Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
aluigi
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by aluigi »

Ok so it means that the files are stored in chunks.
All the files in the first 2mb were under 16kb, that explains why they were not visible.
I will make some tests and will keep you update.
aluigi
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by aluigi »

Script 0.2 :D

Please note that few chunks have a size bigger than 0x4000 which means that they may use a different algorithm or something else.
For this reason (because I don't have the whole archives), I have opted for comtype zlib_noerror so you will get no errors.
Anyway let me know what is the results because I can't test it at 100%.
Acewell
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Acewell »

Quickbms hangs here only 2 seconds after starting

Code: Select all

  offset           filesize   filename
--------------------------------------
- enter in folder C:\QuickBMS
  coverage file 0     0%   0          2393276
- open input file C:\QuickBMS\fsys.pak
- enter in folder C:\QuickBMS
- open input file C:\QuickBMS\fsys.pak.str
- enter in folder C:\QuickBMS
- open input file C:\QuickBMS\fsys.pak.04
  0000000000000000 8216       assets/bf/tex_xb_v7/textures/4a8ca80es.x2t
  0000000000000000 8216       assets/bf/tex_xb_v7/textures/43fc9e8et.x2t
- enter in folder C:\QuickBMS
  coverage file 1     0%   329        1073356800
- open input file C:\QuickBMS\fsys.pak.01
  0000000000000000 110712     assets/bf/sound_xb_v6/shared/sounds/story_specifi
/kaskyyyk_wookie_call2armsv1.xma
  0000000000000000 12404      assets/bf/sound_xb_v6/shared/sounds/speech/eng/wa
lnd040.xma
- enter in folder C:\QuickBMS
  coverage file 1     0%   118789     1073618944
- open input file C:\QuickBMS\fsys.pak.04


here is a link to the full download of files provided by Corra_Ashu

Code: Select all

https://mega.nz/#!zQUj3LqL!4T4MRLn9YnU3fDE6wsvp6xGavNlrROFl0a2DFpDX_CE
Last edited by Acewell on Sat Jan 23, 2016 4:07 am, edited 1 time in total.
aluigi
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by aluigi »

It's just one of those chunks with 0x7fe8 and I think to have understood the trick without downloading the archives.
Hold on...
aluigi
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by aluigi »

Script 0.2.1, let's hope it's the good one...
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Acewell »

error after starting

Code: Select all

  offset           filesize   filename
--------------------------------------
- enter in folder C:\QuickBMS
  coverage file 0     0%   0          2393276
- open input file C:\QuickBMS\fsys.pak
- enter in folder C:\QuickBMS
- open input file C:\QuickBMS\fsys.pak.str
- enter in folder C:\QuickBMS
- open input file C:\QuickBMS\fsys.pak.04
  0000000000000000 8216       assets/bf/tex_xb_v7/textures/4a8ca80es.x2t
  0000000000000000 8216       assets/bf/tex_xb_v7/textures/43fc9e8et.x2t
- enter in folder C:\QuickBMS
  coverage file 1     0%   329        1073356800
- open input file C:\QuickBMS\fsys.pak.01
  0000000000000000 110712     assets/bf/sound_xb_v6/shared/sounds/story_specific
/kaskyyyk_wookie_call2armsv1.xma
  0000000000000000 12404      assets/bf/sound_xb_v6/shared/sounds/speech/eng/wat
lnd040.xma
- enter in folder C:\QuickBMS
  coverage file 1     0%   118789     1073618944
- open input file C:\QuickBMS\fsys.pak.04
  0000000000000000 49176      assets/bf/tex_xb_v7/textures/37587a06m.x2t
- enter in folder C:\QuickBMS
  coverage file 1     0%   5060       1073356800
- open input file C:\QuickBMS\fsys.pak.00

Error: incomplete input file -1:
       Can't read 8 bytes from offset 0000000000000000.
       Anyway don't worry, it's possible that the BMS script has been written
       to exit in this way if it's reached the end of the archive so check it
       or contact its author or verify that all the files have been extracted.
       Please check the following coverage information to know if it's ok.


Last script line before the error or that produced the error:
  75  log MEMORY_FILE TMP CHUNK_ZSIZE MEMORY_FILE
aluigi
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by aluigi »

Script 0.2.2, this is the good time for sure :D
Acewell
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Acewell »

Currently extracting and i'm seeing files larger than 16kb, so far so good! :D

edit

Code: Select all

- 49066 files found in 2303 seconds
  coverage file 0   100%   2393276    2393276
  coverage file 1     0%   6287       824319837
  coverage file 2   100%   2946932    2946932
  coverage file -1  100%   32792      32792
  coverage file -2  3177%   520680     16385

11.188 GB of files according to 7z
:D

edit2
Image
Last edited by Acewell on Sat Jan 23, 2016 1:01 am, edited 2 times in total.
Corra_Ashu
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Joined: Sun Jan 17, 2016 10:29 am

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Corra_Ashu »

Awesome can't wait to test this out soon, now we just need to figure out the x2t textures and maybe proper names for them all unless that was fixed.
ggctuk
Posts: 33
Joined: Thu Jan 21, 2016 9:19 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by ggctuk »

Not everything is in there but that's just to be expected as they hadn't finished everything. The cutscene audio is very, very interesting: it definitely correlates to Elite Squadron DS.

