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Star Wars Battlefront III Pre-Alpha (Xbox 360) - .WAR .RAX .PAK

Featured Replies

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aluigi, posted Fri Jan 22, 2016 9:22 pm (10959)


Script 0.2.1, let's hope it's the good one...
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Acewell, posted Fri Jan 22, 2016 9:27 pm (10961)


error after starting
Code:
  offset           filesize   filename
--------------------------------------
- enter in folder C:\QuickBMS
  coverage file 0     0%   0          2393276
- open input file C:\QuickBMS\fsys.pak
- enter in folder C:\QuickBMS
- open input file C:\QuickBMS\fsys.pak.str
- enter in folder C:\QuickBMS
- open input file C:\QuickBMS\fsys.pak.04
  0000000000000000 8216       assets/bf/tex_xb_v7/textures/4a8ca80es.x2t
  0000000000000000 8216       assets/bf/tex_xb_v7/textures/43fc9e8et.x2t
- enter in folder C:\QuickBMS
  coverage file 1     0%   329        1073356800
- open input file C:\QuickBMS\fsys.pak.01
  0000000000000000 110712     assets/bf/sound_xb_v6/shared/sounds/story_specific
/kaskyyyk_wookie_call2armsv1.xma
  0000000000000000 12404      assets/bf/sound_xb_v6/shared/sounds/speech/eng/wat
lnd040.xma
- enter in folder C:\QuickBMS
  coverage file 1     0%   118789     1073618944
- open input file C:\QuickBMS\fsys.pak.04
  0000000000000000 49176      assets/bf/tex_xb_v7/textures/37587a06m.x2t
- enter in folder C:\QuickBMS
  coverage file 1     0%   5060       1073356800
- open input file C:\QuickBMS\fsys.pak.00

Error: incomplete input file -1:
       Can't read 8 bytes from offset 0000000000000000.
       Anyway don't worry, it's possible that the BMS script has been written
       to exit in this way if it's reached the end of the archive so check it
       or contact its author or verify that all the files have been extracted.
       Please check the following coverage information to know if it's ok.


Last script line before the error or that produced the error:
  75  log MEMORY_FILE TMP CHUNK_ZSIZE MEMORY_FILE
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aluigi, posted Fri Jan 22, 2016 9:37 pm (10962)


Script 0.2.2, this is the good time for sure :D
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Acewell, posted Fri Jan 22, 2016 9:45 pm (10963)


Currently extracting and i'm seeing files larger than 16kb, so far so good! :D

edit
Code:
- 49066 files found in 2303 seconds
  coverage file 0   100%   2393276    2393276
  coverage file 1     0%   6287       824319837
  coverage file 2   100%   2946932    2946932
  coverage file -1  100%   32792      32792
  coverage file -2  3177%   520680     16385

11.188 GB of files according to 7z
:D

edit2
Image
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Corra_Ashu, posted Fri Jan 22, 2016 11:18 pm (10969)


Awesome can't wait to test this out soon, now we just need to figure out the x2t textures and maybe proper names for them all unless that was fixed.
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ggctuk, posted Fri Jan 22, 2016 11:55 pm (10971)


Not everything is in there but that's just to be expected as they hadn't finished everything. The cutscene audio is very, very interesting: it definitely correlates to Elite Squadron DS.

We just need to figure out the textures now and we're pretty much golden.
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Corra_Ashu, posted Sat Jan 23, 2016 3:36 am (10974)


Acewell wrote:
Currently extracting and i'm seeing files larger than 16kb, so far so good! :D

edit
Code:
- 49066 files found in 2303 seconds
  coverage file 0   100%   2393276    2393276
  coverage file 1     0%   6287       824319837
  coverage file 2   100%   2946932    2946932
  coverage file -1  100%   32792      32792
  coverage file -2  3177%   520680     16385

11.188 GB of files according to 7z
:D

edit2
Image


Any change you could give the numbers and stuff for that file and location?

There was a lot of models i couldn't get out when i did my first model extraction and posted it to facepunch so getting out the rest like this will be great.
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ggctuk, posted Sat Jan 23, 2016 7:06 am (10978)


Ah, so it's not so much that you weren't allowed to (ther is that though) but that you had trouble with it on your own.

