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TitanFall (.vpk) archives
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Re: TitanFall (.vpk) archives
I made tool, that used game engine to extract files.
1. Copy to game directory.
2. Run UnVpk.exe and Alt+Tab to console window.
3. Look at "output" directory.
1. Copy to game directory.
2. Run UnVpk.exe and Alt+Tab to console window.
3. Look at "output" directory.
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- cra0
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Re: TitanFall (.vpk) archives
Public beta releasekalleoskar wrote:Beta over now,hows the progress
Download
http://cra0kalo.com/public/Titanfall_VPKTool2.zip
Re: TitanFall (.vpk) archives
Whoops thought it wasnt working but it was because I didn't click the *_dir.vpk file - clicked the main vpk files.
AWESOME work!
Anyone have an idea whats up with the sound files?
Also, noob question, is there any software that will load up the models? I cant seem to get it to come up in Noesis and Source SDK seems like a no go?
AWESOME work!
Anyone have an idea whats up with the sound files?
Also, noob question, is there any software that will load up the models? I cant seem to get it to come up in Noesis and Source SDK seems like a no go?
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Re: TitanFall (.vpk) archives
Thanks for both of the tools! Hm i havnt tried t´but the model files can bbe encrypted, will try some things later
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Re: TitanFall (.vpk) archives
So after trying some things the model files wont decompile properly beacuse the texture files are missing, i suspect those files is in one of the vpk file we cant acces yet
Re: TitanFall (.vpk) archives
Pretty sure the textures are in the materials/models folders within the same VPKs as the models they belong to.
For example:
models/titans/atlas has the mdl, while materials/models/titans/atlas has the textures
models/humans have the mdl files, while materials/models/humans have the textures
For example:
models/titans/atlas has the mdl, while materials/models/titans/atlas has the textures
models/humans have the mdl files, while materials/models/humans have the textures
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Re: TitanFall (.vpk) archives
Yupp, it was an error on the decompiler part They are doing titanfall compatiable ton it asap
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Re: TitanFall (.vpk) archives
Hmm if anyone finds the cockpit mesh give me a heads up To bad we cant host titanfall beat ourselves, there are alot of settings for the ai bots in scripts and etc
Haha it works
cra0kalo posted:
Hehe you can just rename .dx11 to .dx90 as a quick hack fix only works for some models
till the crowbar is updated:)
Haha it works
cra0kalo posted:
Hehe you can just rename .dx11 to .dx90 as a quick hack fix only works for some models
till the crowbar is updated:)
- cra0
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Re: TitanFall (.vpk) archives
Crowbar should now decompile the animations and model data fine. On a side note im working on repackaging support and vtf patchingkalleoskar wrote:Hmm if anyone finds the cockpit mesh give me a heads up To bad we cant host titanfall beat ourselves, there are alot of settings for the ai bots in scripts and etc
Haha it works
cra0kalo posted:
Hehe you can just rename .dx11 to .dx90 as a quick hack fix only works for some models
till the crowbar is updated:)
- cra0
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Re: TitanFall (.vpk) archives
Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have
samplerate: 44100
bitrate: 16
channel: 2
the headers are missing or obfuscated or something I have no idea.
some files here if someone wants to take a look
https://dl.dropboxusercontent.com/u/107 ... udioSam.7z
samplerate: 44100
bitrate: 16
channel: 2
the headers are missing or obfuscated or something I have no idea.
some files here if someone wants to take a look
https://dl.dropboxusercontent.com/u/107 ... udioSam.7z
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Re: TitanFall (.vpk) archives
Alot of the multichannel files indicate the channels in the file name, atleast for weapon sound effects. Also, there is an audible pop before the actual audio data, which my best guess is where it is, in some form.cra0 wrote:Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have
samplerate: 44100
bitrate: 16
channel: 2
the headers are missing or obfuscated or something I have no idea.
some files here if someone wants to take a look
https://dl.dropboxusercontent.com/u/107 ... udioSam.7z
Here's what I can see clearly:
CB starting header, BC ending footer, and those bytes in the header seem important, but I cant relate them to the files in a clear way.
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Re: TitanFall (.vpk) archives
Pepper wrote:Alot of the multichannel files indicate the channels in the file name, atleast for weapon sound effects. Also, there is an audible pop before the actual audio data, which my best guess is where it is, in some form.cra0 wrote:Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have
samplerate: 44100
bitrate: 16
channel: 2
the headers are missing or obfuscated or something I have no idea.
some files here if someone wants to take a look
https://dl.dropboxusercontent.com/u/107 ... udioSam.7z
Here's what I can see clearly:
CB starting header, BC ending footer, and those bytes in the header seem important, but I cant relate them to the files in a clear way.
maybe the headers are cached in a like audiocache.bin file ill keep looking.
Re: TitanFall (.vpk) archives
noob question, but why do some of my human faces look like they have pieces of their face shooting out in SFM?