Dying Light 2 .rpack
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- Posts: 2
- Joined: Fri Feb 04, 2022 12:24 pm
Dying Light 2 .rpack
Hi, tried several "old" existing .rpack extraction methods. no success so far.
using the dying_light.bms resullts in extracted files in 00000.dat format.
I uploaded some of the smaller .rpack files, can someone please take a look at it?
https://ufile.io/yau2ngyv
Mirror: https://www.file.io/download/1rCXo2ImExYi
using the dying_light.bms resullts in extracted files in 00000.dat format.
I uploaded some of the smaller .rpack files, can someone please take a look at it?
https://ufile.io/yau2ngyv
Mirror: https://www.file.io/download/1rCXo2ImExYi
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- Posts: 12
- Joined: Mon Jun 03, 2019 2:08 pm
Re: Dying Light 2 .rpack
Also the Streams file in the sound folder. doesn't look encrypted and has a table at the beginning. Maybe a BMS script can be made for this as well.
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- Joined: Sat Aug 09, 2014 2:34 pm
Re: Dying Light 2 .rpack
xroc88 wrote:Also the Streams file in the sound folder. doesn't look encrypted and has a table at the beginning. Maybe a BMS script can be made for this as well.
Code: Select all
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org
goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET
for i = 0 < FILES
getdstring NAME 0x80
get CRC long
get DUMMY long
get OFFSET longlong
get SIZE longlong
log NAME OFFSET SIZE
next i
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Re: Dying Light 2 .rpack
thanks for the script. What format are the audio files? Seems i can't play them (ps4 or pc version, doesn't matter although they seem to be of a different format)
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- Joined: Tue Sep 30, 2014 5:59 pm
Re: Dying Light 2 .rpack
alkar wrote:thanks for the script. What format are the audio files? Seems i can't play them (ps4 or pc version, doesn't matter although they seem to be of a different format)
Audio to Wwise .wem
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- Joined: Tue Sep 30, 2014 5:59 pm
Re: Dying Light 2 .rpack
Thanks to Ekey for the script, here is a slightly modified version, with an extension.
+ func_getTYPE.bms
Thanks to AlphaTwentyThree for the script.
Code: Select all
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org
include "func_getTYPE.bms"
goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET
for i = 0 < FILES
getdstring NAME 0x80
get CRC long
get DUMMY long
get OFFSET longlong
get SIZE longlong
putVarChr MEMORY_FILE SIZE 0
log MEMORY_FILE 0 0
append
log MEMORY_FILE OFFSET SIZE
append
callfunction getTYPE 1
string NAME += EXT
log NAME OFFSET SIZE
next i
+ func_getTYPE.bms
Thanks to AlphaTwentyThree for the script.
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- Joined: Mon Apr 27, 2020 6:09 pm
Re: Dying Light 2 .rpack
thanks for the updated script
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- Joined: Mon Jun 03, 2019 2:08 pm
Re: Dying Light 2 .rpack
I'd like to make TXTP files for these streams. Is there an easier way to make these TXTP files for the segments without doing them all manually?
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- Joined: Mon Apr 27, 2020 6:09 pm
Re: Dying Light 2 .rpack
edit : nvmd you can delete that post
Last edited by alkar on Sat Feb 05, 2022 10:39 pm, edited 1 time in total.
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Re: Dying Light 2 .rpack
no luck with the .rpack files yet?
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- Posts: 12
- Joined: Mon Jun 03, 2019 2:08 pm
Re: Dying Light 2 .rpack
ponaromixxx wrote:Thanks to Ekey for the script, here is a slightly modified version, with an extension.Code: Select all
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org
include "func_getTYPE.bms"
goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET
for i = 0 < FILES
getdstring NAME 0x80
get CRC long
get DUMMY long
get OFFSET longlong
get SIZE longlong
putVarChr MEMORY_FILE SIZE 0
log MEMORY_FILE 0 0
append
log MEMORY_FILE OFFSET SIZE
append
callfunction getTYPE 1
string NAME += EXT
log NAME OFFSET SIZE
next i
+ func_getTYPE.bms
Thanks to AlphaTwentyThree for the script.
func_getTYPE.bms
Thanks!!
Is there also a way to extract the files with their WWise ID hash names? so it can also work with WWiser.
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- Joined: Thu Mar 29, 2018 1:05 pm
Re: Dying Light 2 .rpack
I am trying to extract the game textures, does anyone know how?
Tried some rpack extractors but no luck.
Game extractor opens the rpack files, but only exports the images as png ending with 0 and 1.
Don't know what to do with that.
Looks like a png splitted into two files.
Example:
gre_c_nm1.png.0
gre_c_nm1.png.1
Thanks
Tried some rpack extractors but no luck.
Game extractor opens the rpack files, but only exports the images as png ending with 0 and 1.
Don't know what to do with that.
Looks like a png splitted into two files.
Example:
gre_c_nm1.png.0
gre_c_nm1.png.1
Thanks
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- Posts: 14
- Joined: Sat Feb 09, 2019 4:07 pm
Re: Dying Light 2 .rpack
ponaromixxx wrote:Thanks to Ekey for the script, here is a slightly modified version, with an extension.Code: Select all
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org
include "func_getTYPE.bms"
goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET
for i = 0 < FILES
getdstring NAME 0x80
get CRC long
get DUMMY long
get OFFSET longlong
get SIZE longlong
putVarChr MEMORY_FILE SIZE 0
log MEMORY_FILE 0 0
append
log MEMORY_FILE OFFSET SIZE
append
callfunction getTYPE 1
string NAME += EXT
log NAME OFFSET SIZE
next i
+ func_getTYPE.bms
Thanks to AlphaTwentyThree for the script.
func_getTYPE.bms
Hey I logged in just to thank you! You and Ekey are the best <3
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- Joined: Sat Oct 22, 2016 9:22 pm
Re: Dying Light 2 .rpack
I tried extracting using this and it gave Mr an error using the new script. I just wanna extract the rpack and mess with the files.