Quake Champions

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Rhoken
Posts: 7
Joined: Wed Oct 17, 2018 2:41 pm

Re: Quake Champions

Post by Rhoken »

Psychotic Care Bear wrote:
Rhoken wrote:
but dds texture seems to be corrupted: in photoshop with dds plugin is all black, with DXTBmp doesn't load anything, DDSViewer crash when i try to load one... or seems they have a obnoxious proprietary "color palette" (like the models)...


I had the same issue, that's why I used Visual Studio, which I already had installed, its probably your viewer doesn't support later versions of dds or something stupid like that

OR

you could use Paint.net download link along with this filetype plugin, follow the instructions in the plugin zip readme to install

NOTE: to load them you must rename the dds files to dds2 files for the time being

OR

for Photoshop use this
ù

Works with Intel texture plugin
z65536
Posts: 11
Joined: Thu Aug 30, 2018 3:13 pm

Re: Quake Champions

Post by z65536 »

Rhoken wrote:
Psychotic Care Bear wrote:
Rhoken wrote:
but dds texture seems to be corrupted: in photoshop with dds plugin is all black, with DXTBmp doesn't load anything, DDSViewer crash when i try to load one... or seems they have a obnoxious proprietary "color palette" (like the models)...


I had the same issue, that's why I used Visual Studio, which I already had installed, its probably your viewer doesn't support later versions of dds or something stupid like that

OR

you could use Paint.net download link along with this filetype plugin, follow the instructions in the plugin zip readme to install

NOTE: to load them you must rename the dds files to dds2 files for the time being

OR

for Photoshop use this
ù

Works with Intel texture plugin


Why are you converting dds files?
This script outputs png files.
Psychotic Care Bear
Posts: 5
Joined: Mon Oct 15, 2018 2:17 am

Re: Quake Champions

Post by Psychotic Care Bear »

z65536 wrote:Why are you converting dds files?
This script outputs png files.


probably because in the original posting for the script you said we only needed RawTexCmd.exe, I only got png files when I placed texconv.exe there too
z65536
Posts: 11
Joined: Thu Aug 30, 2018 3:13 pm

Re: Quake Champions

Post by z65536 »

Psychotic Care Bear wrote:probably because in the original posting for the script you said we only needed RawTexCmd.exe, I only got png files when I placed texconv.exe there too


Rawtex page says "It needs microsoft's texconv to work."
exhawk
Posts: 4
Joined: Sat Sep 08, 2018 3:30 am

Re: Quake Champions

Post by exhawk »

Do you have the constant for quake champions pts?
Rev3n4nt
Posts: 7
Joined: Wed Jun 06, 2018 7:46 pm

Re: Quake Champions

Post by Rev3n4nt »

Rev3n4nt wrote:I used unpacker script, and got all files out.
Models are seems to be *.TPL files(at least static ones).
Textures are *.PCT
from Xentax forum:
GRiNDERKILLER wrote:
About TPL files they have a string S3DRESOURCE means SABER 3D RESOURCE. MESH maybe?... I tried H2O but no luck. Since i still don't know where starts VTBlock and which size has.

GRiNDERKILLER wrote:
PCT are only textures. TCIP header means PICTURE. Btw textures are easily convertable by Rawtex. You must just set start offset of raw data + sometimes guess compression. But mostly they are BC7 - RGB/sRGB

I used Ninja Ripper for extracting weapon models & textures before - back then UV's were ripped fine, now they're mess. Since size is same(tris&vertex) in new version, I upload old ripped model with textures for comparison and maybe help to recognize new format.
http://www.mediafire.com/file/2fg1bci3hi6dr6m/qc_rge_ripp.zip/file
If anybody figure out how to read\convert models and textures files into common models and textures format with keeping UV's for models - I upload models and textures for that as well.
http://www.mediafire.com/file/t88wuha6ps44qcg/qc_rge_textures.zip/file
http://www.mediafire.com/file/c3e9vfxrs9elc6p/qc_rge_tpl.zip/file


I uploaded models, so somebody can compare 2 models(old & new format) and find how to use original QC model format.
After updates, all models for weapons and champions are broken UV. The only way now is to find right format for models that can be extracted by QuickBMS.
Did somebody tried to find that out? And can be that helpful in someway at all, for comparioson and finding how QC model format works?
dig2rsc
Posts: 7
Joined: Wed Aug 20, 2014 9:30 pm

Re: Quake Champions

Post by dig2rsc »

thank you for script, i extract shared.pak\[sound], but with what tool convert "bank" files?
peterzhenhh
Posts: 45
Joined: Wed Jan 17, 2018 5:15 pm

