Creature Conflict .p00 and .dat archives

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
SeriousNorbo
Posts: 19
Joined: Mon Mar 20, 2017 1:21 pm

Creature Conflict .p00 and .dat archives

Post by SeriousNorbo »

Hi, from some time i'm trying to edit game archives saved in a bunch of .p00 and .dat files. I tried using Dragon Unpacker and it succesfully extracted sounds and images from data.p00, but as i checked with notepad, some packages also contain .lwo and .lws files which are simple Lightwave models.

So, could someone find a way to unpack everything from these archieves and (If possible) find a way to build them back after editing? ;)

Here are 3 archieves which contain some data: https://www.mediafire.com/?9jval3u4x3kcga6
aluigi
Site Admin
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Joined: Wed Jul 30, 2014 9:32 pm

Re: Creature Conflict .p00 and .dat archives

Post by aluigi »

http://aluigi.org/bms/creature_conflict.bms

Regarding gameset.dat (and probably gui.dat too) I don't see an index file or information about where are stored the files in the dat archive, maybe it's not even an archive.
SeriousNorbo
Posts: 19
Joined: Mon Mar 20, 2017 1:21 pm

Re: Creature Conflict .p00 and .dat archives

Post by SeriousNorbo »

Thanks, it succesfully extracted all the files. :D

But well, it seems that something isn't right with them, sounds are unplayable, and models can't be imported either to Lightwave or any other modeler, only images works fine.
aluigi
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Re: Creature Conflict .p00 and .dat archives

Post by aluigi »

I checked the PNG files and they are correct but I have an idea.
Open the script with a text editor and REMOVE the following lines:

Code: Select all

    math OFFSET + 12
    math SIZE   - 12
Can you open the files extracted with this modified script?
SeriousNorbo
Posts: 19
Joined: Mon Mar 20, 2017 1:21 pm

Re: Creature Conflict .p00 and .dat archives

Post by SeriousNorbo »

No, sounds and models have the same error, and now even images cannot be opened :/
aluigi
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Re: Creature Conflict .p00 and .dat archives

Post by aluigi »

Ok, script 0.1.1

Now both PNG and WAV are ok, and I have also added support for the folders (numeric types).

I suspect that LWS and LWO are in non standard format because I downloaded a lwo sample (I'm not in the graphics stuff) and it's different, those of CC have no headers.
SeriousNorbo
Posts: 19
Joined: Mon Mar 20, 2017 1:21 pm

Re: Creature Conflict .p00 and .dat archives

Post by SeriousNorbo »

Oh, ok, propably they used their own model format, still thanks a lot. :D
Corak
Posts: 5
Joined: Sun Mar 11, 2018 3:29 pm

Re: Creature Conflict .p00 and .dat archives

Post by Corak »

Tried with retail full version of the game.
here data+index files: https://cloud.mail.ru/public/Meyd/DWxqQ ... est_Eng.7z
Got error:
"
09c63457 4294967284 1/gui_weapons_ps2.png

Error: impossible to write 0xfffffff4 bytes (total 0xfffffff4)
Check your disk space

- 651 files found in 13 seconds
coverage file 0 24% 54768 220376 . offset 0001016c
coverage file 1 49% 163978063 333548138 . offset 09c63457
"
http://imagizer.imageshack.com/img921/1082/8FHBr9.png

Cannot process other files from index, only first ones before error.
flags "-." "-e" dont help too.

Also all .tga files there are .png too, but have odd 8 bytes at the beginning before real PNG signature. So if you remove it, it will be normal png:
aluigi
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Re: Creature Conflict .p00 and .dat archives

Post by aluigi »

Wasn't able to download your samples (terribly slow) but I guess I found a work-around and updated the script.
In short that png file was zero bytes long.
SeriousNorbo
Posts: 19
Joined: Mon Mar 20, 2017 1:21 pm

Re: Creature Conflict .p00 and .dat archives

Post by SeriousNorbo »

One more question, is it possible to write a script which could rebuild the archieve with edited images? :roll:
aluigi
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Re: Creature Conflict .p00 and .dat archives

Post by aluigi »

It's a "weird" format so you can't write a rebuilder without knowing the meaning of every single bit of the archive format.
The only option is the reimport feature of quickbms