BTW, how did you figure out the textures? Were you using TextureFinder?
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Corra_Ashu, posted Sat Jan 23, 2016 7:11 am (10980)


ggctuk wrote:
Ah, so it's not so much that you weren't allowed to (ther is that though) but that you had trouble with it on your own.

BTW, how did you figure out the textures? Were you using TextureFinder?


Well for textures the ones i released was ones that hadn't been converted yet to their format that's why after awhile i stopped completely porting models from this game cause i couldn't figure out anything on it and that's why the LAAT never got textured released for it.

But Acewell posted on Xentax about the textures and said that texturefinder didn't work with them but he said this " i believe they may be swizzled based on comments in the xex file. "
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Ginev, posted Tue Jan 26, 2016 3:58 pm (11038)


I dont want to rush anyone but is there some progress here guys?Someone finally find out how to extract and the textures and then convert them with the models in usable format?
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ggctuk, posted Tue Jan 26, 2016 8:13 pm (11049)


Isn't it just textures really that need to be figured out for the purpose you have in mind?
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OClear, posted Tue Feb 16, 2016 6:40 pm (11466)


aluigi wrote:
I have made a simple test here for calculating the total size of the archived compressed data and the decompressed ones, this is the result:
Code:
PAK: 0   ZSIZE: 0x3e9389fa   SIZE: 0x62c10973
PAK: 1   ZSIZE: 0x3f9cffdb   SIZE: 0x4b0fb334
PAK: 2   ZSIZE: 0x3f9246f7   SIZE: 0x778c1686
PAK: 3   ZSIZE: 0x3f2c2e65   SIZE: 0x92c45fe8
PAK: 4   ZSIZE: 0x3f32fe5c   SIZE: 0x90eece20
PAK: 5   ZSIZE: 0x308cd948   SIZE: 0x72360ed0
TOTAL 0x000000016caed6d5 0x00000002bb461005
It means that at the end of the extraction you should have 11 gigabytes of files (49066 files) in the output folder.
In fact it's not possible to spend half-hour for extracting 500mb and you are getting no errors from quickbms.

(49066 is the correct number of files, my previous number was a mistake)


Quick question about swbf3.bms.

When you decompress the files, you are initializing the decompressed buffer with zeroes first?

Would it be better, and easier to debug, if we initialized them with something else, like 0xCDCD, so we could tell if the entire file has been decompressed? I would like to know if zero bytes are actually zero bytes, and not leftover bytes from an initialized buffer.

I'm not familiar with quick script, so I don't know how to edit the script.
What lines would I need to change to do this?
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aluigi, posted Tue Feb 16, 2016 6:58 pm (11467)


QuickBMS reallocates the output buffer to the desired decompressed size but does not fill it with 0x00 or other bytes.

Every file in this format is a sequence of compressed chunks.

Anyway, as far as I know, the script 0.2.2 works perfectly.
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Ginev, posted Tue Feb 16, 2016 7:57 pm (11469)


Aluigi i finally learn how to open properly the textures (im new in this) but i did not understand one thing.From where and how to open the models?If they are in the rax files how to open them?If you know please give me one quick step by step tutorial and i will be extremely happy.I really want to get some Tatooine buildings. :geek:
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ggctuk, posted Tue Feb 16, 2016 8:13 pm (11470)


Ultimate Unwrap 3d has a .rax plugin.
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Ginev, posted Tue Feb 16, 2016 10:38 pm (11473)


Please link for the plugin.I downloaded demo version of Unwrap3d.If this is wrong version of Unwrap 3d then better send me and link for the proper one :D

EDIT:never mind i found it.
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YoYoCoruscant, posted Sat Mar 03, 2018 2:10 am (32843)


Acewell wrote:
Currently extracting and i'm seeing files larger than 16kb, so far so good! :D

edit
Code:
- 49066 files found in 2303 seconds
  coverage file 0   100%   2393276    2393276
  coverage file 1     0%   6287       824319837
  coverage file 2   100%   2946932    2946932
  coverage file -1  100%   32792      32792
  coverage file -2  3177%   520680     16385

11.188 GB of files according to 7z
:D

edit2
Image


What program is that mesh extractor from?
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River, posted Tue Jul 26, 2022 10:44 pm (72765)


Is the .PAK .bms script able to be used for the reimporter, and if not is there any way to create some sort of file injector for the format?
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