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Hitman (2016) *.RPKG files [REQUEST]

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id-daemon, posted Wed Mar 23, 2016 6:30 pm (12216)


ok Luigi, i helped him make import working :)
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MemeGang, posted Thu Mar 24, 2016 3:58 am (12220)


We so desperately need to figure out the other hashes :(
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BOTLANNER, posted Thu Mar 24, 2016 5:04 am (12224)


aluigi wrote:
@BOTLANNER
Have you read what I wrote in the previous post?


Yes, I am now just asking in a more general sense since whenever I have a bms script I tend to have a hash.list as well and after searching all over I still don't know how to use a hashlist
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aluigi, posted Thu Mar 24, 2016 9:53 am (12227)


@id-daemon
thanks :)

@BOTLANNER
If you want to use the hashlist file provided by Ekey, open my script with a text editor and uncomment (remove the '#' char) the following line:
#namecrc NAME HASH "Hitman_Hashes.list" 64
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BOTLANNER, posted Thu Mar 24, 2016 10:47 am (12231)


.
Thanks, on Reddit the first mod using this tool has been posted.
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id-daemon, posted Thu Mar 24, 2016 8:40 pm (12245)


MemeGang wrote:
We so desperately need to figure out the other hashes :(


I don't think we will EVER have the other names.

I checked files, and as I can see, there are no names left there. Except maybe voice files where they are left by wwise engine as it sometimes happens.

Game doesn't need names to work. When it needs to show some object, it just has its hash, the hash of the material, texture, animation and everything else needed. So we can get this relation tree to maybe group the meshes with textures, but nothing more.
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AnonBaiter, posted Thu Mar 24, 2016 11:07 pm (12246)


id-daemon wrote:
Game doesn't need names to work. When it needs to show some object, it just has its hash, the hash of the material, texture, animation and everything else needed. So we can get this relation tree to maybe group the meshes with textures, but nothing more.

I agree. I'm satisfied with what I got with the extracted files.
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SILENT_Pavel, posted Tue Apr 12, 2016 12:32 am (12573)


MemeGang wrote:
All the WWEM files are Exporting as .wav, they should be .wem.
So, i've extracted 2110 wav files in WWEM folder from dlc0.rpkg of Hitman steam version from 11 March. If i will open this sound file, MPC displays error.
00005791.wav 000057b8.wav 00005794.wav
http://rghost.ru/7Psmd7Vpm
Code:
Offset(d) 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15

00000000  52 49 46 46 D6 A9 4A 00 57 41 56 45 66 6D 74 20  RIFF?cJ.WAVEfmt
00000016  42 00 00 00 FF FF 06 00 44 AC 00 00 E2 7C 00 00  B...??..D?..?|..
00000032  00 00 00 00 30 00 10 00 0F 06 00 00 A4 F4 66 00  ....0.......??f.
00000048  BC 00 00 00 14 A3 4A 00 00 00 9C 03 6C 06 00 00  ?....?J...?.l...
00000064  28 07 00 00 0F 03 9C 03 E8 41 00 00 90 43 00 00  (.....?.?A..?C..
00000080  03 DB 9C 07 08 0B 64 61 74 61 80 A9 4A 00 C0 42  .??...data?cJ.?B
00000096  25 30 00 40 13 2E 00 40 0E 2E 00 40 F2 2D 00 40  %0.@...@...@?-.@
00000112  0E 2E 00 40 0F 2E 00 40 38 2E 00 40 2E 2E 00 40  ...@...@8..@...@
00000128  63 2E 00 40 22 2E 00 40 F0 2D 00 40 00 2E 00 40  c..@"..@?-.@...@
00000144  1C 2E 00 40 03 2E 00 40 32 2E 00 40 29 2E 00 40  ...@...@2..@)..@
00000160  70 2E 00 40 16 2E 00 40 E3 2D 00 40 E3 2D 00 40  p..@...@?-.@?-.@
00000176  11 2E 00 40 D9 2D 00 40 C8 2D 00 40 E1 2D 00 40  ...@?-.@?-.@?-.@
00000192  D5 2D 00 40 03 2E 00 40 DF 2D 00 40 CC 2D 00 40  ?-.@...@?-.@?-.@
00000208  AD 2D 00 40 CB 2D 00 40 9B 2D 00 40 B2 2D 00 40  .-.@?-.@>-.@?-.@
00000224  79 2D 00 40 D1 2D 00 40 99 2D 00 40 14 2E 00 40  y-.@?-.@T-.@...@
00000240  DC 2D 00 40 41 2E 00 40 64 2E 00 40 D7 2E 00 40  ?-.@A..@d..@?..@
Is it encrypted or they can be converted? Thanks.
UDP: solved
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BOTLANNER, posted Mon Apr 25, 2016 5:45 am (12836)


id-daemon wrote:
MemeGang wrote:
We so desperately need to figure out the other hashes :(


I don't think we will EVER have the other names.

I checked files, and as I can see, there are no names left there. Except maybe voice files where they are left by wwise engine as it sometimes happens.

Game doesn't need names to work. When it needs to show some object, it just has its hash, the hash of the material, texture, animation and everything else needed. So we can get this relation tree to maybe group the meshes with textures, but nothing more.


With Sapienza release tomorrow, there will be new files to extract, and we would need the other hashes for those textures and meshes.(How does a person even find a hash's name?)
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AnonBaiter, posted Mon Apr 25, 2016 1:20 pm (12840)


Quote:
With Sapienza release tomorrow, there will be new files to extract, and we would need the other hashes for those textures and meshes.(How does a person even find a hash's name?)

So you're suggesting we better find hashes like right now or else we're doomed? Thanks but I'll pass.
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id-daemon, posted Mon Apr 25, 2016 3:45 pm (12841)


BOTLANNER wrote:
How does a person even find a hash's name?


