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Prey (2017) pak decryption tool

Posted: Fri May 05, 2017 11:01 pm
by Sir Kane
Version 3 released.
Download here.

Changelog:
Version 1:
  • Initial release
Version 2:
  • Fixed file size check
Version 2:
  • Added support for the Mooncrash DLC

Re: Prey (2017) pak decryption tool

Posted: Sat May 06, 2017 3:00 pm
by HeliosAI
Thank you very much!
Is there a way to make it work with the larger files of the game? It gives this error message on all ~1+GB files:
Image

Re: Prey (2017) pak decryption tool

Posted: Sat May 06, 2017 4:56 pm
by Sir Kane
Yeah, I just noticed that. Looking into it.

Re: Prey (2017) pak decryption tool

Posted: Sat May 06, 2017 6:24 pm
by HeliosAI
Works perfect now thank you! :)

Re: Prey (2017) pak decryption tool

Posted: Sun May 07, 2017 3:50 pm
by iambosh
any way to pack the pak file back up?

also any way to get the xml files to be unencrypted?

Re: Prey (2017) pak decryption tool

Posted: Sun May 07, 2017 4:49 pm
by Sir Kane
Recompile of the old binary XML conversion tool I made for Crysis 3 or whatever.
Download.

As for the repacking, it might accept .zip files renamed to .pak, I'm not sure if files NEED to have signatures or if it works without them.

Re: Prey (2017) pak decryption tool

Posted: Mon May 08, 2017 10:59 pm
by DarthphoeniX
There're *.skin and *.skinm files. Do you know open this files? I try noesis rename *.skin to *.cgf but doesn't work

Re: Prey (2017) pak decryption tool

Posted: Tue May 09, 2017 6:09 pm
by HeliosAI
DarthphoeniX wrote:There're *.skin and *.skinm files. Do you know open this files? I try noesis rename *.skin to *.cgf but doesn't work
Rename the .skinm files to cgf and use this tool viewtopic.php?f=33&t=13137

Re: Prey (2017) pak decryption tool

Posted: Tue May 23, 2017 1:11 am
by windswept
o0Crofty0o wrote:
DarthphoeniX wrote:There're *.skin and *.skinm files. Do you know open this files? I try noesis rename *.skin to *.cgf but doesn't work
Rename the .skinm files to cgf and use this tool viewtopic.php?f=33&t=13137
The tool download link goes to a file not found. :[

Re: Prey (2017) pak decryption tool

Posted: Wed May 24, 2017 4:50 pm
by georgesears
Not quite works....
Smoothing is destroyed, still unknown how to make textures work

Update.
For now most reliable way for me is ninjaripper for meshes+intelGPA for textures.
Would like to have models rigged though, and max res textures from the game files. I don't think i can run it with max settings for textures on my GTX 750Ti...

Proof of concept
http://i.imgur.com/LZkEY3H.png

Re: Prey (2017) pak decryption tool

Posted: Wed May 24, 2017 11:36 pm
by HeliosAI
Smoothing isn't really destroyed on my end(in blender at least).

You have to combine the split textures to one image in a hex editor and then you can load and convert them with the latest version of Noesis. I can write a short tutorial for you here if it helps anything^^
Rigged models would be amazing, but there's no way with existing tools i think.

Re: Prey (2017) pak decryption tool

Posted: Wed May 24, 2017 11:43 pm
by georgesears
Yes, tutorial for that might help dramatically!
Please, do that!))

Re: Prey (2017) pak decryption tool

Posted: Thu May 25, 2017 1:23 am
by HeliosAI
Ok what you need:
Noesis (huge thanks here to MrAdults for supporting the normal map format of these properly, even Photoshop doesn't like them much)
Hex Editor
Intel .dds plugin for Photoshop (for the specgloss map thingies)
This .zip with headers:
BC4_Headers.zip
1. Textures are made of these files:
Image
The .dds contains the header info and i think smallest mip level, 1-8 files are increasing mips of the texture. Just take the biggest one (with the highest number, in this case 8, it is the most HD version)

2. Open the .dds and the .8 file in HxD. Switch to the .8 file and select everything with ctrl+a, then copy it with ctrl+c.

3. Switch to the .dds file and select everyting starting at Offset 94 to the end:
Image
(94 is important, if you do it at for eg 95 your texture will be shifted sidewards and not match the UV)
Then simply paste with ctrl+p and save with ctrl+s.

4. Open texture in Noesis and convert to your format of choice.
You can alternatively open these in Photoshop using the Intel plugins mentioned above. For that open your texture in HxD again and change this small part from whatever it is to 01 (thanks to chrrox for figuring this out):
Image

5. You may have noticed that _ddn (normal maps) usually don't just have the 1-X files but also files called like 6a,7a,8a. 1-8 belong to normal map, 1a-8a belong to the gloss map.
You have to convert it seperately (as far as i know anyway). I don't know where the game gets this header from, it isn't the .a file. I figured it's BC4 textures however and added a .zip to this post that has headers for the dimensions i came across in the files. The gloss maps here share the dimensions the normal maps have (4k normal map = 4k gloss map). So if it is 4k, open BC4_4k_header.dds and the .8a file in HxD, copy everything from the .8a file again and paste it below the header (offset 80). Save it under a new name you will find easy.
Noesis displays these as plain white, but Photoshop with the linked plugins loads them fine.

6. I noticed that for some reasons the normal map channels seem to be switched (red should be green, green should be red). If you don't do that shading might look quite bad in whatever software you render in.

7. You're finally done and can load them all on your model! Yey!
Image

Re: Prey (2017) pak decryption tool

Posted: Thu May 25, 2017 8:10 am
by georgesears
Thank you very , much!
Could you also direct me on where have you found player character's model? I'm looking female version too.
Also for other stuff, like psychoscope, backpack and helmet to complete the set.

Re: Prey (2017) pak decryption tool

Posted: Thu May 25, 2017 11:10 am
by devilsnake88
Here is a video tutorial if someone need it:

https://www.youtube.com/watch?v=Izyyyh-mz98

You should get something like this:
Image

Here are samples for the Shotgun:
http://www.mediafire.com/file/9fs8l4c9n ... rienDS.zip