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Re: TitanFall (.vpk) archives

Posted: Thu Feb 20, 2014 8:54 pm
by eycaramba
Nice, great and speedy work there, looking forward to the updated tool :)

Re: TitanFall (.vpk) archives

Posted: Fri Feb 21, 2014 11:41 am
by kalleoskar
Beta over now,hows the progress :wink:

Re: TitanFall (.vpk) archives

Posted: Fri Feb 21, 2014 7:19 pm
by m0xf
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.

Re: TitanFall (.vpk) archives

Posted: Sat Feb 22, 2014 5:21 am
by cra0
kalleoskar wrote:Beta over now,hows the progress :wink:
Public beta release
Image

Download
http://cra0kalo.com/public/Titanfall_VPKTool2.zip

Re: TitanFall (.vpk) archives

Posted: Sat Feb 22, 2014 11:28 am
by sh0ck1
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?

Re: TitanFall (.vpk) archives

Posted: Sat Feb 22, 2014 6:43 pm
by kalleoskar
Thanks for both of the tools! Hm i havnt tried t´but the model files can bbe encrypted, will try some things later

Re: TitanFall (.vpk) archives

Posted: Sun Feb 23, 2014 1:17 am
by kalleoskar
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

Posted: Sun Feb 23, 2014 3:01 am
by sh0ck1
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

Re: TitanFall (.vpk) archives

Posted: Sun Feb 23, 2014 4:39 am
by kalleoskar
Yupp, it was an error on the decompiler part :) They are doing titanfall compatiable ton it asap

Re: TitanFall (.vpk) archives

Posted: Sun Feb 23, 2014 7:18 am
by kalleoskar
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:)

Re: TitanFall (.vpk) archives

Posted: Sun Mar 02, 2014 8:53 pm
by cra0
kalleoskar 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:)
Crowbar should now decompile the animations and model data fine. On a side note im working on repackaging support and vtf patching

Re: TitanFall (.vpk) archives

Posted: Sat Mar 08, 2014 4:02 pm
by cra0
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.

Image

some files here if someone wants to take a look

https://dl.dropboxusercontent.com/u/107 ... udioSam.7z

Re: TitanFall (.vpk) archives

Posted: Sun Mar 09, 2014 11:29 pm
by Pepper
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.

Image

some files here if someone wants to take a look

https://dl.dropboxusercontent.com/u/107 ... udioSam.7z
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.

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.

Re: TitanFall (.vpk) archives

Posted: Sun Mar 09, 2014 11:47 pm
by cra0
Pepper wrote:
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.

Image

some files here if someone wants to take a look

https://dl.dropboxusercontent.com/u/107 ... udioSam.7z
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.

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

Posted: Mon Mar 10, 2014 4:07 am
by sh0ck1
noob question, but why do some of my human faces look like they have pieces of their face shooting out in SFM?