You can calculate a hash if you have a name. As we have no names in this game, there will be NO hashes. Unless of course, the authors decide to publish the names list like they did in beta.
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Player Tommy, posted Sat Apr 30, 2016 9:39 am (12983)


AnonBaiter wrote:
SILENT_Pavel wrote:
Is it encrypted or they can be converted? Thanks.

They can be converted. Use this tool for RIFF/FIFX vorbis files.

Hello. I extracted wav files -> winamp error, using ww2ogg024 (got ogg file) -> winamp error. How to convert files correctly?
Thanks.
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id-daemon, posted Sat Apr 30, 2016 9:57 am (12984)


Player Tommy wrote:
AnonBaiter wrote:
SILENT_Pavel wrote:
Is it encrypted or they can be converted? Thanks.

They can be converted. Use this tool for RIFF/FIFX vorbis files.

Hello. I extracted wav files -> winamp error, using ww2ogg024 (got ogg file) -> winamp error. How to convert files correctly?
Thanks.


you must use another codebook (look for ww2ogg options)
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Player Tommy, posted Sat Apr 30, 2016 3:22 pm (12988)


Quote:
you must use another codebook (look for ww2ogg options)


Errors with ww2ogg022 and ww2ogg024. When using revorb or ww2ogg.exe app crashes. Help to convert please.

Extracted wav file - https://cloud.mail.ru/public/D3CR/uFDSd4bac
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id-daemon, posted Sat Apr 30, 2016 3:51 pm (12989)


Player Tommy wrote:
Quote:
you must use another codebook (look for ww2ogg options)


Errors with ww2ogg022 and ww2ogg024. When using revorb or ww2ogg.exe app crashes. Help to convert please.

Extracted wav file - https://cloud.mail.ru/public/D3CR/uFDSd4bac


You must use another codebook!!! (look for ww2ogg options)
Read ww2ogg Help!
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Player Tommy, posted Sat Apr 30, 2016 4:43 pm (12990)


id-daemon wrote:
Player Tommy wrote:
Quote:
you must use another codebook (look for ww2ogg options)


Errors with ww2ogg022 and ww2ogg024. When using revorb or ww2ogg.exe app crashes. Help to convert please.

Extracted wav file - https://cloud.mail.ru/public/D3CR/uFDSd4bac


You must use another codebook!!! (look for ww2ogg options)
Read ww2ogg Help!


Please explain where to find another codebook.
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id-daemon, posted Sat Apr 30, 2016 5:19 pm (12992)


Player Tommy wrote:
Please explain where to find another codebook.


2 codebooks included with ALL ww2ogg releases
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Player Tommy, posted Sat Apr 30, 2016 5:31 pm (12994)


del
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AnonBaiter, posted Sat Apr 30, 2016 5:35 pm (12996)


These packed_codebook files are actually codebooks. You just converted them with the wrong settings, which isn't surprising since you still have no idea with how to deal with command line-based executables.

Code:
usage: ww2ogg input.wav(this is the input file, as in, the file you're going to use with) [-o output.ogg](this is the output file that you're going to define) [--inline-codebooks] [--full-setup](try this one if you received an error, or are just too lazy to define the rest)
                        [--mod-packets | --no-mod-packets](choose if you wish to convert it with modified packets or not)
                        [--pcb packed_codebooks.bin(be it this one or the aoTuV_603 one)]


This will give you an idea of what you should do with ww2ogg. If you wish to execute this .exe file, right-click on the folder where you extracted and click on here it says "open command here", then type the exact filename of the .exe file and there you go.
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LennardF1989, posted Fri May 20, 2016 3:07 pm (13547)


Ekey wrote:
aluigi wrote:
In my opinion there is no compression.
What's there looks like a xor with an 8 bytes key that changes for every file.

I found only encryption for config files (packagedefinition.txt and thumbs.dat). It's XTEA. But I'm not sure that the same algorithm is used for encryption data in archives.

It was pretty obvious already that the first 16 chars is the 128-bit key, but have you managed to get anything properly decrypted out of it using XTEA? I tried both that one and the original TEA, as well as using a bruteforce to try 1 to 128 rounds, but I simply don't get anything useful... Can you elaborate?
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Ekey, posted Sat May 28, 2016 2:02 pm (13735)


LennardF1989 wrote:
It was pretty obvious already that the first 16 chars is the 128-bit key, but have you managed to get anything properly decrypted out of it using XTEA? I tried both that one and the original TEA, as well as using a bruteforce to try 1 to 128 rounds, but I simply don't get anything useful... Can you elaborate?

HCTool-bin-src.rar

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LennardF1989, posted Sat May 28, 2016 9:19 pm (13753)


Ekey wrote:
LennardF1989 wrote:
It was pretty obvious already that the first 16 chars is the 128-bit key, but have you managed to get anything properly decrypted out of it using XTEA? I tried both that one and the original TEA, as well as using a bruteforce to try 1 to 128 rounds, but I simply don't get anything useful... Can you elaborate?
Thanks for the source! It does seem however they changed up some things. I updated the header already, but am curious how you got those keys from the game since they don't seem valid anymore (and they are not the first 16 bytes as I had expected).

I've kept backups between updates, and only the CRC has changed and stuff has been added to the end of the file. I have attached the latest version (since the update last Friday).
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MemeGang, posted Wed Jun 22, 2016 6:21 am (14673)


Seems like patch archives are using a different header/archive type.

Can anyone confirm?
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LegalizeRanch, posted Fri Jul 01, 2016 8:35 pm (14946)


MemeGang wrote:
Seems like patch archives are using a different header/archive type.

Can anyone confirm?

dlc2patch1.rpkg definitely is.
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