Buffy The Vampire Slayer (XBOX) pak file
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Buffy The Vampire Slayer (XBOX) pak file
Game: Buffy The Vampire Slayer, 2002 (XBOX)
Developer: The Collective
Publisher: EA
File: Pak
Hi,
I hope can help. I was hoping one of you talented guys and gals may be able to help unpack the pak file for this game.
This is the same developer behind the 'Indiana Jones and The Emperor's Tomb', it uses the same engine, but appears to use a different file compression method.
I've uploaded two of the pak files to OneDrive link below - if anyone is willing to take a look, it would be much appreciated. Thank you!
https://1drv.ms/u/s!Amua2WvdGonP70tw72QO5J00LSF3
Developer: The Collective
Publisher: EA
File: Pak
Hi,
I hope can help. I was hoping one of you talented guys and gals may be able to help unpack the pak file for this game.
This is the same developer behind the 'Indiana Jones and The Emperor's Tomb', it uses the same engine, but appears to use a different file compression method.
I've uploaded two of the pak files to OneDrive link below - if anyone is willing to take a look, it would be much appreciated. Thank you!
https://1drv.ms/u/s!Amua2WvdGonP70tw72QO5J00LSF3
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Re: Buffy The Vampire Slayer (XBOX) pak file
interested in this as well... since the Indiana jones and the emperors tomb is the same engine, it might be possible to simply replace the files (once they are unpacked) and get the game working on PC ..the engine is really script based..they even all have the same bindings file format
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Re: Buffy The Vampire Slayer (XBOX) pak file
I see only a list of reference names in the header immediately followed by the data, without other useful information for locating and extracting the content.
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Re: Buffy The Vampire Slayer (XBOX) pak file
aluigi wrote:I see only a list of reference names in the header immediately followed by the data, without other useful information for locating and extracting the content.
try this one, both buffy and indiana jones have it in their pak folder(although they are different of course)..it could be a lookup type file
https://1drv.ms/u/s!AnMPZ9Q-EFaIhU3wuT96r5d3Smgj
and there is also an install.dat file that seems, if I recall, to have directory structure in plain text inside it
https://1drv.ms/u/s!AnMPZ9Q-EFaIhU5gA1_AyEi-jIig
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Re: Buffy The Vampire Slayer (XBOX) pak file
What a mess
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Re: Buffy The Vampire Slayer (XBOX) pak file
aluigi wrote:What a mess
Its a shame that the file format doesn't hold anything identifiable to help extract the contents.
Thanks for taking the time to check the file format out regardless - I must say your commitment to helping the community on pretty much each and every topic here is highly commendable - thank you
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Re: Buffy The Vampire Slayer (XBOX) pak file
aluigi wrote:Never say never:
http://aluigi.org/bms/buffy_2002_pak.bms
You Sir, are an absolute genius, thank you! Works like a charm.
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Re: Buffy The Vampire Slayer (XBOX) pak file
- error in src\extra\xalloc.c line 618: xdbg_malloc()
Error: memory allocation problem
File exists
Error: memory allocation problem
File exists
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Re: Buffy The Vampire Slayer (XBOX) pak file
ehhh even extracted it is gonna be work....seems each pak only had what was needed for that part of the level instead of one file with all the info fir example... in textures there should be one large file called SuperParticle.mtx but in pak form it is broken down into superparticle(dirt01).mtx , superparticle(bubbles01).mtx , etc...
The large header looks something like (this is an excerpt from a hex editor):
While the individual broken down files have a header (this is actually a complete file size and all)
Sound files extracted don't play either (and again suffer the multiple extractions)
Here's an example of a good one (From indiana jones)
Versus the extracted file that won't play
extracted wav is 2k bigger as well (14k versus original pc version 12k)
interesting, the wav files are in a proprietary format, otherwise they are normal at least according to the header in the analyzer I used
whom ever cleaned my post up... much appreciated, was gonna come back and do it but got into checked on all these files and lost track of time... anyway audio issue figured out, they are xbox adpcm..now if I can figure out how to batch convert them with luigi's xbadpdec.exe file...
The large header looks something like (this is an excerpt from a hex editor):
Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000 4D 55 4C 54 49 54 45 58 06 00 02 00 01 00 00 00 MULTITEX........
00000010 00 00 00 00 4B 01 00 00 80 A5 00 00 18 00 00 00 ....K...€¥......
