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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
Image

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
Image

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.