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Driver San Francisco *.fchunk
Posted: Wed Nov 09, 2011 4:36 pm
by JAY
Most of the files are encrypted. It looks it is similar to Driv3r and Driver Parallel Lines (
viewtopic.php?f=10&t=2877). The also used the *.sp file extension. And we have the following:
*.astd
*.dncg
*.fchunk
*.pck
They also have the same header "CHNK".
I checked out some files in "/media". There we have *.fchunk files which contains lua-scripts. I found many filenames in these files, e.g. in ScriptsLuaScripts.fchunk:
So it should be a lot easier to unpack these files. Can someone have look?
<link removed due forum rules violation>
Thanks.
Re: Driver San Francisco *.fchunk
Posted: Thu Nov 10, 2011 9:00 am
by michalss
Man we are trying to crack this for mont and not success so far. It is very complicated format so good luck with it
Re: Driver San Francisco *.fchunk
Posted: Fri Nov 25, 2011 11:19 pm
by 360AMC
OMFG!
TrafficData.Lua
If we crack this....we could fix the traffic spawning and make all cars spawn in the traffic! Holy shit!
Re: Driver San Francisco *.fchunk
Posted: Sat Dec 24, 2011 6:15 pm
by Dany0
Oh boy oh boy oh boy I'm so excited! I want to mod the hell out of D:SF
The ending didn't give much easter eggs, but I enjoyed it so I'll make some of my own! hehe
I got to the same point as JAG, will see what can do. So far it seems I can at least change nitro effect.
Re: Driver San Francisco *.fchunk
Posted: Thu Dec 29, 2011 1:46 pm
by Axsis
these files with CHNK header is some sort of database, with lots of another CHNK files inside.
for example, completely (recursively) unpacked dngvehicles.sp has 150000+ files with generated filenames.
most of them are very small (< 4kb). it's not easy to find something there...
textures in dds format, some sounds in Wwise bnk, car geometry and animation in unknown format in multiple files.
Re: Driver San Francisco *.fchunk
Posted: Sun Jan 01, 2012 12:26 pm
by Dany0
Maybe there are small files that attach to every part on the vehicle that declare damage? It's possible. One could just ignore files smaller then 4kb?
Re: Driver San Francisco *.fchunk
Posted: Mon Jan 16, 2012 3:27 am
by 360AMC
*bump*
Re: Driver San Francisco *.fchunk
Posted: Mon Jan 16, 2012 11:27 pm
by Axsis
If you need lua scripts I've got bad news for you - they are in compiled form ("LuaQ" header).
Re: Driver San Francisco *.fchunk
Posted: Thu Jan 19, 2012 12:57 am
by 360AMC
A guy on Driver Madness named Grover decoded them with LUAdec, and was in the process of making a recomplier....but then DM went down(coincidence? I think not. fucking ubisoft) DM's back up....but Grover hasn't returned.
Re: Driver San Francisco *.fchunk
Posted: Thu Jan 19, 2012 4:30 pm
by Axsis
Unpacked ScriptsLuaScripts.fchunk file:
http://www.multiupload.com/78RSOXYCVT
but all scripts still in one file (0002_SCRS_[Script Package Compiled Script].bin) and offsets and sizes in other file (0001_SCRC_[Script Package Lookup].bin)
maybe someone will make a script or tool to unpack them. or maybe I do, but later.
Re: Driver San Francisco *.fchunk
Posted: Sat Jan 21, 2012 3:08 am
by 360AMC
That would be excellent, please do. That Grover dude was going to....but as I said, DM went down(probably an Ubi inside job) and he lost all his posts due to the forum having to restore to an earlier backup.
Re: Driver San Francisco *.fchunk
Posted: Mon Feb 20, 2012 5:44 am
by 360AMC
Any luck on decompiling the .LUA script packages?
Re: Driver San Francisco *.fchunk
Posted: Sun Mar 25, 2012 1:55 am
by 360AMC
Nothing? God damn it, this is such an injustice. Great game like this with a few things needing to be fixed such as traffic spawning, and it'd be easy to make a decomplier/complier, but nope.
Re: Driver San Francisco *.fchunk
Posted: Mon Apr 16, 2012 5:05 pm
by headrushmayor
Axsis wrote:If you need lua scripts I've got bad news for you - they are in compiled form ("LuaQ" header).
Hi all been working on the game i work out edit sounds so far made them louder and alot more bass in car and turn down backfire a bit driving me nuts, i here tell you
can edit the lua files you will need program called
RavioliGameTools_v2.5 then use the RScanner look at the file it a slow way but you get look in too the files and edit them as well, most file just like this if no what do with them. i have played around with them untill sumone help work them out.
PerformanceAnalysis.SamplePoints[1].X = -3007.607;
PerformanceAnalysis.SamplePoints[1].Y = 145.4927;
PerformanceAnalysis.SamplePoints[1].Z = 4483.603;
PerformanceAnalysis.SamplePoints[1].Angle = 0.6698866;
PerformanceAnalysis.SamplePoints[2].X = -2947.67;
PerformanceAnalysis.SamplePoints[2].Y = 148.6723;
PerformanceAnalysis.SamplePoints[2].Z = 4353.441;
PerformanceAnalysis.SamplePoints[2].Angle = 1.760166;
PerformanceAnalysis.MaxSamplePoints = 2;
Re: Driver San Francisco *.fchunk
Posted: Wed Apr 25, 2012 12:40 am
by 360AMC
How about an all cars in traffic mod?
EDIT:Okay, how the hell do you use this thing? I scan, it finds an Unkn0001.dat, it's nothing but hex, wat do.