00000020 80 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF €.......ÿÿÿÿÿÿÿÿ
00000030 FF FF FF FF E0 8B 1E 3B 01 00 00 00 61 63 69 64 ÿÿÿÿà‹.;....acid
00000040 73 70 69 74 30 31 00 00 00 00 00 00 00 00 00 00 spit01..........
00000050 00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64 ............acid
00000060 73 70 69 74 30 31 00 00 00 00 00 00 00 00 00 00 spit01..........
00000070 00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00 ............@...
00000080 40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08 @....... .......
00000090 06 00 00 00 FF FF FF FF 05 00 00 00 A4 A5 00 00 ....ÿÿÿÿ....¤¥..
000000A0 78 15 00 00 01 00 00 00 FF FF FF FF FF FF FF FF x.......ÿÿÿÿÿÿÿÿ
000000B0 FF FF FF FF D5 8B 1E 3B 01 00 00 00 61 63 69 64 ÿÿÿÿÕ‹.;....acid
000000C0 73 70 69 74 30 32 00 00 00 00 00 00 00 00 00 00 spit02..........
000000D0 00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64 ............acid
000000E0 73 70 69 74 30 32 00 00 00 00 00 00 00 00 00 00 spit02..........
000000F0 00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00 ............@...
00000100 40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08 @....... .......
00000110 06 00 00 00 FF FF FF FF 05 00 00 00 1C BB 00 00 ....ÿÿÿÿ.....»..
00000120 78 15 00 00 02 00 00 00 FF FF FF FF FF FF FF FF x.......ÿÿÿÿÿÿÿÿ
00000130 FF FF FF FF C2 8B 1E 3B 01 00 00 00 61 63 69 64 ÿÿÿÿ‹.;....acid
00000140 73 70 69 74 30 33 00 00 00 00 00 00 00 00 00 00 spit03..........
00000150 00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64 ............acid
00000160 73 70 69 74 30 33 00 00 00 00 00 00 00 00 00 00 spit03..........
00000170 00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00 ............@...
00000180 40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08 @....... .......
While the individual broken down files have a header (this is actually a complete file size and all)
Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000 64 69 72 74 30 31 00 00 00 00 00 00 00 00 00 00 dirt01..........
00000010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
00000020 08 00 00 00 08 00 00 00 00 00 00 00 01 00 00 00 ................
00000030 40 00 00 00 08 00 00 00 45 00 00 00 01 00 00 00 @.......E.......
00000040 FF 00 29 00 00 00 00 00 09 6B 23 29 57 F2 A8 02 ÿ.)......k#)Wò¨.
00000050 C3 FA 3F FD 3F FF FF 1F 0C 94 81 10 15 5F 5E D7 Ãú?ý?ÿÿ..”..._^×
00000060 DF E8 F8 FF FF FF EF FC E9 62 60 10 00 CF 55 56 ßèøÿÿÿïüéb`..ÏUV
00000070 6F B9 3F FC DB 8F 6D DB CB 8B 20 00 35 8D AD 8A o¹?üÛ.mÛË‹ .5..Š
00000080 01 64 69 72 74 30 31 00 00 00 00 00 00 00 00 00 .dirt01.........
00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000A0 00 04 00 00 00 04 00 00 00 00 00 00 00 00 00 00 ................
000000B0 00 10 00 00 00 08 00 00 00 45 00 00 00 01 00 00 .........E......
000000C0 00 FF 00 00 00 00 00 0A 20 A8 5A 81 10 7C E0 D2 .ÿ...... ¨Z..|àÒ
000000D0 15 01 64 69 72 74 30 31 00 00 00 00 00 00 00 00 ..dirt01........
000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
000000F0 00 00 02 00 00 00 02 00 00 00 00 00 00 00 00 00 ................
00000100 00 00 10 00 00 00 08 00 00 00 45 00 00 00 01 00 ..........E.....
00000110 00 00 FF FF 00 00 00 00 00 00 46 4A C1 18 CC 77 ..ÿÿ......FJÁ.Ìw
00000120 CC 77 00 00 00 00 Ìw....
Sound files extracted don't play either (and again suffer the multiple extractions)
Here's an example of a good one (From indiana jones)
Code: Select all
Offset(d) 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
00000000 52 49 46 46 88 2F 00 00 57 41 56 45 66 6D 74 20 RIFFˆ/..WAVEfmt
00000016 14 00 00 00 11 00 01 00 22 56 00 00 5C 2B 00 00 ........"V..\+..
