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Titanfall 2/Apex Legends
Posted: Mon Oct 24, 2016 6:54 pm
by analblaze
Preload just went up. Still using VPKs, but also "RPAKs" and "STARPAKs". N̶a̶t̶u̶r̶a̶l̶l̶y̶,̶ ̶e̶x̶i̶s̶t̶i̶n̶g̶ ̶t̶o̶o̶l̶s̶ ̶a̶r̶e̶n̶'̶t̶ ̶w̶o̶r̶k̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶m̶ ̶y̶e̶t̶.̶ I must have not been opening _dirs or something, because now cra0kalo's VPK tool is opening them just fine. Nice.
That said, Crowbar is saying that models are of a newer unknown version and sounds are stored in their own unknown archives. Materials seem to be opening just fine with Nem's tools, though.
If anyone's interested in taking a look and doesn't feel like buying the game, let me know and I can throw things up on Mega or something.
(paging cra0kalo, wherever he may be)
Re: Titanfall 2
Posted: Tue Oct 25, 2016 3:36 pm
by adol365
analblaze wrote:Preload just went up. Still using VPKs, but also "RPAKs" and "STARPAKs". N̶a̶t̶u̶r̶a̶l̶l̶y̶,̶ ̶e̶x̶i̶s̶t̶i̶n̶g̶ ̶t̶o̶o̶l̶s̶ ̶a̶r̶e̶n̶'̶t̶ ̶w̶o̶r̶k̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶m̶ ̶y̶e̶t̶.̶ I must have not been opening _dirs or something, because now cra0kalo's VPK tool is opening them just fine. Nice.
That said, Crowbar is saying that models are of a newer unknown version and sounds are stored in their own unknown archives. Materials seem to be opening just fine with Nem's tools, though.
If anyone's interested in taking a look and doesn't feel like buying the game, let me know and I can throw things up on Mega or something.
(paging cra0kalo, wherever he may be)
Hi, it would be appreciate if you leave link on Mega; VPKs and etc.
Re: Titanfall 2
Posted: Fri Oct 28, 2016 5:42 pm
by durandal217
Maybe the audio formats was the wrong place to post, can someone have a look at the audio archive they are using in TF2?
The archive begins with RTSC, I've searched around and couldn't find anything pertaining to it. I'd really like to get the sound and music files.
Re: Titanfall 2
Posted: Sat Oct 29, 2016 5:00 am
by cra0
When I get time (and I'm not free like I was a few years ago) I will take a look at supporting that format and updating the VPK tool.
I need to buy the game too.
Re: Titanfall 2
Posted: Sun Oct 30, 2016 2:53 pm
by durandal217
awesome keep us up to date when you get time.
Re: Titanfall 2
Posted: Sun Oct 30, 2016 6:56 pm
by iambosh
cra0 wrote:When I get time (and I'm not free like I was a few years ago) I will take a look at supporting that format and updating the VPK tool.
I need to buy the game too.
i can give you my origin account to play it on so you can figure out the encryption. Be well worth it
Re: Titanfall 2
Posted: Mon Oct 31, 2016 3:39 am
by cra0
iambosh wrote:cra0 wrote:When I get time (and I'm not free like I was a few years ago) I will take a look at supporting that format and updating the VPK tool.
I need to buy the game too.
i can give you my origin account to play it on so you can figure out the encryption. Be well worth it
pm me.
Re: Titanfall 2
Posted: Tue Nov 01, 2016 10:47 pm
by durandal217
I hope this helps
Watching the game credits I've found out that the audio archive used is Miles Sound System by rad game tools
http://www.radgametools.com/miles.htm There was no information other than the software is coded in C and C++
nothing else about the archive was found....
Re: Titanfall 2
Posted: Wed Nov 02, 2016 4:25 am
by cra0
durandal217 wrote:I hope this helps
Watching the game credits I've found out that the audio archive used is Miles Sound System by rad game tools
http://www.radgametools.com/miles.htm There was no information other than the software is coded in C and C++
nothing else about the archive was found....
we know it uses miles when you look at the modules loaded in the client library
Anyway I found that rtech_game.dll contains a export called Pak_SetLoadFuncs which is called when loading the PAK files which are compressed/encrypted/whatever
sub_180008C80 inside rtech_game
When I have a working copy Ill see if i can just call this function and pass it a pak file to get the output.