Re: Quake Champions

Post by peterzhenhh »

for OFFSET = 0
goto OFFSET
findloc OFFSET string "FSB5"
goto OFFSET
getdstring FSB_SIGN 4 # FSOUND_FSB_HEADER_FSB5 (fsb.h)
get version long
get numsamples long
get shdrsize long
get namesize long
get datasize long
xmath SIZE "0x3c + shdrsize + namesize + datasize"
log "" OFFSET SIZE
next OFFSET + SIZE


I copied them from http://forum.xentax.com/viewtopic.php?f=17&t=15904
Last edited by peterzhenhh on Sun Feb 10, 2019 3:32 am, edited 1 time in total.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Quake Champions

Post by aluigi »

@peterzhenhh
I have a complete script that automatically dumps all the FSB archives from an input file:
http://aluigi.org/bms/dump_fsbs.bms

Yeah the name "dump FSBs" isn't helpful for finding it on the QuickBMS page, but I didn't know what other keywords to use in the name :D
Keywords are welcome
exhawk
Posts: 4
Joined: Sat Sep 08, 2018 3:30 am

Re: Quake Champions

Post by exhawk »

script doesn't work after the last update
Image
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Quake Champions

Post by aluigi »

Upload one of the new archives just to check if it's a small change or something bigger.
DPyro
Posts: 15
Joined: Mon Nov 19, 2018 6:09 pm

Re: Quake Champions

Post by DPyro »

Rev3n4nt
Posts: 7
Joined: Wed Jun 06, 2018 7:46 pm

Re: Quake Champions

Post by Rev3n4nt »

I extracted all QC archives. Converted all *.pct into images, works well.
Since we have *.hkx probably for animation & *.TPL probably model format,
does anybody havean idea how to convert models with UV?
Because point of extracting archives mainly in models with UV.
For textures and models without UV we can use Ninja Ripper as before.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Quake Champions

Post by aluigi »

Do you have other new PAK archives?
Maybe one very small and one containing audio data.

What I have noticed is that there is no compression and encryption, just like if it's a totally new format, data is readable (text, raw graphics and so on).
exhawk
Posts: 4
Joined: Sat Sep 08, 2018 3:30 am

Re: Quake Champions

Post by exhawk »

aluigi wrote:Do you have other new PAK archives?
Maybe one very small and one containing audio data.


here is another pak archive. https://drive.google.com/open?id=15mVow ... Qk_FIjB3cw
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Quake Champions

Post by aluigi »

Forget what I said in my previous post, I had some time to check this stuff.
It's just the same format but obviously with a new seed.
Find the seed and it will work
deyahruhd
Posts: 1
Joined: Fri Dec 07, 2018 8:56 am

Re: Quake Champions

Post by deyahruhd »

The constant for the most recent live patch is 0x6F01BCCC. I was able to extract Eisen's voice lines from qk_vo.bank
polyzium
Posts: 1
Joined: Wed Dec 26, 2018 7:48 pm

Re: Quake Champions

Post by polyzium »

Gonna pump the topic guys.

After the new December 20th patch they changed the seed, I don't feel like installing VS and debugging so I had to roll back.
I somehow got the sound banks extracted, but they aren't playable because of missing OGG header. How does QC know how to play these?

Regarding TPL files, these are not models. I looked at them thru a hex editor and these are actually material files, some script in ASCII explains the material setup i.e. specularity, anisotropy, etc. And it's too small for a model anyway.
My suspicion is that the actual models are contained within TPL_DATA files in some unknown binary format.

As for CDT, same header as TPL but the structure is different, this time no ASCII, just binary gibberish, I still don't know what are these for.

Is there any hope in reading assets?
h3x3r
Posts: 165
Joined: Wed Jun 01, 2016 5:53 pm

Re: Quake Champions

Post by h3x3r »

polyzium wrote:Regarding TPL files, these are not models. I looked at them thru a hex editor and these are actually material files, some script in ASCII explains the material setup i.e. specularity, anisotropy, etc. And it's too small for a model anyway.
My suspicion is that the actual models are contained within TPL_DATA files in some unknown binary format.

They are part of the model. I checked both of them. TPL contains offsets of vertex block data + vertex count etc.
And TPL_DATA contains model data. Still no way how to decompile them. Because TPL is real mess.
theli
Posts: 3
Joined: Sat Dec 29, 2018 7:57 pm

Re: Quake Champions

Post by theli »

Can anyone, please, upload a pak (any) +seed/script that can be used to unpack it?
I'd like to mess with the format but would really appreciate some working pair for testing

edit: nvm, initial.pak uploaded here last matches 0x6F01BCCC

however quake_champions.bms on the website doesn't work with it, while one of the scripts posted here in thread does.