idstring "GKPR" get FILES long get OFFSET long get SIZE long for i = 0 < FILES get HASH longlong get OFFSET longlong get SIZE long putarray 0 i OFFSET next i get OFFSET asize putarray 0 i OFFSET for i = 0 < FILES getarray OFFSET 0 i math i + 1 getarray SIZE 0 i math SIZE - OFFSET encryption xor "\xdc\x45\xa6\x9c\xd3\x72\x4c\xab" log "" OFFSET SIZE next
@Godxon 1 If you get an error related to the size of the files, that's normal and it's a limitation of the method. Your modified files must be smaller/equal than the original (both their uncompressed and compressed size).
@BOTLANNER Have you read what I wrote in the previous post?
aluigi wrote:@Godxon 1 If you get an error related to the size of the files, that's normal and it's a limitation of the method. Your modified files must be smaller/equal than the original (both their uncompressed and compressed size).
I don't get any error, it only show, that was reimported 0 files...
aluigi wrote:@BOTLANNER Have you read what I wrote in the previous post?
Yes, I am now just asking in a more general sense since whenever I have a bms script I tend to have a hash.list as well and after searching all over I still don't know how to use a hashlist
@BOTLANNER If you want to use the hashlist file provided by Ekey, open my script with a text editor and uncomment (remove the '#' char) the following line: #namecrc NAME HASH "Hitman_Hashes.list" 64
MemeGang wrote:We so desperately need to figure out the other hashes
I don't think we will EVER have the other names.
I checked files, and as I can see, there are no names left there. Except maybe voice files where they are left by wwise engine as it sometimes happens.
Game doesn't need names to work. When it needs to show some object, it just has its hash, the hash of the material, texture, animation and everything else needed. So we can get this relation tree to maybe group the meshes with textures, but nothing more.
id-daemon wrote:Game doesn't need names to work. When it needs to show some object, it just has its hash, the hash of the material, texture, animation and everything else needed. So we can get this relation tree to maybe group the meshes with textures, but nothing more.
I agree. I'm satisfied with what I got with the extracted files.
MemeGang wrote:All the WWEM files are Exporting as .wav, they should be .wem.
So, i've extracted 2110 wav files in WWEM folder from dlc0.rpkg of Hitman steam version from 11 March. If i will open this sound file, MPC displays error. 00005791.wav + 000057b8.wav + 00005794.wav http://rghost.ru/7Psmd7Vpm
MemeGang wrote:We so desperately need to figure out the other hashes
I don't think we will EVER have the other names.
I checked files, and as I can see, there are no names left there. Except maybe voice files where they are left by wwise engine as it sometimes happens.
Game doesn't need names to work. When it needs to show some object, it just has its hash, the hash of the material, texture, animation and everything else needed. So we can get this relation tree to maybe group the meshes with textures, but nothing more.
With Sapienza release tomorrow, there will be new files to extract, and we would need the other hashes for those textures and meshes.(How does a person even find a hash's name?)
With Sapienza release tomorrow, there will be new files to extract, and we would need the other hashes for those textures and meshes.(How does a person even find a hash's name?)
So you're suggesting we better find hashes like right now or else we're doomed? Thanks but I'll pass.