00000032 00 02 04 00 02 00 F9 03 66 61 63 74 04 00 00 00 ......ù.fact....
00000048 00 5E 00 00 64 61 74 61 54 2F 00 00 00 00 00 00 .^..dataT/......
00000064 00 11 12 31 33 59 40 40 70 89 05 D3 04 01 73 98 ...13Y@@p‰.Ó..s˜
00000080 43 D3 50 01 B2 24 89 93 69 9B 21 0D A8 C1 72 8A CÓP.²$‰“i›!.¨ÁrŠ
00000096 01 20 95 04 11 56 22 42 26 44 43 44 35 44 44 33 . •..V"B&DCD5DD3
00000112 32 90 88 98 99 99 9A AB AB AD AC 8E FF FF 9A 80 2.ˆ˜™™š««.¬Žÿÿš€
00000128 80 00 08 08 80 00 80 00 00 81 01 02 14 77 77 08 €...€.€......ww.
00000144 08 08 08 88 08 88 FD 0A 80 80 80 80 00 08 08 00 ...ˆ.ˆý.€€€€....
00000160 80 81 77 07 08 08 08 88 F8 8B 00 08 08 08 08 80 €.w....ˆø‹.....€
00000176 80 00 80 00 00 77 33 94 18 82 88 80 2A 8F FD 09 €.€..w3”.‚ˆ€*.ý.
Versus the extracted file that won't play
Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000 52 49 46 46 08 35 00 00 57 41 56 45 66 6D 74 20 RIFF.5..WAVEfmt
00000010 14 00 00 00 69 00 01 00 22 56 00 00 73 30 00 00 ....i..."V..s0..
00000020 24 00 04 00 02 00 40 00 64 61 74 61 E0 34 00 00 $.....@.dataà4..
00000030 00 00 00 00 00 11 12 31 33 59 40 40 70 89 05 D3 .......13Y@@p‰.Ó
00000040 04 01 73 98 43 D3 50 01 B2 24 89 93 69 9B 21 0D ..s˜CÓP.²$‰“i›!.
00000050 A8 C1 72 0A ED 01 1E 00 81 30 93 06 11 56 22 42 ¨Ár.í....0“..V"B
00000060 26 44 43 44 35 44 44 33 32 90 88 98 99 99 9A AB &DCD5DD32.ˆ˜™™š«
00000070 AB AD AC 8E FF FF 9A 00 21 89 4F 00 80 80 80 00 «.¬Žÿÿš.!‰O.€€€.
00000080 08 80 00 00 80 81 01 01 14 77 57 80 80 80 08 08 .€..€....wW€€€..
00000090 88 88 FF 89 00 08 08 08 08 80 80 00 AA A5 45 00 ˆˆÿ‰.....€€.ª¥E.
000000A0 00 80 77 05 08 08 08 88 F9 8C 80 00 08 08 08 08 .€w....ˆùŒ€.....
000000B0 80 00 08 80 81 77 32 83 18 92 80 08 2B 9F FD 0A €..€.w2ƒ.’€.+Ÿý.
extracted wav is 2k bigger as well (14k versus original pc version 12k)
interesting, the wav files are in a proprietary format, otherwise they are normal at least according to the header in the analyzer I used
whom ever cleaned my post up... much appreciated, was gonna come back and do it but got into checked on all these files and lost track of time... anyway audio issue figured out, they are xbox adpcm..now if I can figure out how to batch convert them with luigi's xbadpdec.exe file...
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Re: Buffy The Vampire Slayer (XBOX) pak file
Yeah I noticed that on the Buffy files too - the pak structure seems to fragment the files.
Sound effects, on Buffy, at least all seem to be standard wav files and play fine, the rpe files contain audio from several cut scenes however the bulk of the in level dialogue from what I can tell is in ddb files in the dialogue folder, which come out at a file size of 0 bytes which is odd.
Sound effects, on Buffy, at least all seem to be standard wav files and play fine, the rpe files contain audio from several cut scenes however the bulk of the in level dialogue from what I can tell is in ddb files in the dialogue folder, which come out at a file size of 0 bytes which is odd.
