MAD MAX (.arc/.tab) archives

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: MAD MAX (.arc/.tab) archives

Post by Ekey »

~30 new names. Try to play longer. I do not see sense to make these small updates.

Edited: See below.
Last edited by Ekey on Tue Nov 03, 2015 3:13 pm, edited 1 time in total.
Paul44
Posts: 6
Joined: Mon Sep 28, 2015 1:24 pm

Process Log analysis

Post by Paul44 »

Point taken, but as I stated in my first post, I've finished playing the game. And will not play it anytime soon.

That said: if you guys would like gamers to support you in collecting this type of information, I suggest that you open a Request Topic specific on this subject "collecting - any - game info" only. And provide gamers with: a) precise and concise information on how to do this (see my attachment - no rocket science, but most gamers can not be bothered in finding out the tidbits) b) a stable gaming platform. As I said before, I crashed once during gaming, and ProcMon crashed 4-5 times (and all this while just parsing some menus).

Just a suggestion...

EDIT:
Couldn't help myself, so I've created a batchfile this morning that can process those process monitor logs. And it eventually returns a "New value" filelist. It has some level of parameterization, in that it can extract only filenames vs fullpath names; which column to check (and is it valid) and the delimiter used.
Obviously, it is up to gents like #Ekey to define exactly what they'd like to receive...

I've also included a few of the logs I uploaded earlier this week for testing purpose.
thef10man
Posts: 2
Joined: Thu Oct 15, 2015 12:19 am

Re: MAD MAX (.arc/.tab) archives

Post by thef10man »

I've tried using the FSB extractor on any of the sound effects/music/cutscene/dialog FSBs, and they all say 'The extracted Celt/Ogg sample will not have a header, and cannot be played'. Using WavePad/WinAMP/dbPowerAmp yields no results in playing them.

I tried using fsb_aud_extr with the supplied fmodL.dll on the OGGs that get extracted from FSB extractor, but it just says Unsupported file or audio format.
JimmyJ
Posts: 1
Joined: Thu Oct 15, 2015 4:50 pm

Re: MAD MAX (.arc/.tab) archives

Post by JimmyJ »

hey guys, somebody know how to import models from Mad Max to 3d max?
Chester1994
Posts: 1
Joined: Sat Oct 17, 2015 4:13 am

Re: MAD MAX (.arc/.tab) archives

Post by Chester1994 »

I´ve just finished the game one day ago. How can I help get those names?
Paul44
Posts: 6
Joined: Mon Sep 28, 2015 1:24 pm

Re: MAD MAX (.arc/.tab) archives

Post by Paul44 »

@Chester1994:
Read previous page on how to use/config MS Process Monitor. But you'll need to replay the game completely again to get more filenames...
thePWA
Posts: 20
Joined: Wed Oct 28, 2015 1:21 am

Re: MAD MAX (.arc/.tab) archives

Post by thePWA »

Szkaradek123 wrote:Hi

All models and needed textures with filenames are in sarc files.
After unpacking we have got this file type:
- *.rbn - has info about rbs file + info about used materials and images ( *.ddsc)
- *.rbs - mesh data
- *.ddsc - dds image


Great find! Would it be possible to have a blender model exporter for this?
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: MAD MAX (.arc/.tab) archives

Post by Ekey »

Updated Base with file names.
thef10man
Posts: 2
Joined: Thu Oct 15, 2015 12:19 am

Re: MAD MAX (.arc/.tab) archives

Post by thef10man »

Is nobody going to help me?
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: MAD MAX (.arc/.tab) archives

Post by aluigi »

@thef10man
The ogg files in the FSB archives are a problem.
There are a couple of solutions, one was this tool:
viewtopic.php?p=6582#p6582
Then there was a fmod based converter but I don't have links to it.
Szkaradek123
Posts: 124
Joined: Sat Aug 29, 2015 1:13 pm

Re: MAD MAX (.arc/.tab) archives

Post by Szkaradek123 »

thePWA wrote:
Szkaradek123 wrote:Hi

All models and needed textures with filenames are in sarc files.
After unpacking we have got this file type:
- *.rbn - has info about rbs file + info about used materials and images ( *.ddsc)
- *.rbs - mesh data
- *.ddsc - dds image


Great find! Would it be possible to have a blender model exporter for this?


