MAD MAX (.arc/.tab) archives

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
JesWhite
Posts: 47
Joined: Sun Jun 02, 2019 10:40 pm

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

Post by JesWhite »

how can repack?
i used quickbms script but there is some problem for me.
i changed stringlookup text file and reimport it.
no change in game?
what's wrong?
Centics
Posts: 1
Joined: Wed Jun 02, 2021 2:47 am

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

Post by Centics »

Szkaradek123 wrote:
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



Hi im new on this, could you please explain me how to unpack the bin files?
ricmetal
Posts: 4
Joined: Sun Apr 21, 2019 2:33 pm

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

Post by ricmetal »

edit-nvmnd