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Ubisoft Unreal Engine 2 (Open Season (2006) Video Game) .UMD, also .lin (Xbox, Xbox 360, PC) and .liv (latter being exclusive to Xbox 360)


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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

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  • 2 weeks later...
  • Engineer

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 by h3x3r
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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.

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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 by swiftlie
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