.000 - .n files [Rift]

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Drawing
Posts: 112
Joined: Fri Aug 05, 2016 6:17 pm

.000 - .n files [Rift]

Post by Drawing »

Hi guys :D
I got different packages in .001, .002, .003 etc... files.
Can anyone take a look please?
http://www86.zippyshare.com/v/V6u8Jst3/file.html
Game : Rift
Sample : http://www86.zippyshare.com/v/V6u8Jst3/file.html

p.s: if you need little part of different assets tell me
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: .000 - .n files

Post by Acewell »

tried these? :)
http://forum.xentax.com/viewtopic.php?f=10&t=16004

edit
looks like there is a copy/paste error in Ekey's script here
http://forum.xentax.com/viewtopic.php?p=82917#p82917
you should delete the next to last line in the script.
remove this line

Code: Select all

next iE OFFSET SIZE SIZE


i think this one is better since it guess extension :)
https://github.com/clowd81/rift_datamin ... assets.bms
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: .000 - .n files [Rift]

Post by Ekey »

Hook to get filenames (generic).
Drawing
Posts: 112
Joined: Fri Aug 05, 2016 6:17 pm

Re: .000 - .n files [Rift]

Post by Drawing »

@AceWell

the script made by Ekay , also with your correction, extract only a lot of files with .file extension.

this script -> https://github.com/clowd81/rift_datamine_tools/blob/master/quickbms/riftassets.bms
extract the real extension ( .nif, .dds . dat ect) but the problem is that it don't keep the folder roots a the name of the file.
Another problem with this script is that it start extracting puttin name like 00000000, 00000001 etc... but every time quickbms finish with one asset and starts with another asset it ask to rename or everwrite files because it starts using the same names .I selected the -r option ( automatically rename files ) .

Another BIG issue is that it seems not to extract .kf files! Animation file for the one who don't know. BUT i am not sure of this issue since i extract only 20 assets ( they are more that 200)


@Ekay
how to use the files you provided? :D sorry for nub question
Last edited by Drawing on Sat Mar 03, 2018 9:32 pm, edited 1 time in total.
Drawing
Posts: 112
Joined: Fri Aug 05, 2016 6:17 pm

Re: .000 - .n files [Rift]

Post by Drawing »

ok maybe I got a solution to avoid rename files. But need ekay to teach me how to use that files.
I want to try to extract 1 asset per time , use ekay files to rename and than extract the following asset
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: .000 - .n files [Rift]

Post by Ekey »

You need to extract dll's in folder where is located rift_x64.exe

Example: E:\Games\Steam\SteamApps\common\RIFT\Games\RIFT\Live\

While playing game you can see RIFTHook.log file which will contain filenames that are hashed. Anyway this hook need for guys who developing assets viewer / extractor.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: .000 - .n files [Rift]

Post by Acewell »

Drawing wrote:the script made by Ekey , also with your correction, extract only a lot of files with .file extension.

yep, actually no extension, just a hash :)

Drawing wrote:this script -> https://github.com/clowd81/rift_datamine_tools/blob/master/quickbms/riftassets.bms
extract the real extension ( .nif, .dds . dat ect) but the problem is that it don't keep the folder roots a the name of the file.

a guessed extension, not 100% real and there are no filenames,
you have to extract each archive to different folder to avoid rename.
it is what it is, you have to work with what is available or nothing at all. :)