE .RESOURCES files

Post by WRS »

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

Post by Pepper »

pretty sure he means how all the audio files are *edit*under*edit* 1kb, its a redirect to the streamed.resources or something
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Re: RAGE .RESOURCES files

Post by WRS »

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

Post by OrangeC »

Thanks it worked!

Now just how to link these sound files from the compress folder to the audio in the streaming bank.
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Re: RAGE .RESOURCES files

Post by Zelex »

Still not extracting everything? generated dir is only 400mb or so.
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Re: RAGE .RESOURCES files

Post by OrangeC »

It did extract everything in the bigfile, since now the folder reads 1gig in total.
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Re: RAGE .RESOURCES files

Post by Chipicao »

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Re: RAGE .RESOURCES files

Post by Savage »

For textures Is it possible they use the same structure?
For me textures looks crypted (maybe im wrong)
And the audio looks xwb-raw
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Re: RAGE .RESOURCES files

Post by OrangeC »

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.
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Re: RAGE .RESOURCES files

Post by michalss »

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/
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Re: RAGE .RESOURCES files

Post by Zelex »

Savage wrote:
For textures Is it possible they use the same structure?
For me textures looks crypted (maybe im wrong)
And the audio looks xwb-raw
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.

Also, it looks like the decl files are compressed as well - likely huffman coded with a static dictionary.
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