Destiny 2 PKG
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- Posts: 1
- Joined: Sat Jun 09, 2018 10:54 am
Re: Destiny 2 PKG
anyone have luck ripping destiny 2 yet ?? id love to get a hold of the In game Hud ui textures >.<
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- Joined: Sun Mar 27, 2016 7:20 pm
Re: Destiny 2 PKG
Code: Select all
const static uint8_t g_AESKey0[16] = {
0xD6, 0x2A, 0xB2, 0xC1, 0x0C, 0xC0, 0x1B, 0xC5, 0x35, 0xDB, 0x7B, 0x86, 0x55, 0xC7, 0xDC, 0x3B,
};
const static uint8_t g_AESKey1[16] = {
0x3A, 0x4A, 0x5D, 0x36, 0x73, 0xA6, 0x60, 0x58, 0x7E, 0x63, 0xE6, 0x76, 0xE4, 0x08, 0x92, 0xB5,
};
static const uint8_t s_NonceInit[12] = {
0x84, 0xDF, 0x11, 0xC0,
0xAC, 0xAB, 0xFA, 0x20,
0x33, 0x11, 0x26, 0x99,
};
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Re: Destiny 2 PKG
Would assume no tools were made yet for D2?
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- Site Admin
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Re: Destiny 2 PKG
There is my script that I "suppose" works correctly when you copy&paste the keys provided by Sir Kane in the 3 variables at the beginning of the script:
http://aluigi.org/bms/destiny2.bms
Example:
Let us know if it works
http://aluigi.org/bms/destiny2.bms
Example:
Code: Select all
set g_AESKey0 string "0xD6, 0x2A, 0xB2, 0xC1, 0x0C, 0xC0, 0x1B, 0xC5, 0x35, 0xDB, 0x7B, 0x86, 0x55, 0xC7, 0xDC, 0x3B"
set g_AESKey1 string "0x3A, 0x4A, 0x5D, 0x36, 0x73, 0xA6, 0x60, 0x58, 0x7E, 0x63, 0xE6, 0x76, 0xE4, 0x08, 0x92, 0xB5,"
set s_NonceInit string "0x84, 0xDF, 0x11, 0xC0, 0xAC, 0xAB, 0xFA, 0x20, 0x33, 0x11, 0x26, 0x99,"
Let us know if it works
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- Posts: 4
- Joined: Mon Jul 09, 2018 3:25 pm
Re: Destiny 2 PKG
Hello everybody,
I compiled and tested the cpp file by Sir Kane.
As a result you get binary files from the respective package. Currently only certain files can be identified (RIFF format).
At the moment I'm trying to convert these back to normal .wav files, so far I have not been successful.
Greetings...
I compiled and tested the cpp file by Sir Kane.
As a result you get binary files from the respective package. Currently only certain files can be identified (RIFF format).
At the moment I'm trying to convert these back to normal .wav files, so far I have not been successful.
Greetings...
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- Posts: 8
- Joined: Sat Sep 02, 2017 10:00 pm
Re: Destiny 2 PKG
I will release a tool in the next couple of days which will support audio/sound files, textures/images, videos, and all kind of text files (dialogs, names, lore, descriptions, etc). I didnt make a final decision what I will put into the first release but it will definitely include a "one-click-solution" where you just have to select a PKG and can view the assets of the given filetypes mentioned above.
Models is still too early in WIP progress and will not be supported in the first release, but me and others are working on this.
You can see a first preview of this tools right here: Destiny 2 Tool (Youtube Preview)
(Its likely that a lot of it will be changed in terms of functionality and interface)
Models is still too early in WIP progress and will not be supported in the first release, but me and others are working on this.
You can see a first preview of this tools right here: Destiny 2 Tool (Youtube Preview)
(Its likely that a lot of it will be changed in terms of functionality and interface)
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- Posts: 4
- Joined: Mon Jul 09, 2018 3:25 pm
Re: Destiny 2 PKG
Hey,
@Ginsor
The program looks very interesting, how did you actually manage to get the pictures from the UI packages?
Only as side information how you can get the audio files:
Simply use the ww2ogg program to convert the binary files with a special PCB package.
Best regards and
happy data mining
@Ginsor
The program looks very interesting, how did you actually manage to get the pictures from the UI packages?
Only as side information how you can get the audio files:
Simply use the ww2ogg program to convert the binary files with a special PCB package.
Best regards and
happy data mining
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- Posts: 4
- Joined: Mon Jul 09, 2018 3:25 pm
Re: Destiny 2 PKG
Good day everybody,
can you help me with one thing?
I have been trying to extract the package w64_ui_02af_12.pkg for a few days, but unfortunately I get the following error: "Block 0 uses non-loaded patch ID 1."
What I have found out so far:
- The patch ID of the header is 12
- The patch ID of the block is 1
The script assumes, however, that the patch ID of the block is exactly the same as that of the header.
I would be interested to know what these PatchID's say, does one of you know by chance?
Thanks and best regards.
can you help me with one thing?
I have been trying to extract the package w64_ui_02af_12.pkg for a few days, but unfortunately I get the following error: "Block 0 uses non-loaded patch ID 1."
