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Ridge Racer Unbounded Compressed files.

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Re: Ridge Racer Unbounded Compressed files.

Post by Mr.Mouse »

360AMC wrote:Everything done correctly. Nothing. Yep-this is bullshit, and i'm sorry, but that path is far beyond 20 chars. And there's no manual in sight. And if I have to read a frigging MANUAL just to extract a couple lousy files, something is wrong.
You are on the brink of being banned. Violation of rule 12: viewtopic.php?f=28&t=1270
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Re: Ridge Racer Unbounded Compressed files.

Post by XpoZed »

terminator wrote:Could you make a packer algorythm? It would be help so much in localization.
It's in my TODO list. ;)
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Re: Ridge Racer Unbounded Compressed files.

Post by burnabycomputer »

Thanks a lot for your tool as Im decompressing now... can I rip car models out of this game?
Earlier I tried DX ripper (OBJ. too) but it only saves the wheels and 3DVIA Printscreen crashes the game on startup.... but Ive yet to try that gameassassin ripper.
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Re: Ridge Racer Unbounded Compressed files.

Post by XpoZed »

burnabycomputer wrote:Thanks a lot for your tool as Im decompressing now... can I rip car models out of this game?
Earlier I tried DX ripper (OBJ. too) but it only saves the wheels and 3DVIA Printscreen crashes the game on startup.... but Ive yet to try that gameassassin ripper.
No idea here. Maybe you should ask in the "3D/2D models" subforums.
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Re: Ridge Racer Unbounded Compressed files.

Post by Purple44 »

matt55 wrote:Too bad that Flatout Joint is down or maybe it is alive(??) Well I remember the discussion about modding that game.
For me Ridge racer looks similar to Burnout but with mods it will be even more better ;)

We are still kicking at Flatout Joint, at least for the time being. Came close to closing doors back in 2010.

I had high hopes for RRU, especially the advance track editor. But RRU being a console port, no wheel support, no remapping, no text chat online, online having major issues, I'm afraid RRU may have a short life like Blur. :(

Been a disappointing year so far. Flatout 3 release as a beta and publisher Strategy First screwing over Team6 and the Flatout community. Bugbear releasing Ridge Racer Unbounded as a console port and Dirt Showdown only having 8 players online, when you really need 10-12 players to have a good, rip roaring derby figure 8 race, like we use to have with GRID.

Good luck modding RRU and maybe some the modders from FOJ may stop by. But right now, most of us at FOJ have taken a pass on RRU for now.
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Re: Ridge Racer Unbounded Compressed files.

Post by terminator »

XpoZed wrote:
terminator wrote:Could you make a packer algorythm? It would be help so much in localization.
It's in my TODO list. ;)
Is there any progress in packer coding, or surrended it?
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Re: Ridge Racer Unbounded Compressed files.

Post by XpoZed »

terminator wrote:
XpoZed wrote:
terminator wrote:Could you make a packer algorythm? It would be help so much in localization.
It's in my TODO list. ;)
Is there any progress in packer coding, or surrended it?
Sorry, I'm quite busy lately and don't have much free time for Unpakke.
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Re: Ridge Racer Unbounded Compressed files.

Post by RVR72GV »

Fun fact: Running the game uncompressed seems to make the track editor able to load your tracks again.

...or is it just me.

And pretty much every scripts are in .xml format, which means it should be modifiable (the cars should be moddable as well, but the car body mesh is in .vhcl format, and the texture is in .bmap).
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Re: Ridge Racer Unbounded Compressed files.

Post by terminator »

"Sorry, I'm quite busy lately and don't have much free time for Unpakke."

I'm feeling sad to read that - I was hope you could make some handy script to packer algorythm to help us in localization.
Ridge Racer Unbound doesnt read any localized string from unpakked sources ... :( :( :(
I hope someone gonna help us.

Best wishes!
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Re: Ridge Racer Unbounded Compressed files.

Post by GulBroz »

Hi all

@XpoZed: congratulations for your work on unpacking RRU, that's really great stuff.

As you said you do not have time to work on the packer part, maybe you can PM me your findings on RRU (especially the cypher part), and I'll upgrade BFSpack tool (I already enhanced it for FlatOut2 since Karok released the 1st version, and added support for FlaOut:UltimateCarnage).

I'm not asking this just to have the code, I'll do something of it (of course I could disassemble RRU binary and redo what you've done, but I do not have enough free time for this - and I'm not very comfortable with x86 assembler too :?, so it will take me a lot of time).

