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Game engine file formats

Topics related to formats used in game engines or their middleware.

  1. Hello eveyone in the community, when I try to extract the data using the script in BMS, I get the following error. It happens with the file: Resources97.mpk Coincidentally, it's the second to last file; there are 98 in total. Does anyone know what's causing this error? I've attached the script I'm using. Thanks. netease_mpk_v2.rar

      • Thanks
    • 8 replies
    • 1.6k views
  2. Hey y'all. My name is thearchivalone. Nice to meet you. For the past two years, I've been tearing into Black Rock Shooter: the Game's files on disc and mostly working from the ground up with almost no outside notes or previous attempts at working with it used. The only part that was exclusively found by another hacker was the RTDP format in which a variant was used in Arc Rise Fantasia for the Wii. For the past five months, I've been decompiling and noting the game's binary inside of Ghidra after reaching a point where viewing the data structures on disc were not enough. About a week ago, I was looking at a format that I had assumed was debug or junk data and ca…

  3. Started by BillyBnMOfficial,

    A proprietary game engine I got curious about is the Vicious Engine, by Vicious Cycle Software. It's mostly in games from the mid to late 2000s and nobody ever thought to do a deep look into it. The thing that doesn't help is that internally, all the file names are just random letters and numbers, though there are folders that are actually labelled. Here's my guesses to what these folders mean Configurations (.cfg) - likely some code for the engine EntityTemplates (.et) - elements like characters and items Games (.gam) - unknown LoadingScreens (.ls) - Loading screens, self explanatory Maps (.map) - Levels, also self explanatory …

  4. Hello, these are just updated codes for extracting models and textures from ripper 1.7.1, I just grabbed some people's codes and updated them so that they work like the rip importer that works for blender 4.4 and an updated Messhias Texture and share what worked for me I forgot where I grabbed things but I will put the original authors if I remember if you are an author of what will happen please tell me I forgot everything what I shared only works for the current blood strike pc game 07-07-2025 Original post Messhias Texture Ninja ripper with tools sorry, I don't remember where to download the bms script …

    • 3 replies
    • 6.1k views
  5. Started by Jenny1367,

    Moved thread since it contains both video and audio game: https://hlr.163.com/m/ engine: messiah (netease) binary template thanks to nenkai https://github.com/Nenkai/010GameTemplates/blob/main/Netease/NBS_NewBasis.bt Currently there is an issue with decrypting the extended VPX library. samples samples:https://drive.google.com/drive/u/1/folders/1bSiWKEEDMiT4diHU8pK5xspa6f4wkDzI

  6. I'm trying to extract and replace the voice audio from Spider-Man: Shattered Dimensions (PC version). All voice files seem to be stored inside Streams.dat. My goal is: extract the audio files convert/edit them put them back into the archive to replace the original voices I would like to ask for help here, maybe someone can help me. If you know how to extract the voiceover from these files and replace it later with your own, and make it work in the game, I would be glad if you could help me.

    • 0 replies
    • 1.2k views
  7. Hi everyone. Question for you all. A developer that I know named Kiwifruitdev a few months back revived the PC version Arkham Origins Online multiplayer which can be found here: https://github.com/KiwifruitDev/arkham-revived He is wanting to revive the PS3 version but we have not had any luck finding "fireteam.net" text string the URL to redirect to his servers. I have looked inside of the EBOOT.BIN and the Multiplayer MP.SELF files to avail. Only thing I found was "GetFireteamBaseURL" in the both the eboot.bin and mp.self file via HxD editor tool. I would think it must be reading the url from another file somewhere within the game. If anyone would be interested to…

    • 6 replies
    • 12.5k views
  8. Started by anderlli0053,

    Hello! I am trying to decrypt and extract Mophun games (.mpn). I do have emulator for them, so i can play/emulate them on Windows 11, but what i wanna do is extract assets, so far i have just extracted one of the game's MIDI file and that's it... I think it uses a combination of XOR and LZ77 encryption and compression (and maybe something else too).. The sample game that i'm trying to extract the assets from is Honey Cave 2, which i also attached here below The only thing about MPN that i have found is here ➡️ https://github.com/modezair/MPN-Specification/blob/main/README.md < attachment deleted by moderator - not allowed by the forum…

  9. Started by anderlli0053,

    Hello! I'm trying to extract custom file formats from DOS videogame Cool Spot. Formats are compressed by some modification of RLE compression i think + something else. I'm interested in everything except those 2 DOS binaries/executables(.exe) provided in the archive, since the all of the data is in other files. Cool-Spot_DOS_EN.7z

  10. Started by shibeinu2,

    https://store.steampowered.com/app/3357650/PRAGMATA/ its on the re engine and has the same .paks as the re engine

  11. Started by wmmtevo,

    I want to unpack V-Rally 4 and apply custom livery .dds file. How to unpack/repack it? In this site, There are WRC 7 quickbms tool, but it doesn't use in other kylotonn game.