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Re: Buffy The Vampire Slayer (XBOX) pak file
just as a test I replaced the first level on indiana jones with the first one form buffy and the level layout did work, just no textures..light map seemed to work and you had tree shadows and leaves falling...gonna find a multi text tool and see if I can't recombine them
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Re: Buffy The Vampire Slayer (XBOX) pak file
Interesting, I have just tried that too, replacing the first level of Indy with a later level of Buffy, and it does indeed work.
I'm currently trying to figure out the dialogue for the Buffy game, and interestingly the dialogue structure seems to be exactly the same for both games, even to the point that the contextually correct response is used when playing Indy using a swapped out Buffy level (i.e loading the Buffy Highschool level in the Indy game, and trying to open a locked door will correctly trigger the Indy to say that the door is locked).Looking at the PC version of Indy, the audio file played was located in GEN_Dialogue.rpe.
In both Buffy and Indy, the dialogue folder will contain xxx_Dialogue.rpe, xxx_Dialogue.ddb and xxx_Dialogue.txt for each level plus GEN_Dialogue (rpe,ddb and txt) which is used by all levels. Running the BMS script on either Indy or Buffy will extract the ddb files (at 0kb) but does not extract the rpe or text file.
Hmmm I'm at a loss the pak files seem to be a very messy format....on a side note I purchased the pc version of Indiana Jones to help compare content and I forgot how good it was
I'm currently trying to figure out the dialogue for the Buffy game, and interestingly the dialogue structure seems to be exactly the same for both games, even to the point that the contextually correct response is used when playing Indy using a swapped out Buffy level (i.e loading the Buffy Highschool level in the Indy game, and trying to open a locked door will correctly trigger the Indy to say that the door is locked).Looking at the PC version of Indy, the audio file played was located in GEN_Dialogue.rpe.
In both Buffy and Indy, the dialogue folder will contain xxx_Dialogue.rpe, xxx_Dialogue.ddb and xxx_Dialogue.txt for each level plus GEN_Dialogue (rpe,ddb and txt) which is used by all levels. Running the BMS script on either Indy or Buffy will extract the ddb files (at 0kb) but does not extract the rpe or text file.
Hmmm I'm at a loss the pak files seem to be a very messy format....on a side note I purchased the pc version of Indiana Jones to help compare content and I forgot how good it was
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Re: Buffy The Vampire Slayer (XBOX) pak file
PRP1986 wrote:Interesting, I have just tried that too, replacing the first level of Indy with a later level of Buffy, and it does indeed work.
I'm currently trying to figure out the dialogue for the Buffy game, and interestingly the dialogue structure seems to be exactly the same for both games, even to the point that the contextually correct response is used when playing Indy using a swapped out Buffy level (i.e loading the Buffy Highschool level in the Indy game, and trying to open a locked door will correctly trigger the Indy to say that the door is locked).Looking at the PC version of Indy, the audio file played was located in GEN_Dialogue.rpe.
In both Buffy and Indy, the dialogue folder will contain xxx_Dialogue.rpe, xxx_Dialogue.ddb and xxx_Dialogue.txt for each level plus GEN_Dialogue (rpe,ddb and txt) which is used by all levels. Running the BMS script on either Indy or Buffy will extract the ddb files (at 0kb) but does not extract the rpe or text file.
Hmmm I'm at a loss the pak files seem to be a very messy format....on a side note I purchased the pc version of Indiana Jones to help compare content and I forgot how good it was
the ddb files appear to be the expressions (animations when the character speaks) I see look up, look down, etc...
. I am uploading a file (caustic.mtx) from indiana jones, it shows the proper way they are formatted..I noticed in the script you were uncertain, when you look at caustic you will see why they look strange..lol
I wonder if as the different entries are found that they just need to be appended to the one file inst4ead of separate caustic (xxxx)? same for all the entries like that (superparticle, trails, etc..)
wait... in doing research, this was all done for Indiana jones in 2011 (the mtx stuff)... just saw it on the xentax forum , the files are not mtx or shouldn't be (the individual ones) , they should be dds... anyway gonna grab the old scripts and see what I can work out.