More over, I think that cypher algo is maybe the key to something we all dream of at flatoutjoint.com: the way to fully decode FlatOut2 files and be able to have a fully working track editor, with the ability to create tracks from scratch. (but that is secondary/bonus objective, the 1st one is to add support for RRU in BFSpack).

Hope you'll hear me.

GulBroz.
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Re: Ridge Racer Unbounded Compressed files.

Post by terminator »

(but that is secondary/bonus objective, the 1st one is to add support for RRU in BFSpack).
It would be soooo great thing! :)
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Re: Ridge Racer Unbounded Compressed files.

Post by 360AMC »

RVR72GV wrote:Fun fact: Running the game uncompressed seems to make the track editor able to load your tracks again.

...or is it just me.

And pretty much every scripts are in .xml format, which means it should be modifiable (the cars should be moddable as well, but the car body mesh is in .vhcl format, and the texture is in .bmap).
I tried to make traffic spawn on city streets, but sadly, no luck.(created all the correct folders and .xmls, added.xmls to database.cfg or w/e it's called, got nothing.)
I did only change how fast the traffic would go, otherwise the data is the same as the .xml for the highway traffic...probably something else that needs to be changed.
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Re: Ridge Racer Unbounded Compressed files.

Post by headrushmayor »

360AMC wrote:
RVR72GV wrote:Fun fact: Running the game uncompressed seems to make the track editor able to load your tracks again.

...or is it just me.

And pretty much every scripts are in .xml format, which means it should be modifiable (the cars should be moddable as well, but the car body mesh is in .vhcl format, and the texture is in .bmap).
I tried to make traffic spawn on city streets, but sadly, no luck.(created all the correct folders and .xmls, added.xmls to database.cfg or w/e it's called, got nothing.)
I did only change how fast the traffic would go, otherwise the data is the same as the .xml for the highway traffic...probably something else that needs to be changed.

Hi i don't if this will help you with the traffic but i look in sum files after i unpack it come with file 00__ridge_racer__data_database_data_career in there a file called
database this got everthing do with the game, look down about half way u find it called <Property name="TrafficDensityScale" i set it too <Value>2.000000</Value>.
I have change laps from 5 to 15 <Property name="Laps" type="PROPERTY_INT">
<Value>5</Value>
get more fun out of the game and trying set AI bit harder. i played around with sound so far and find the names of all the songs as well.
Here list of song in game.
<Property name="PlayList" type="PROPERTY_POOLSTRING" array="true">
<Value>Yu Miyake - Tsui Tsui (RR5)</Value>
<Value>Hiroshi Okubo - Explorers (RR6)</Value>
<Value>Rio Hamamoto - Road Mauler (RR6)</Value>
<Value>Rio Hamamoto - Beat Assassinator (RR7)</Value>
<Value>Akitaka Tohyama - Freak Out (RR7)</Value>
<Value>Hiroshi Okubo - Orbital Rock (RR7)</Value>
<Value>AJURIKA - Drifting Spiders</Value>
<Value>sampling masters MEGA - Mushrooms</Value>
<Value>sampling masters MEGA - Wrong way</Value>
<Value>sampling masters AYA - 1 Halen</Value>
<Value>sampling masters AYA - Lederhosen Samurai</Value>
<Value>sanodg - Down & Under</Value>
<Value>Rio Hamamoto - The Finger</Value>
<Value>Hiroshi Okubo - Take a ride</Value>
<Value>Overseer - Crash & Burn</Value>
<Value>The Crystal Method - Double Down Under</Value>
<Value>Skrillex - Kill Everybody </Value>
<Value>Noisia & The Upbeats - Blindfold</Value>
<Value>Ever Never - Persecution</Value>
<Value>RuN RiOT - Survive The Drop</Value>
<Value>Skrillex - Scary Monsters And Nice Sprites</Value>
<Value>Scratch Perverts - Stand By (Krafty Kuts Remix)</Value>
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Re: Ridge Racer Unbounded Compressed files.

Post by 360AMC »

Whoa whoa whoa...did traffic spawn on streets when you did that?
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Re: Ridge Racer Unbounded Compressed files.

Post by headrushmayor »

360AMC wrote:Whoa whoa whoa...did traffic spawn on streets when you did that?
i got lot more cars from that only set to 2.000000 try set to higher number and see what happens, i have not played much with it as i am doing dirt showdown, i doing sound file for game and other
effect as well, i have look again tonight do video if works out ok give link to it.
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