Dying Light PAK

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Dying Light PAK

Post by michalss »

Hi All,

Having some trouble to repack files(game does not start after that) from DL game just came out. It looks like normal zip, but .....
Or game checking CRC not sure in this case...

Code: Select all

https://dl.dropboxusercontent.com/u/38234344/DL_paks.rar
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

i guess there is some check crc or something... I cannot figure it out.. Ekey is good for this things??? :)
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: Dying Light PAK

Post by Ekey »

michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

Ekey wrote:http://aluigi.altervista.org/papers/bms/zip.bms

works fine



well how do you repack mate ? To make sure game still works.. Extract never was a problem...
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: Dying Light PAK

Post by Ekey »

You already know the answer to this question > QuickBMS readme > Section 3 - for reimporting files.
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

Ekey wrote:You already know the answer to this question > QuickBMS readme > Section 3 - for reimporting files.



yes but need to be same filesize which is not good. I will test this but it does not make a different really, since you cannot re-import it with bigger files :(

EDIT: Tested game does not start if you reimport. Eeven change 1 byte game wont start
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: Dying Light PAK

Post by Ekey »

Well, seems it's CRC. I don't have game and can't check it.
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

ok thx sorted
lostprophet
Posts: 49
Joined: Thu Sep 04, 2014 9:34 pm

Re: Dying Light PAK

Post by lostprophet »

Just use the same programs someone created for Dead Island, they work perfectly for Dying Light too.

DeadIsland BIN Editor (https://www.dropbox.com/s/mxw1vfs6f9zlc ... ndBIN.7z?m)
CRC fix for .pak files (https://www.dropbox.com/s/7py1gwzjct7xhh7/fixzip-r3.zip)

1. Use the bin editor to convert the bin files to txt (drag and drop)
2. Translate
3. Repack (drag and drop the txt files on the bin editor exe, make sure the original .bin file and the .txt file are in the same directory)
4. Rename the DataEn.bin file to DataEn.zip
5. Drag the modified .bin files on the zip file, to repack them (use WinRAR for this)
6. Use the "CRC fix" to "fix" the DataEn.pak file, so the game uses it and doesn't throw an error.
Like this (the original DataEn.pak and DataEn.zip have to be in the same directory!):
Gibbed.DeadIsland.FixZip.exe -v -o "DataEn.pak" "DataEn.zip" "DataEn_modified.pak"
7. Rename "DataEn_modified.pak" to "DataEn.pak"and copy it back to the Dying Light folder, overwriting the original.
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

Also found fonts...

Image
lostprophet
Posts: 49
Joined: Thu Sep 04, 2014 9:34 pm

Re: Dying Light PAK

Post by lostprophet »

michalss wrote:Also found fonts...

Image

Are they editable? I'm missing some characters in Hungarian and want to modify some others we don't use.
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

yes it is but hard way... I have no time to write some tools im afraid... :(... I have just binary template and headers... Also not sure if i found all of them yet anyway... I will test it i guess over weekend
InKviZ
Posts: 124
Joined: Fri Oct 24, 2014 2:55 pm

Re: Dying Light PAK

Post by InKviZ »

People. Where are the fonts ??? And the you can edit them ???
MiRiKan
Posts: 6
Joined: Mon Nov 03, 2014 5:51 am

Re: Dying Light PAK

Post by MiRiKan »

menu_common_PC.rpack file looks like almost same as Dead Island.
there are many names of file, and DXT5 files without header.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Dying Light PAK

Post by aluigi »

FYI, an user reported that rp5l (https://github.com/hhrhhr/rp5l) doesn't work with the rpack archives of this game.
So the format probably sligthly changed.
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

aluigi wrote:FYI, an user reported that rp5l (https://github.com/hhrhhr/rp5l) doesn't work with the rpack archives of this game.
So the format probably sligthly changed.



Well i was trying to make a tool but that format is joke :(
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Dying Light PAK

Post by aluigi »

Any luck maybe with http://svn.gib.me/builds/chrome/ ?
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dying Light PAK

Post by michalss »

aluigi wrote:Any luck maybe with http://svn.gib.me/builds/chrome/ ?



No this is for pak fix...
Bmo1
Posts: 2
Joined: Thu Feb 19, 2015 6:15 am

Re: Dying Light PAK

Post by Bmo1 »

Code: Select all

//--------------------------------------
//--- 010 Editor v6.0.1 Binary Template
//
// File: Dying Light .rpack files
// Author:MiRiKan, refer to Gibbed
// Revision:0.1
// Purpose:To decrypt Dying Light .rpack files
//--------------------------------------
LittleEndian();

local uint i, pos, pos2;

char header[3] <open=suppress>;
char identity;
uint version;
uint flages;
uint dataCount;
uint typeCount;
uint nameCount;
uint nameDataSize;
uint entryCount;
uint Alignment;

struct typeHeaders{
    for (i = 0; i < typeCount; i++){
        struct Deserialize1{
            uint Flage;
            uint Offset;
            uint UncompressedSize;
            uint CompressedSize;
            uint16 ResourceCount;
            uint16 unk;
        }F;
    }
}HEADER;

struct dataHeaders{
    for (i = 0; i < dataCount; i++){
        struct Deserialize2{
            uint Flags;
            uint Offset; //???? it was offset in chrome engine 5. But it looks something's changed now.
            uint UncompressedSize;
            uint CompressedSize;
        }D;
    }
}DATA;

struct entryHeaders{
    for (i = 0; i < entryCount; i++){
        struct Deserialize3{
            uint Flags;
            uint FirstNameIndex;
            uint FirstDataIndex;
        }D;
    }
}ENTRY;

pos = FTell();
struct Names{
    for (i = 0; i < nameCount; i++){
        struct FileName{
            uint Off;
            pos2 = FTell();
            FSeek(pos + (nameCount * 4) + Off);
            string name <open=suppress>;
            FSeek(pos2);
        }FN;
    }
}NAME;
FSeek(pos + (nameCount * 8));




refer to Gibbed, But something different.
Anyone know?
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Dying Light PAK

Post by aluigi »

Could someone post one of these rpack archives?