Re: Titanfall 2
Posted: Wed Nov 02, 2016 1:04 pm
by EnclaveTrooper
How hard will it be too extract the IMC and Militia models from the game im very keen to port these models in Fallout 4
Re: Titanfall 2
Posted: Wed Nov 02, 2016 8:31 pm
by iambosh
cra0 wrote:durandal217 wrote:I hope this helps
Watching the game credits I've found out that the audio archive used is Miles Sound System by rad game tools
http://www.radgametools.com/miles.htm There was no information other than the software is coded in C and C++
nothing else about the archive was found....
we know it uses miles when you look at the modules loaded in the client library
Anyway I found that rtech_game.dll contains a export called Pak_SetLoadFuncs which is called when loading the PAK files which are compressed/encrypted/whatever
sub_180008C80 inside rtech_game
When I have a working copy Ill see if i can just call this function and pass it a pak file to get the output.
yeah i really wanna get in and disable film grain and dof and force higher fov
Re: Titanfall 2
Posted: Mon Nov 07, 2016 4:00 am
by cra0
x64 assembly isn't really my strong suit so I might need a little help if anyone here wants to help.
Titanfall 2 has
*VPK
*RPAK
*STARPAK
VPK fileformat hasn't changed since TitanFall 1 it still uses the modifed Valve format with lzham
compression.
RPAK contains a header which has a string to the starpak that contains the contents of its data
0x67 bytes in.
image base: 0x7FEE2880000
sub_7FEE28831C0((__int64)&v43, 257i64, (__int64)"r2\\paks\\Win64\\%s", (__int64)v5);
is used to combine the paths to form a full path to the data
so for example.
paks\Win64\mp_homestead_loadscreen.rpak
contains starpak
paks\Win64\pc_all.starpak
sub_180008C80 inside rtech_game.dll loads the paks
dl:
http://cra0.net/rel/rtech_game.dll
if anyone wants to take a look
Code: Select all
typedef struct
{
uint64 fileSize;
uint32 flagA;
uint32 flagB;
} pinfo_group1;
typedef struct
{
uint64 valueA;
uint32 flagA;
uint32 flagB;
} generic_struct_group1;
typedef struct
{
char magic_sig[4]; //RPak
int16 ver1;
byte opA;
byte opB_enabled;
uint32 const_unkA;
uint32 const_unkB;
uint32 unkC;
uint32 unkD;
//uint32 fileSize;
pinfo_group1 unk_gA;
generic_struct_group1 unk_gB;
uint16 unkE;
uint16 unkF;
uint16 unkG;
uint16 unkH;
uint32 unkI;
uint32 unkJ;
uint32 unkK;
uint32 unkL;
uint32 unkM;
uint32 unkN;
//generic_struct_group1 unk_gC;
//generic_struct_group1 unk_gD;
byte idkA[15];
string starPackagePath;
} RPAKHeader; //header of file
struct
{
char magic_sig[4]; //SRPk
int32 ver1;
byte alignPad[4088];
} STAR_PAKHeader; //header of file
Re: Titanfall 2
Posted: Thu Nov 24, 2016 2:28 pm
by alexio614
any progress?
Re: Titanfall 2
Posted: Tue Dec 13, 2016 11:23 am
by NIOS
There seems to be a good amount of content in Titanfall2\r2\paks\Win64 (The rpak folder) that cannot be accessed by the dir_vpk's; including two ten gigabyte files. I bet there are sounds inside those... Also a lot of camo files, which is what I am trying to get into.
Re: Titanfall 2
Posted: Sun Jan 08, 2017 9:27 pm
by Tanagashi
I would love to get access to the model files - I make armor and weapon prop replicas, and it would be nice to get proper measurements, proportions etc.
So hopefully cra0 will find the time to update the tool eventually.