Here is for testing model importer from Mad Max.
It works with Blender 249.
-to get sarc archives - select any bin file and some wait to unpack all files
-from folder like "models\a00\character\encampment\crowdazzle" select rbs file to get mesh data (uv+skinweights)
-to get textured models select rbn file, but it works seldom (rarely)
-this game uses havok engine, to get skeleton find in folder like "animations\skeletons" *.bsk file (not supported)

Updated 2016-06-28:
-fixed import bsk files (bones)
First import skeleton from *.bsk file and than meshes from *.rbs.
For import next model please delete file 'bonenames.txt' from importer folder
Last edited by Szkaradek123 on Tue Jun 28, 2016 12:45 pm, edited 2 times in total.
Paul44
Posts: 6
Joined: Mon Sep 28, 2015 1:24 pm

Re: MAD MAX (.arc/.tab) archives

Post by Paul44 »

@Ekey:
Hereby an addiitional 180 new names (incl intro video). You also might add the analogue 'xx_xx.navmeshc' filenames, since many of those are not yet in that list.
I've also updated my batch 'loganalyzer' since I have now used the basic/standard CSV logfile structure. To make things easier to configure, I've also added a 'pre-process' log verify option...
p

ps: ms process monitor remains to be very unstable...
Zago
Posts: 1
Joined: Mon Nov 16, 2015 11:02 pm

Re: MAD MAX (.arc/.tab) archives

Post by Zago »

Can somebody do a patch to remove the main car engine noise? It's killing my ears :)
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: MAD MAX (.arc/.tab) archives

Post by michalss »

Hi Ekey can you please share hash filename function here ?
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: MAD MAX (.arc/.tab) archives

Post by Ekey »

Code: Select all

https://android.googlesource.com/platform/external/jenkins-hash/+/master/lookup3.c


Code: Select all

uint32_t hashlittle( const void *key, size_t length, uint32_t initval)
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: MAD MAX (.arc/.tab) archives

Post by michalss »

Ekey wrote:

Code: Select all

https://android.googlesource.com/platform/external/jenkins-hash/+/master/lookup3.c


Code: Select all

uint32_t hashlittle( const void *key, size_t length, uint32_t initval)



Thx mate, iteresting :)
desperado
Posts: 14
Joined: Thu Oct 09, 2014 9:28 pm

Re: MAD MAX (.arc/.tab) archives

Post by desperado »

Is there someone who's interested in ".stringlookup" file?
BadBoy
Posts: 27
Joined: Sat Apr 23, 2016 12:03 pm

Re: MAD MAX (.arc/.tab) archives

Post by BadBoy »

Mad Max ".stringlookup" how to unpacker?
ricmetal
Posts: 4
Joined: Sun Apr 21, 2019 2:33 pm

Re: MAD MAX (.arc/.tab) archives

Post by ricmetal »

Szkaradek123 wrote:Here is for testing model importer from Mad Max.
It works with Blender 249.
-to get sarc archives - select any bin file and some wait to unpack all files
-from folder like "models\a00\character\encampment\crowdazzle" select rbs file to get mesh data (uv+skinweights)
-to get textured models select rbn file, but it works seldom (rarely)
-this game uses havok engine, to get skeleton find in folder like "animations\skeletons" *.bsk file (not supported)

Updated 2016-06-28:
-fixed import bsk files (bones)
First import skeleton from *.bsk file and than meshes from *.rbs.
For import next model please delete file 'bonenames.txt' from importer folder



i have all the rbs and rbn files. i dont understand how to open these though.
what is the blend file for? can anyone nugde we in the right direction?


edit.

ah, so i opened the blend file, and ran the script, and now importing a rbs file, but i dont see the model. it looks like an object is there but no matter how much i zoom, i can't see it. anyone know why/how to fix?
oceanus010
Posts: 1
Joined: Sun Feb 16, 2020 3:40 am

Re: MAD MAX (.arc/.tab) archives

Post by oceanus010 »

which archive holds the player character?