    • 2 replies
    • 1.5k views
  12. Started by Unlock777,

    I extracted the localization texts with fmodel from: Octopath_Traveler0_DEMO\Octopath_Traveler0\Content\Paks\pakchunk0-Windows.pak The localization files are located in: Octopath_Traveler0\Content\Local\DataBase\GameText\Localize\EN-US An example is the pair of files inside EN-US\SystemText: GameTextUI.uasset and GameTextUI.uexp With fmodel I can clearly see the contents in JSON format, but I cannot extract, modify, and recompile them. I tried using UE4TextExtractor, but there are no .locres inside. I also tried UAssetGUI, which does not extract the dialogue text. I have the usmap files and the UE version is 5.4. Attached you can also find the Ru…

  13. Started by abrix,

    Hello all, I have been trying to extract files from the game "200% Mixed Juice" with no luck. I believe the game uses XOR encryption (as 100%OJ uses that). Below I have included the game's encrypted script. script.zip

  14. Started by Cyn,

    I wanted to extract some image and model data, specifically for the weapons and attachments for this game. I have a few Garry's Mod addons with this sort of stuff added in. It seems to use the same ZZZ4 setup as Diablo and Ace Racing, but there are no .mpk/.npk files or anything like that. Everything is sorted into prefixed folders with obfuscated file extensions (some with no extension, some with .6, some with .0) I was trying to do research, but all of the processes around this format seem to rely on decrypting these files as they are extracted from the .mpk, does anyone know how to modify the bms/noesis scripts to account for this game? I don't mind going withou…

    • 1 reply
    • 1.7k views
  15. Started by Daniel,

    I need Full análisis of looney tunes dash https://looney-tunes-dash.en.uptodown.com/android/download

  16. Eutechnyx used to develop racing games, so yeah... I guess thats's all. Anyways, during 6th (PS2, Xbox era) and 7th (Xbox360, PS3) generation they used their own in house engine. This post is exclusively for that. Now, this developer might not ring any bells for most people. Their games were kinda mid. Their most notable games are Street Racing Syndicate (basically We have NFS Underground at home) and Ride to Hell: Retribution (why does this exists?). Thankfully Ride to Hell uses Unreal 3, so it won't be covered, ever. In case I forgot something, here is table of all their titles, that are covered here in some way: Title PC …

  17. Started by toyotalee,

    It may be a regular nif file, but it is currently not supported by any tools (nifskope, noesis, blender). I have tried many methods but have not resolved the correct geometric information. Is there any good way to make those tools support it? Gamebryo_nif.7z

    • 4 replies
    • 1.4k views
  18. Started by odocha0986,

    Hi, does anyone know how to extract/edit content for this game?

  19. Is there any other way to restore or log filenames of this game engine files to their hashed filenames and folders under Data/Common and Data/WinDX11 using frida or any other tool to get the filename list from the embedded exe file so as to see which format does the engine use for models, sounds and sprites e.t.c cuz the old method used here for getting them didn't work at all... Sample files (Unzip the .tar file using 7-zip) Screenshots:

  20. Hi, I'm the dude of the Reckless Getaway 2 .bar files thread. Again asking for some help after the script given by Thieft1987. After some search, i find that Pixelbite has his own game engine called BITE, used by all of their games since Space Marshals 2. The thing is that after used the script for the game .bar files there are more files wich, honestly, is a bit confusing what kind of content could contain. .pvr files seems like a textures container but with .plt, scene.pxc and specially .pxc files i don't know which kind of resource containers could be. While .pxc files looks like a model container, there are files that references physics, debug menus and enti…

  21. Started by FengPu,

    ue4.26.2 I am researching the pak files of Unreal Engine, and of course, I know that many people have already studied them and there are ready-made tools available. I hope to know more information because I cannot find any relevant information on Google search. I encountered a problem in the second offset area of the pak file index information area. I don't understand what 8-byte data is? The 4-byte data following this 8-byte data corresponds to the 4-byte data following the file path in the third offset area of the pak file index information area, and should be used to point to the file path. I repackaged the same file using "UnrealPak. exe" from ue…

  22. Hey! I want to mod District 187; however, i don't have any sources and tools related to D187 except the public SDK release of FEAR which runs on the same engine. I'm looking for a way to mod District 187 with FEAR SDK but since 00p files are compiled and can only be runned by client, i can't open them with SDK. Only 00c and 00a files can be opened so can anybody good with Lithtech engines help?

    • 5 replies
    • 1.8k views
  23. Started by mokali,

    Hi everyone, I'm trying to explore and extract content from the .dat files used in an old MMORPG called "Istanbul Kıyamet Vakti" (released around 2006–2008), which was developed using the Actor Game Engine. Based on the filenames, I believe these .dat files might contain things like music playlists, animations, and similar in-game data. Here are all the .dat files I have at the moment. I'd really appreciate any tips or guidance. Thanks in advance! files.rar

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      • Like
    • 4 replies
    • 2.1k views
  24. Started by jayway,

    Does anyone know how to extract the files from the xbox 360 power rangers super samurai game. I've manage to get all the way to the .bin files and I'm not sure how to get into them.

    • 2 replies
    • 1.6k views
  25. Started by Maxwell,

    Mercury Engine has been developed by MercurySteam First title running this tech was Lords of Shadow 2 The engine has been also used in Spacelords (previously: Raiders of the Broken Planet), there might be other titles as well. A brief info about the engine All resources are stored inside packed archive. Resources are combination of INI text files and custom binary formats. Engine uses lua language and lua scripts are compiled to binary. Mercurio Mercurio can extract and convert scene and cinematic formats (as of initial release). Mercurio can be found at: https://github.com/PredatorCZ/Mercurio Small gallery

    • 0 replies
    • 1.4k views

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