We just need to figure out the textures now and we're pretty much golden.
Corra_Ashu
Posts: 6
Joined: Sun Jan 17, 2016 10:29 am

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Corra_Ashu »

Acewell wrote:Currently extracting and i'm seeing files larger than 16kb, so far so good! :D

edit

Code: Select all

- 49066 files found in 2303 seconds
  coverage file 0   100%   2393276    2393276
  coverage file 1     0%   6287       824319837
  coverage file 2   100%   2946932    2946932
  coverage file -1  100%   32792      32792
  coverage file -2  3177%   520680     16385

11.188 GB of files according to 7z
:D

edit2
Image


Any change you could give the numbers and stuff for that file and location?

There was a lot of models i couldn't get out when i did my first model extraction and posted it to facepunch so getting out the rest like this will be great.
ggctuk
Posts: 33
Joined: Thu Jan 21, 2016 9:19 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by ggctuk »

Ah, so it's not so much that you weren't allowed to (ther is that though) but that you had trouble with it on your own.

BTW, how did you figure out the textures? Were you using TextureFinder?
Corra_Ashu
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Joined: Sun Jan 17, 2016 10:29 am

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Corra_Ashu »

ggctuk wrote:Ah, so it's not so much that you weren't allowed to (ther is that though) but that you had trouble with it on your own.

BTW, how did you figure out the textures? Were you using TextureFinder?


Well for textures the ones i released was ones that hadn't been converted yet to their format that's why after awhile i stopped completely porting models from this game cause i couldn't figure out anything on it and that's why the LAAT never got textured released for it.

But Acewell posted on Xentax about the textures and said that texturefinder didn't work with them but he said this " i believe they may be swizzled based on comments in the xex file. "
Ginev
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Joined: Fri Jan 22, 2016 12:59 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Ginev »

I dont want to rush anyone but is there some progress here guys?Someone finally find out how to extract and the textures and then convert them with the models in usable format?
ggctuk
Posts: 33
Joined: Thu Jan 21, 2016 9:19 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by ggctuk »

Isn't it just textures really that need to be figured out for the purpose you have in mind?
OClear
Posts: 45
Joined: Tue Feb 16, 2016 6:36 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by OClear »

aluigi wrote:I have made a simple test here for calculating the total size of the archived compressed data and the decompressed ones, this is the result:

Code: Select all

PAK: 0   ZSIZE: 0x3e9389fa   SIZE: 0x62c10973
PAK: 1   ZSIZE: 0x3f9cffdb   SIZE: 0x4b0fb334
PAK: 2   ZSIZE: 0x3f9246f7   SIZE: 0x778c1686
PAK: 3   ZSIZE: 0x3f2c2e65   SIZE: 0x92c45fe8
PAK: 4   ZSIZE: 0x3f32fe5c   SIZE: 0x90eece20
PAK: 5   ZSIZE: 0x308cd948   SIZE: 0x72360ed0
TOTAL 0x000000016caed6d5 0x00000002bb461005
It means that at the end of the extraction you should have 11 gigabytes of files (49066 files) in the output folder.
In fact it's not possible to spend half-hour for extracting 500mb and you are getting no errors from quickbms.

(49066 is the correct number of files, my previous number was a mistake)


Quick question about swbf3.bms.

When you decompress the files, you are initializing the decompressed buffer with zeroes first?

Would it be better, and easier to debug, if we initialized them with something else, like 0xCDCD, so we could tell if the entire file has been decompressed? I would like to know if zero bytes are actually zero bytes, and not leftover bytes from an initialized buffer.

I'm not familiar with quick script, so I don't know how to edit the script.
What lines would I need to change to do this?
aluigi
Site Admin
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Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by aluigi »

QuickBMS reallocates the output buffer to the desired decompressed size but does not fill it with 0x00 or other bytes.

Every file in this format is a sequence of compressed chunks.

Anyway, as far as I know, the script 0.2.2 works perfectly.
Ginev
Posts: 5
Joined: Fri Jan 22, 2016 12:59 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Ginev »

Aluigi i finally learn how to open properly the textures (im new in this) but i did not understand one thing.From where and how to open the models?If they are in the rax files how to open them?If you know please give me one quick step by step tutorial and i will be extremely happy.I really want to get some Tatooine buildings. :geek:
ggctuk
Posts: 33
Joined: Thu Jan 21, 2016 9:19 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by ggctuk »

Ultimate Unwrap 3d has a .rax plugin.
Ginev
Posts: 5
Joined: Fri Jan 22, 2016 12:59 pm

Re: Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Post by Ginev »

Please link for the plugin.I downloaded demo version of Unwrap3d.If this is wrong version of Unwrap 3d then better send me and link for the proper one :D

EDIT:never mind i found it.