**EDIT** ok yes script works well extracting from the multitex files, however the individual ones extracted here for buffy lack the multitex header so do not get extracted...:
this is the bms script
Code: Select all
# IJET *.mtx (multi texture format)
# quickbms script by WRS, xentax.com
idstring "MULTITEX"
get SIX short
get TWO short
get ONE long
get ZERO long
get TEXCOUNT long
get TEXHEADSIZE long
get TWFOUR long # head size
get TEXHEADSIZE long # 128
get FNAME basename
for t = 0 < TEXCOUNT
get INDEX long
getdstring UNKNOWN 16
get UNKNOWN short # 256/ flags?
get UNKNOWN short
getdstring TEXNAME1 32
getdstring TEXNAME2 32 # not 64 because of repeated data
get TWIDTH long
get THEIGHT long
get UNKNOWN long
get BPP long
get UNKNOWN long
get MINIMAPS long
get UNKNOWN long
get UNKNOWN long
get TEXPOS long
get TEXTSIZE long
# POS is a pointer to minimap info
savepos POS
goto TEXPOS
# write 128-byte dds header
log MEMORY_FILE 0 0
putvarchr MEMORY_FILE 127 0
# setup dds header
putvarchr MEMORY_FILE 0 0x20534444 long #dwMagic (DDS )
putvarchr MEMORY_FILE 4 0x7C long #dwSize (128)
putvarchr MEMORY_FILE 8 0x21007 long #dwFlags (prob. wrong)
putvarchr MEMORY_FILE 12 THEIGHT long #dwHeight
putvarchr MEMORY_FILE 16 TWIDTH long #dwWidth
putvarchr MEMORY_FILE 28 MINIMAPS long #dwMiniMapCount
putvarchr MEMORY_FILE 76 32 long #dwSize
putvarchr MEMORY_FILE 80 4 long #dwFlags
putvarchr MEMORY_FILE 84 0x31545844 long #dwFourCC (DXT1)
putvarchr MEMORY_FILE 108 4198408 long #dwCaps1
append
for i = 0 < MINIMAPS
get DATASIZE long # minimap size
savepos POS2
log MEMORY_FILE POS2 DATASIZE # save minimap
math POS2 += DATASIZE
goto POS2
next i
append
get DSIZE asize MEMORY_FILE
string FILENAME p= "%s/%s.dds" FNAME TEXNAME1
log FILENAME 0 DSIZE MEMORY_FILE
goto POS
next t
Edit one more time
They are definitely dds files cause I replaced the header of one with the dds header from an extracted INDY dds and it seemed to work...
just need to extract them as dds and place them in the right folders (caustic, superparticle, etc) so we can run the other script to create the multitex files
Script that creates the multitex files from the dds
Code: Select all
# IJET *.mtx (multi texture format)
# quickbms script by WRS modified for reimport
# http://forum.xentax.com/viewtopic.php?p=50857#p50857
idstring "MULTITEX"
get SIX short
get TWO short
get ONE long
get ZERO long
get FILES long
get MTXHEADSIZE long
get TWFOUR long
get TEXHEADSIZE long
get FNAME basename
for i = 0 < FILES
get INDEX long
getdstring UNKNOWN 16
get UNKNOWN short
get UNKNOWN short
getdstring NAME 32
getdstring NAME2 32
get TWIDTH long
get THEIGHT long
get UNKNOWN long
get BPP long
get UNKNOWN long
get MIPMAPS long
get UNKNOWN long
get UNKNOWN long
get OFFSET long
get TEXTSIZE long
savepos TMP
goto OFFSET
append
for j = 0 < MIPMAPS
get SIZE long
savepos MIP_OFFSET
log NAME MIP_OFFSET SIZE
math MIP_OFFSET + SIZE
goto MIP_OFFSET
next j
append
goto TMP
next i
the extracted files(mtx from buffy script) are weird too, they seem to have repeats of a header, with data continuing multiple times......adding another upload, the dds image file (rocky wall) and the buffy script extracted mtx that I changed(added dds header, which is incorrect size for the file or there was more information form other paks that needed to be appended) to get the image
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Re: Buffy The Vampire Slayer (XBOX) pak file
alrighty..new post...succsefully figured out the header needed for a dds texture file to have it display correctly... really confused about the paks, seem like the extra extractions of the same item (wall, roack person) are just extras, maybe in each pak that required it in the level..they seem to be identical...anyway... in the extracted file (using xbox version of indy to get references) the first big chunk up until you reach the texture name seems to be all thats needed, dunno what the extra info in it is. I am gonna try taking it out and placing it in it's own file with dds header...
