Lords of the fallen .pkg
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Re: Lords of the fallen .pkg
I guess yes, because some files inside PKG not compressed, just have additional header.
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Re: Lords of the fallen .pkg
So what about packer?
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Re: Lords of the fallen .pkg
Any updates on this (real files, re-packer)?
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Re: Lords of the fallen .pkg
Nope. Game used custom CRC algorithm. Without calculating CRC for file data game detecting PKG as invalid and crashing. W8 normal crack for this game.
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Re: Lords of the fallen .pkg
Don't want to crack it
I just want to extend my language patcher for the RU version for some other small options.
Nevertheless, if it's not possible, I have to live with it.
Thx anyway.
I just want to extend my language patcher for the RU version for some other small options.
Nevertheless, if it's not possible, I have to live with it.
Thx anyway.
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Re: Lords of the fallen .pkg
sualfred wrote:Don't want to crack it
I want! Because need this algorithm for calculating CRC dat and filenames.
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Re: Lords of the fallen .pkg
Protection is pretty dificult. So crack may take a lot of time even by professional scene groups.
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Re: Lords of the fallen .pkg
Well, we can only wait.
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Re: Lords of the fallen .pkg
Game was cracked by CPY group. Any news about packer?
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Re: Lords of the fallen .pkg
They make only Steam emulator. I need unprotected EXE.
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- Joined: Sat Aug 09, 2014 2:34 pm
Re: Lords of the fallen .pkg
They make only Steam emulator. I need unprotected EXE.
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- Joined: Sun Aug 24, 2014 5:26 pm
Re: Lords of the fallen .pkg
Something wrong with this file. Chunk offsets are bad and script can't unpack it.
http://www15.zippyshare.com/v/OiknQ9tY/file.html
http://www15.zippyshare.com/v/OiknQ9tY/file.html
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- Posts: 1383
- Joined: Sat Aug 09, 2014 2:34 pm
Re: Lords of the fallen .pkg
Sorry for necropost. I'm finally found hash algorithm for filenames.
Unpacker almost ready, but there is a problem with data_bin.pkg. Offsets for chunks is invalid.
From script:
That code valid only for chunk3, chunk4, chunk5 (Offsets > 0x10). For
chunk1 > Offset 0x18
chunk2 > Offset 0x1C
Some example chunks - https://www.sendspace.com/file/z45e5i
Archive - https://www.sendspace.com/file/evqc1i
Unpacker almost ready, but there is a problem with data_bin.pkg. Offsets for chunks is invalid.
From script:
Code: Select all
get TYPE1 short # 0x0102
get TYPE2 short # 0x0122
get SIZE long
get XSIZE long
get ZSIZE long
get CHUNK_OFF long
That code valid only for chunk3, chunk4, chunk5 (Offsets > 0x10). For
chunk1 > Offset 0x18
chunk2 > Offset 0x1C
Some example chunks - https://www.sendspace.com/file/z45e5i
Archive - https://www.sendspace.com/file/evqc1i
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- Posts: 1383
- Joined: Sat Aug 09, 2014 2:34 pm
Re: Lords of the fallen .pkg
Well, no ideas? I found a temporary solution (only for data_bin)
I'm not sure that it is correct
Code: Select all
do
ReadFile(pPKGFile, &dwChunkOffset, 4, &dwRead, NULL);
while (dwChunkOffset > 128);
I'm not sure that it is correct
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- Site Admin
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Re: Lords of the fallen .pkg
I have a script on my website but I guess it has to be reviewed completely
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- Joined: Sat Aug 09, 2014 2:34 pm
Re: Lords of the fallen .pkg
Here we go! Tested on all archives and this works perfect!
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- Joined: Thu Dec 08, 2016 11:11 pm
Re: Lords of the fallen .pkg
Oh my! Ekey, you are my savior! Thank you, really.
I feel so lucky that i have searched for this only now and not a couple years ago...
I feel so lucky that i have searched for this only now and not a couple years ago...
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- Joined: Fri Dec 16, 2016 7:12 am
Re: Lords of the fallen .pkg
Good afternoon. Help to understand how it all works. I unpacked everything, and how to continue to move in 3d max?
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- Joined: Thu Dec 08, 2016 11:11 pm
Re: Lords of the fallen .pkg
Hello.
After extracting the files you will need 3 custom scripts for 3dx max: LOTF.ms, LOTF_Apex.ms and LOTF_WEAPON_STATIC.ms (each of them help you to import char meshes, apex cloth and weapon meshes)
You can simply drag'n'drop this scripts into 3ds max working space and it will open a window where you need to choose what file you whant to import.
Also you will probably need the photoshop plugin for working with DDS textures (can be downloaded from nvidia developer)
Here is the 3ds max scripts. They were created by user Zaramot from another forum, so i'm just sharing it.
P.S. Also sometimes script just won't work for some imported files and thrown an error because it's not official solution or something.
P.P.S. You can google "Lords of the Fallen 2014 maxscript" to find the forum topic (i'm not shure if i can provide direct link on it here)
After extracting the files you will need 3 custom scripts for 3dx max: LOTF.ms, LOTF_Apex.ms and LOTF_WEAPON_STATIC.ms (each of them help you to import char meshes, apex cloth and weapon meshes)
You can simply drag'n'drop this scripts into 3ds max working space and it will open a window where you need to choose what file you whant to import.
Also you will probably need the photoshop plugin for working with DDS textures (can be downloaded from nvidia developer)
Here is the 3ds max scripts. They were created by user Zaramot from another forum, so i'm just sharing it.
P.S. Also sometimes script just won't work for some imported files and thrown an error because it's not official solution or something.
P.P.S. You can google "Lords of the Fallen 2014 maxscript" to find the forum topic (i'm not shure if i can provide direct link on it here)
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- Posts: 3
- Joined: Fri Dec 16, 2016 7:12 am
Re: Lords of the fallen .pkg
thanks for the help. It was possible to load a model, but was faced with another problem. How do I find the texture of it? By name it is impossible to find and close it does not lie. I took model char_hero_spell.fmesh