MKX .xxx unpacker. Experimental tools, 64 bit only. No error handling, no help. Here's what you can do with it:
1. unpack xxx file
mk10_xxx_packer [xxx name]
It will make unpacked .xxx.u file. If the file is already unpacked, it will crash. At least sound .xxx are not packed at all.
2. list the contents of unpacked file
mk10_xxx [xxx name] [filter]
It will make 3 text files with imports, exports, names. Also it will make .bat file to extract all files from the package. Extra "filter" parameter may be used to list only files having particular text in its NAME (not extension).
- Exports are just a list of files contained in the package. Notice some of them may be equal.
- Imports may be wrong, I'm not too familiar with it.
- Names are essential if you plan to do anything with the contents, because all unreal formats depend on these package-dependent names.
3. extract the files
Just run "cut.bat" to extract all the files. You can also edit the file all you want. In case some files have same names, they will be overwritten. I have no time to deal with this (duplicates) yet.
MKX .xxx unpacker
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- Posts: 27
- Joined: Tue Apr 21, 2015 2:15 pm
Re: MKX .xxx unpacker
Quick BMS script for
MKX package raw extract
run script on decompressed XXX
Most of files have some kind of header containing offset and/or size of data.
I've already removed the header of BinaryBlobJPEG (.jpg) and FmodSourceData (.fev & .fsb).
upd. optimized and fixed ver 0.3
MKX package raw extract
run script on decompressed XXX
Most of files have some kind of header containing offset and/or size of data.
I've already removed the header of BinaryBlobJPEG (.jpg) and FmodSourceData (.fev & .fsb).
upd. optimized and fixed ver 0.3