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Motorcycle Club .PAC files

Posted: Mon Dec 01, 2014 10:12 am
by REDZOEU
I need help to extract these files, or at least load the motorcycle models into MAX or any other program (but i prefer MAX).
The game uses .PAC files entirely for model files, and .PAF for sound (maybe?)
Well, if someone is willing to help me, these are the files :

http://www.mediafire.com/download/r4udi ... toClub.zip

The ZIP includes both .PAF and .PAC files. Good luck to the ones who's willing to help :D

Re: Motorcycle Club .PAC files

Posted: Mon Dec 01, 2014 2:22 pm
by shakotay2
rename *.pac to *.7z for example and unpack the contained *.tmp file.

Used hex2obj (view link in my sig) to extract one submesh (of ten?):
MCclub_Kawa.JPG
Normals might be no normals (other than stated).
As you might know I always ignore them to keep things simple with hex2obj.
(If required let them to be autocalculated by blender for example.)

Re: Motorcycle Club .PAC files

Posted: Mon Dec 01, 2014 3:10 pm
by REDZOEU
Whoa nice. Gonna try this tomorrow (since it's late here and i still have exams tmr)
Btw, i'm kinda confused on how this hex2obj tool works, and i have no knowledge in hex numbers too .-.

Re: Motorcycle Club .PAC files

Posted: Mon Dec 01, 2014 3:20 pm
by shakotay2
REDZOEU wrote:Whoa nice. Gonna try this tomorrow (since it's late here and i still have exams tmr)
Btw, i'm kinda confused on how this hex2obj tool works, and i have no knowledge in hex numbers too .-.
After your exams trying out the hex2obj tutorial sample should gonna going to be rather relaxing... :D

well, hex numbers, this could appear to be a "plot stopper" :cry:

Other than the decimal system with a base of ten there's 16 "numbers"
in the hexadecimal system: 0,..,9,A,B,C,D,E,F (with a preceeding 0x to indicate that we have a hexedecimal number).

But it's not too hard - you only should know how to convert between the two systems:
0x100 = 256 for example

(you could use windows' calculator.exe)

Last not least be informed that hex2obj is intended to be a helper tool
for a quick format reversing.
It's not a one-click-solution.

Once you know how to get a (sub) mesh it would make sense
to create a maxscript for importing models.