Dragon ball z : kakarot uasset files

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
emris93
Posts: 2
Joined: Fri Jan 17, 2020 12:48 pm

Dragon ball z : kakarot uasset files

Post by emris93 »

Hello, any idea how can I extract and repack uasset and awb files (audio) from dragon ball z kakarot please ?
With quickbms and unreal_tournament_4.bms script it don't works.
PS : I can extract awb files with VGMtoolbox but can't repack.
LokiReborn
Posts: 190
Joined: Fri Aug 26, 2016 3:11 pm

Re: Dragon ball z : kakarot uasset files

Post by LokiReborn »

emris93 wrote:Hello, any idea how can I extract and repack uasset and awb files (audio) from dragon ball z kakarot please ?
With quickbms and unreal_tournament_4.bms script it don't works.
PS : I can extract awb files with VGMtoolbox but can't repack.


There isn't really a way to generically unpack / repack uasset files are they are container formats and every single one in a single game could be potentially different (not actually the case but you get the point.) Outside of the default unreal datatypes you can define your own structures so like the traditional cooked files you need to typically design something for your specific use case if you want to be able to work with them. There may be some tools that can pull out pieces but if you specifically want to edit the files and use them it will more than likely be a custom dev for that game / type of uasset file.
emris93
Posts: 2
Joined: Fri Jan 17, 2020 12:48 pm

Re: Dragon ball z : kakarot uasset files

Post by emris93 »

LokiReborn wrote:
emris93 wrote:Hello, any idea how can I extract and repack uasset and awb files (audio) from dragon ball z kakarot please ?
With quickbms and unreal_tournament_4.bms script it don't works.
PS : I can extract awb files with VGMtoolbox but can't repack.


There isn't really a way to generically unpack / repack uasset files are they are container formats and every single one in a single game could be potentially different (not actually the case but you get the point.) Outside of the default unreal datatypes you can define your own structures so like the traditional cooked files you need to typically design something for your specific use case if you want to be able to work with them. There may be some tools that can pull out pieces but if you specifically want to edit the files and use them it will more than likely be a custom dev for that game / type of uasset file.


I think you chilled me with your message^^'. For now, I'll let much more experienced developers take care of it.
Thx very much for your answear :).
ili
Posts: 81
Joined: Wed Sep 17, 2014 2:28 pm

Re: Dragon ball z : kakarot uasset files

Post by ili »

hca look crypted ? no