Can anyone take a look at this files.
PM me for sample.
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Call of Duty - Ghost - PC - *.pak/*.ff
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
It's just flac files in a container (the .pak files). I'm no good at writing scripts, but I think a simple quickbms script would do. If anyody wants a sample, they can PM me, too.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
Hah, you just posted the same in ffshrine.
Do you have an extractor script handy or something? The BO2 sound format is exactly the same, yet the extractor for that is created specifically for BO2's folder structure ... :/
Do you have an extractor script handy or something? The BO2 sound format is exactly the same, yet the extractor for that is created specifically for BO2's folder structure ... :/
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
That's actually what I've been trying to do right now, but what do I choose as terminator string?
Edit: Oh well, apparently "fLaC" worked just fine, it's just that the first few files were only a couple of KB and kinda weird, so I thought it didn't work properly. Checking "Cut to EOF ..." is also necessary for VGM to properly write out the last file in the archive.
Edit: Oh well, apparently "fLaC" worked just fine, it's just that the first few files were only a couple of KB and kinda weird, so I thought it didn't work properly. Checking "Cut to EOF ..." is also necessary for VGM to properly write out the last file in the archive.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
Hi guys .. this is a small program I wrote in C# it extracts the *.flac audio files
a bit better than VGM because it searches for "fLaC" string , while this read the file size from header
just drag the *.pak file (which contains the sound) and drop it on the exe and it will extract ..
a bit better than VGM because it searches for "fLaC" string , while this read the file size from header
just drag the *.pak file (which contains the sound) and drop it on the exe and it will extract ..
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
Is there a chance to extract and repack the textures!?
Look like they are in /dir in the *.ff-files.
Look like they are in /dir in the *.ff-files.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
http://cra0kalo.com/public/research/Ekey wrote:Share files here.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
zlibed headerless dds textures.cra0 wrote: http://cra0kalo.com/public/research/
I think name table is encrypted or something.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
Yep though they could be in the very first img archive. I have to take a lookdeepshit wrote:zlibed headerless dds textures.cra0 wrote: http://cra0kalo.com/public/research/
I think name table is encrypted or something.
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
someone checked the X360 version ? I think it wont be encypted
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/
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Re: Call of Duty - Ghost - PC - *.pak/*.ff
Ok so here is what I have figured out.
PAK contains SOUND/IMAGE data
PAK files have MAGIC header for image data "IWffu1005" followed by some encrypted/compressed data not Zlib.
After that Zlib blocks start each to be a texture with a textureID these textureIDs are referenced inside the .ff files as the engine calls them from the pak based on the id.
-Header
-OffsetTable (I'm guessing)
-Zlibd blocks
-EDIT here is a dirty release for .ff model data
http://cra0kalo.com/public/COD_GHOSTS_PAKTool.zip
usage: input one of the .ff files
example
https://dl.dropboxusercontent.com/u/107 ... lt_f_tr.ff
https://dl.dropboxusercontent.com/u/107 ... lt_a_tr.ff
https://dl.dropboxusercontent.com/u/107 ... lt_a_tr.ff
it will give you the raw model data
-edit-
-Supports unpacking DXT1/DXT5 textures from the images.pak files
PAK contains SOUND/IMAGE data
PAK files have MAGIC header for image data "IWffu1005" followed by some encrypted/compressed data not Zlib.
After that Zlib blocks start each to be a texture with a textureID these textureIDs are referenced inside the .ff files as the engine calls them from the pak based on the id.
-Header
-OffsetTable (I'm guessing)
-Zlibd blocks
-EDIT here is a dirty release for .ff model data
http://cra0kalo.com/public/COD_GHOSTS_PAKTool.zip
usage: input one of the .ff files
example
https://dl.dropboxusercontent.com/u/107 ... lt_f_tr.ff
https://dl.dropboxusercontent.com/u/107 ... lt_a_tr.ff
https://dl.dropboxusercontent.com/u/107 ... lt_a_tr.ff
it will give you the raw model data
-edit-
-Supports unpacking DXT1/DXT5 textures from the images.pak files