Dying Light 2 .rpack

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
z00gz00g
Posts: 2
Joined: Fri Feb 04, 2022 12:24 pm

Dying Light 2 .rpack

Post by z00gz00g »

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
xroc88
Posts: 12
Joined: Mon Jun 03, 2019 2:08 pm

Re: Dying Light 2 .rpack

Post by xroc88 »

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.
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: Dying Light 2 .rpack

Post by Ekey »

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
alkar
Posts: 3
Joined: Mon Apr 27, 2020 6:09 pm

Re: Dying Light 2 .rpack

Post by alkar »

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)
ponaromixxx
Posts: 176
Joined: Tue Sep 30, 2014 5:59 pm

Re: Dying Light 2 .rpack

Post by ponaromixxx »

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
ponaromixxx
Posts: 176
Joined: Tue Sep 30, 2014 5:59 pm

Re: Dying Light 2 .rpack

Post by ponaromixxx »

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
alkar
Posts: 3
Joined: Mon Apr 27, 2020 6:09 pm

Re: Dying Light 2 .rpack

Post by alkar »

thanks for the updated script :)
xroc88
Posts: 12
Joined: Mon Jun 03, 2019 2:08 pm

Re: Dying Light 2 .rpack

Post by xroc88 »

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?
alkar
Posts: 3
Joined: Mon Apr 27, 2020 6:09 pm

Re: Dying Light 2 .rpack

Post by alkar »

edit : nvmd you can delete that post
Last edited by alkar on Sat Feb 05, 2022 10:39 pm, edited 1 time in total.
z00gz00g
Posts: 2
Joined: Fri Feb 04, 2022 12:24 pm

Re: Dying Light 2 .rpack

Post by z00gz00g »

no luck with the .rpack files yet?
xroc88
Posts: 12
Joined: Mon Jun 03, 2019 2:08 pm

Re: Dying Light 2 .rpack

Post by xroc88 »

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.
rogerhnn
Posts: 3
Joined: Thu Mar 29, 2018 1:05 pm

Re: Dying Light 2 .rpack

Post by rogerhnn »

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
Luriam
Posts: 14
Joined: Sat Feb 09, 2019 4:07 pm

Re: Dying Light 2 .rpack

Post by Luriam »

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
dirtydanisreal
Posts: 3
Joined: Sat Oct 22, 2016 9:22 pm

Re: Dying Light 2 .rpack

Post by dirtydanisreal »

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.