What I have found out so far:
- The patch ID of the header is 12
- The patch ID of the block is 1
The script assumes, however, that the patch ID of the block is exactly the same as that of the header.
I would be interested to know what these PatchID's say, does one of you know by chance?
Thanks and best regards.
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- Posts: 8
- Joined: Sat Sep 02, 2017 10:00 pm
Re: Destiny 2 PKG
Derik wrote:Good day everybody,
can you help me with one thing?
I have been trying to extract the package w64_ui_02af_12.pkg for a few days, but unfortunately I get the following error: "Block 0 uses non-loaded patch ID 1."
What I have found out so far:
- The patch ID of the header is 12
- The patch ID of the block is 1
The script assumes, however, that the patch ID of the block is exactly the same as that of the header.
I would be interested to know what these PatchID's say, does one of you know by chance?
Thanks and best regards.
you have to keep the other w64_ui_02af_*.pkg files in the same folder. in your example it looks for w64_ui_02af_1.pkg but cant find it
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- Posts: 2
- Joined: Tue Mar 06, 2018 1:46 pm
Re: Destiny 2 PKG
Ginsor wrote:I will release a tool in the next couple of days which will support audio/sound files, textures/images, videos, and all kind of text files (dialogs, names, lore, descriptions, etc). I didnt make a final decision what I will put into the first release but it will definitely include a "one-click-solution" where you just have to select a PKG and can view the assets of the given filetypes mentioned above.
Models is still too early in WIP progress and will not be supported in the first release, but me and others are working on this.
You can see a first preview of this tools right here: Destiny 2 Tool (Youtube Preview)
(Its likely that a lot of it will be changed in terms of functionality and interface)
You ever finish it?
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- Joined: Sat Sep 02, 2017 10:00 pm
Re: Destiny 2 PKG
-------
Last edited by Ginsor on Sun Feb 23, 2020 7:08 pm, edited 1 time in total.
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- Joined: Sat Aug 04, 2018 10:23 pm
Re: Destiny 2 PKG
Ginsor wrote:-snip-
Hey! Any update on the tool?
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- Joined: Sat Sep 02, 2017 10:00 pm
Re: Destiny 2 PKG
dio318 wrote:Ginsor wrote:-snip-
Hey! Any update on the tool?
Tool is working fine as it should but I wont release yet as I will wait for Forsaken to be released (Im already working on it)
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- Posts: 2
- Joined: Sat Aug 04, 2018 10:23 pm
Re: Destiny 2 PKG
Ginsor wrote:dio318 wrote:Ginsor wrote:-snip-
Hey! Any update on the tool?
Tool is working fine as it should but I wont release yet as I will wait for Forsaken to be released (Im already working on it)
Awsome! Glad to hear project is still going. Will the released version have model/texture export?
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- Joined: Sun Sep 30, 2018 10:46 am
Re: Destiny 2 PKG
any updates on the tool yet?
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- Joined: Sun Oct 07, 2018 11:57 am
Re: Destiny 2 PKG
- SirKane
- aluigi
- Ginsor
- Ehnoah
- Ernegian
Anybody heard from Detox/Xenon lately? I'm going to shoot the information from this thread over to him to see if he can just build me a couple of classes to add into an application and I'll build something everyone can use.
Ginsor if you wrote that in C#, send it my way and I'll make the additional touches (or if you could send me the decryption and extraction classes, that'd work.)
Lastly, per legality, what of this information are we able to upload? For example if I extracted all text from all packages, could I upload it all to a NoSQL database like Firebase? That'd be a great way to reduce load on the end-user when updates/patches/DLCs are released for Destiny. I imagine, on first launch, pulling a JSON response of the entire Firebase database and storing it locally to both reduce load times and bandwidth. Once an update comes out, I could literally just extract the information again, overwrite Firebase and push a notification (to anyone currently in the application) to rebuild the local database.
Let me know something.
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- Posts: 5
- Joined: Fri Aug 19, 2016 5:00 pm
Re: Destiny 2 PKG
When i use the Destiny 2 Quickbms Script i get that error on any off the files i tryd it.
Anyone knows why it happend?
Anyone knows why it happend?
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- Joined: Sat Jun 01, 2019 6:48 pm
Re: Destiny 2 PKG
I have had the same issue as Shiiiron above is there any solution to this, none of the files decompress they always come up with this error ^
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- Joined: Fri Aug 19, 2016 5:00 pm
Re: Destiny 2 PKG
Anyone has an updated Extractor for the Destiny 2 Files? or is this a dead Thing now?
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- Joined: Mon Jul 09, 2018 3:25 pm
Re: Destiny 2 PKG
Hey,
this thread is just dead because the people who can extract files don’t share any updated code.
So, if you want an functional extractor then you need to update the code provided by Sir Kane.
If I’m right, some offsets and the PatchID need only an update.
The best way to start is to understand the code and to dig into the binary packages yourself.
Regards,
Derik
this thread is just dead because the people who can extract files don’t share any updated code.
So, if you want an functional extractor then you need to update the code provided by Sir Kane.
If I’m right, some offsets and the PatchID need only an update.
The best way to start is to understand the code and to dig into the binary packages yourself.
Regards,
Derik