Shadowluigi37 Posted January 7 Posted January 7 I've been interested in trying to rip the files for the Open Season videogame to unearth any unused files present for a couple of years, found some filenames for unused stuff like a wolf character among other things in the .UMD package file which the game requires in the Xbox 360, Xbox, and PC versions to even bootup (while also using .lin and liv files for packages (.liv being exclusive to the Xbox 360 version), PS2, GameCube and Wii have the contents of the .lin and .liv files included in the main .UMD package file that's required to boot the game up. Though there's been no way to view this stuff for 18 and a half years since the release of the movie and the tie-in game here. Here's files as samples from every version of the main Console/PC releases for research purposes from anyone willing to look into this, which would be really awesome. Versions included: Xbox 360 (North American Version) Xbox (North American Version) PC (North American Version) PS2 (1st European version (English, French, Spanish, Dutch) since it's the earliest final retail build of this release compared to the Scandinavian European PS2 version) GameCube (North American Version) Wii (North American Version) https://drive.google.com/drive/folders/1lTmfQnIQhtK099_aeYbiDBTHjNbwY7oh?usp=sharing
Engineer h3x3r Posted January 17 Engineer Posted January 17 (edited) Checking PC version. UMD has table on end but not sure where is offset pointer. Lin files are mostly zlib compressed blocks. Didn't try to decompress them but it won't be big deal. Now trying to figure out UMD. EDiT: Figured out table offset pointer. Seems like it's on the end of file minus 16 bytes. Still not sure where is file count. Well it seems to be more complicated than i thought. There are a lot of dummy files and i don't know how to skip them. This is TOC struct. Not sure what are last 3 uint32 values. It looks like hash values to me. ubyte StrLen; char FileName[StrLen]; uint32 Offset; uint32 Size; uint32 Unk0,Unk1,Unk2; I printed output info and get this. Now tell me what is valid file? There are multiple same offset with variable file size. 1398326 281 textures\color.utx 1398326 511 textures\new.utx 1398326 1375 magma\data\fonts\urwwoodtypd regular 44.mft 1398326 2123 staticmeshes\os_sfx_sm.usx 1398326 2592 textures\openseasontools_t.utx Edited January 17 by h3x3r 1
DKDave Posted January 17 Posted January 17 It's a bit of an odd structure - I can't find the file count either, but it should be 5852. It seems like only the offsets that are an exact multiple of 16 are valid ones, also excluding offsets of 0. Not sure what the invalid entries are. 1
spiritovod Posted January 17 Posted January 17 It's more or less explained here. There are normal umd, for which UMOD Extractor should work just fine - and there are "compiled" umd and lin files, which aren't full-fledged structure, but optimized compiled chunks of original UE packages (it's not possible to produce complete standard packages from them) and other files, addressed by the game via pointers for seek-free direct access. 1
swiftlie Posted January 19 Posted January 19 (edited) aluigi's script (https://aluigi.altervista.org/bms/unreal_umod.bms) need to be modified a little bit, with a workaround to skip the unknown values, and you can unpack some files from the umd, but probably most of them will be corrupt. # Unreal Engine UMOD # script for QuickBMS http://quickbms.aluigi.org get ASIZE asize goto -20 idstring "\xa3\xc5\xe3\x9f" get INFO_OFF long get INFO_LIMIT long get VER long # 1 get CRC long goto INFO_OFF get FILES VARIABLE2 for i = 0 < FILES get NAMESZ VARIABLE2 getdstring NAME NAMESZ get OFFSET long get SIZE long get TYPE long get unk1 long get unk2 long xmath TMP "OFFSET+SIZE" if OFFSET != 0 && TMP < ASIZE log NAME OFFSET SIZE endif next i If you decompress the lin files, you probably get an unreal .u or .utx file, but can't find anything to open with. Edited January 19 by swiftlie 1
Engineer h3x3r Posted January 20 Engineer Posted January 20 And what if those lin files are actually files included in table of UMD file? 1
Shadowluigi37 Posted February 7 Author Posted February 7 Hadn't checked this thread in a month, Just saw the responses to this, Awesome to see some interaction to this.
Shadowluigi37 Posted February 8 Author Posted February 8 (edited) On 1/19/2025 at 7:44 AM, swiftlie said: aluigi's script (https://aluigi.altervista.org/bms/unreal_umod.bms) need to be modified a little bit, with a workaround to skip the unknown values, and you can unpack some files from the umd, but probably most of them will be corrupt. # Unreal Engine UMOD # script for QuickBMS http://quickbms.aluigi.org get ASIZE asize goto -20 idstring "\xa3\xc5\xe3\x9f" get INFO_OFF long get INFO_LIMIT long get VER long # 1 get CRC long goto INFO_OFF get FILES VARIABLE2 for i = 0 < FILES get NAMESZ VARIABLE2 getdstring NAME NAMESZ get OFFSET long get SIZE long get TYPE long get unk1 long get unk2 long xmath TMP "OFFSET+SIZE" if OFFSET != 0 && TMP < ASIZE log NAME OFFSET SIZE endif next i If you decompress the lin files, you probably get an unreal .u or .utx file, but can't find anything to open with. Was able to extract stuff from the PC version's .umd file as of right now, definitely works pretty well. Though I haven't done much else aside from using it to extract the files from the .umd package. Update: also tried this on all console versions (Xbox 360, Xbox, PS2, GameCube, Wii), and they do seem to have the .lin files packed into the .umd file for PS2, GameCube, Wii. (Note to mention PS2, GameCube and Wii also having the .liv files of the Xbox 360 version, with the exception of the OG Xbox and PC versions) Still gotta figure out the .lin/liv files, there was a tool for decompressing the .lin files, but I don't remember where it was, or if it still exists. I am also aware of a few files not being rippable, stuff like .u files, .osm map files and stuff like .uax sound files, also stuff like "loadingtextures.utx" for some examples based on the Wii Version's extraction. Those I think are in the either .lin or .liv files (or just .lin for OG Xbox/PC) Edited February 8 by Shadowluigi37
Shadowluigi37 Posted February 8 Author Posted February 8 2 test maps I found via the Wii version using this. (1st one also in the PS2, GameCube versions)
Shadowluigi37 Posted February 12 Author Posted February 12 (Warining: OUTDATED/OLD) after digging around my old PC, I found these old scripts (only in txt form at the moment though can be changed to bms form). Don't remember who did these, though it was likely on the ZenHax forum (though I can't really find the old thread sadly), neither are these entirely perfect, but I do at least have them saved since 2022. old Open Season VG quickbms scripts from 2022 in .txt (ZenHax forum, don't remember who did these tbh).7z
Shadowluigi37 Posted yesterday at 11:55 AM Author Posted yesterday at 11:55 AM bump, for more potential attention since there was some that led to some progress. 1
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