attached is the extracted from xbox version of indy of a texture(mtx), the dds version and the extracted PC version (higher res). If anyone knows what the other information in the mtx is??...
hehe, now that I know the header (don't even have to remove the extra stuff in the file) here is the CORRECT rock wall texture... huge difference
attached is the extracted from xbox version of indy of a texture(mtx), the dds version and the extracted PC version (higher res). If anyone knows what the other information in the mtx is??...
hehe, now that I know the header (don't even have to remove the extra stuff in the file) here is the CORRECT rock wall texture... huge difference
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Re: Buffy The Vampire Slayer (XBOX) pak file
BTW the header is
you have to replace the first 4 lines 00-3f with the 8 lines above.... (paste insert works for me on the hex editor I use..lol)
0c,0d,0e and 0f are the height, 10,11,12,13 are the width and it is reversed...
0d is 01(256) in that code... in the code 02 at 0d and 11 increases resolution, moving to 0c and 10 using 9f and down decreases it...using 08 is 128k, 04 is 64k, 02 32k, etc...
most of the textures are 256x128...playing around though you can tell, when you get corrupted rainbow colors, you know it is wrong..lol
I will eventually get them all lined out, will take a while though...over 1000 textures
and one last thing for now... the pak file extractor, as far as I can tell, you can skip the same file names (auto skip them) and you will get name like wall(cems12).mtx... you want all the wall one to go into a folder called wall (for later creating the mtx file) and you name the dds file, for instance cems12.dds .. the final mtx will simply be wall.mtx and will hold all the textures... ceiling(alum_beama) would go in a folder called ceiling and be called alum_beama.dds (they are part of the metals) final mtx there would simply be ceiling.mtx
Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000 44 44 53 20 7C 00 00 00 07 10 02 00 00 01 00 00 DDS |...........
00000010 00 01 00 00 00 00 00 00 00 00 00 00 07 00 00 00 ................
00000020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
00000030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
00000040 00 00 00 00 00 00 00 00 00 00 00 00 20 00 00 00 ............ ...
00000050 04 00 00 00 44 58 54 31 00 00 00 00 00 00 00 00 ....DXT1........
00000060 00 00 00 00 00 00 00 00 00 00 00 00 08 10 40 00 ..............@.
00000070 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
you have to replace the first 4 lines 00-3f with the 8 lines above.... (paste insert works for me on the hex editor I use..lol)
0c,0d,0e and 0f are the height, 10,11,12,13 are the width and it is reversed...
0d is 01(256) in that code... in the code 02 at 0d and 11 increases resolution, moving to 0c and 10 using 9f and down decreases it...using 08 is 128k, 04 is 64k, 02 32k, etc...
most of the textures are 256x128...playing around though you can tell, when you get corrupted rainbow colors, you know it is wrong..lol
I will eventually get them all lined out, will take a while though...over 1000 textures
and one last thing for now... the pak file extractor, as far as I can tell, you can skip the same file names (auto skip them) and you will get name like wall(cems12).mtx... you want all the wall one to go into a folder called wall (for later creating the mtx file) and you name the dds file, for instance cems12.dds .. the final mtx will simply be wall.mtx and will hold all the textures... ceiling(alum_beama) would go in a folder called ceiling and be called alum_beama.dds (they are part of the metals) final mtx there would simply be ceiling.mtx
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Re: Buffy The Vampire Slayer (XBOX) pak file
Nice one keep up the good work. I’m new to all of this so I’m learning a lot - thanks
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Re: Buffy The Vampire Slayer (XBOX) pak file
I am new at this as well.. trial and error..lol.. I used to waaaaaay back in the day , do a little 8 bit assembly programming, nothing like what we have today...I am decent at figuring things out and using google as a lookup tool, thats all..lol
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Re: Buffy The Vampire Slayer (XBOX) pak file
here is Noesis python script to open the mtx texture samples
supports dxt1, dxt5 and rgba8888, top level mip only
supports dxt1, dxt5 and rgba8888, top level mip only
Last edited by Acewell on Sat Apr 28, 2018 4:46 am, edited 1 time in total.
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Re: Buffy The Vampire Slayer (XBOX) pak file
Acewell wrote:here is Noesis python script to open the mtx texture samples
tex_BuffytheVampireSlayer_Xbox_mtx.zip
supports dxt1, dxt5 and rgba8888, top level mip only
Amazing work! Thank you.