aluigi wrote:Yes, upload those 2 files that have been generated and the relative index file if available. It's better if you run the script on the zpkg archive of 2.5Gb
Sample:https://yadi.sk/d/E340c1YdxbfCf asset.zpkg_0_16282265062=16 GB file (1) asset.zpkg_16280167910_16282265062=16 GB file (2) asset_crypt.zpkg_0_16282265062=16 GB file (1) Run before you give to unpack the script file data.zpkg_0_-1648754618=2.5 GB file (1) data.zpkg_-1650851770_-1648754618=2.5 GB file (2)
Ah ok, I thought there were some files like data.zpkg.index because that was written in the title of the topic. Anyway I have something working: http://aluigi.org/bms/gjol.bms
aluigi wrote:Ah ok, I thought there were some files like data.zpkg.index because that was written in the title of the topic. Anyway I have something working: http://aluigi.org/bms/gjol.bms
Cool! 2.5 GB file work perfect, 100% decompression, but not the correct file name Unpack the 16 gb file only a little part of the error is encountered.
# gjol / Gu Jianqi Tan online / 《古剑奇谭网络版》 # script for QuickBMS http://quickbms.aluigi.org
idstring "ZPKG" getdstring DUMMY 12 get DUMMY longlong get DUMMY longlong get DUMMY longlong get DUMMY longlong get DUMMY longlong get DUMMY longlong get ARCHIVE_SIZE asize savepos OFFSET for OFFSET = OFFSET != ARCHIVE_SIZE getdstring DUMMY 16 get SIZE longlong get DUMMY long get CHUNK_SIZE long
math CHUNKS = SIZE math CHUNKS / CHUNK_SIZE if SIZE % CHUNK_SIZE math CHUNKS + 1 endif for x = 0 < CHUNKS get CHUNK_ZSIZE long putarray 0 x CHUNK_ZSIZE next x savepos OFFSET
comtype blosc # lzf and fastlzah fail on some files
# some files use blosc, others use lzma get TEST short if TEST == 0x005d comtype lzma_dynamic # the others don't work... endif
putvarchr MEMORY_FILE SIZE 0 log MEMORY_FILE 0 0 append for x = 0 < CHUNKS getarray CHUNK_ZSIZE 0 x if CHUNK_ZSIZE == CHUNK_SIZE log MEMORY_FILE OFFSET CHUNK_SIZE else clog MEMORY_FILE OFFSET CHUNK_ZSIZE CHUNK_SIZE endif math OFFSET + CHUNK_ZSIZE next x append log "" 0 SIZE MEMORY_FILE
it seems that the game files of new version has changed, the script does not work correctly, only several files can be decompressed. is there someone can update the script?
I have updated the script to version 0.2.1 for automatically handling the idx file but consider that it will be slow (searching the name from the hash is slow), it's enough to open 604.idx with the script and it will automatically extract all the archives.
I don't know how many archives exist for this game so the script will try them sequentially like data000 data001 and so on till there are none. If you have a list of these data*, it would be useful.
Asking here may or may not work since this thread has been pretty dead for a while, but I was curious to know if anyone has a method to open the files the script pulls? There are many .dat files and .model files, but unlike Justice Online and Moonlight Blade, there doesn't seem to be a 3DS Max script that can open these .dat files or anything that I am able to find that can open the .model files.
^^ If anyone has any suggestions about this, I'd love to hear them! Am willing to provide samples as well if necessary.
I have updated the script to version 0.2.1 for automatically handling the idx file but consider that it will be slow (searching the name from the hash is slow), it's enough to open 604.idx with the script and it will automatically extract all the archives.
I don't know how many archives exist for this game so the script will try them sequentially like data000 data001 and so on till there are none. If you have a list of these data*, it would be useful.
It has been YEARS so I am unsure if you are still interested in this information, but there are a total of 35 data files for the game.
I have updated the script to version 0.2.1 for automatically handling the idx file but consider that it will be slow (searching the name from the hash is slow), it's enough to open 604.idx with the script and it will automatically extract all the archives.
I don't know how many archives exist for this game so the script will try them sequentially like data000 data001 and so on till there are none. If you have a list of these data*, it would be useful.
I've tried to use your script on the recent version of the game, and it looks like the script deadlocks at some code or at least slows down immensely. At some point it stops to extract the data and just doing something for hours without any real output.
I've attached the screenshots of the script's output with debug on at the moment of the deadlock. I've also included a zipped .torrent for the client, for your reference.
if NAMES != 0 string HASH 0b HASH # fix for quickbms 0.11 putvarchr HASH 40 0 for x = 0 < NAMES getarray TMP 10 x if HASH == TMP getarray NAME 11 x break endif next x endif
I've tried to unpack the game with that change. It unpacked successfully, however, only 238180 files were extracted. Plus the directory structure was not preserved and all files have numbers instead of their real names. Is there any way to fix that?