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[Xbox] Star Wars: Ep III - RotS (*.pak)

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Acewell, posted Sat Dec 06, 2014 12:36 am (2112)


Hi, i have some *.pak archives that aren't compressed and i'm hoping someone can unpack the files with names and extensions.

Samples
Code:
https://mega.nz/#!zo13jYAK!5tYYjirEKMCzabSfHBpreCZvry5H-as5WM0JWuWq-p4


Thanks for any help! :D

*update*
so far the best solution is to use QuickBMS to split the pak files at header byte patterns with this script
viewtopic.php?p=10024#p10024

for msh models
A1 03 C2 F8

for stx (dds) textures
53 54 58 00
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aluigi, posted Sun Dec 07, 2014 8:48 am (2119)


Chaotic and complex format, I pass.
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ggctuk, posted Sat Jan 23, 2016 7:27 am (10981)


Where exactly do those offsets go in the script? Into "if NEXT_OFFSET" part?
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Acewell, posted Sat Jan 23, 2016 2:41 pm (10988)


You replace a1b2 with whatever you are looking for in the file.

for models
Code:
findloc OFFSET binary "\xA1\x03\xC2\xF8"
do
    goto OFFSET
    get DUMMY long
    findloc NEXT_OFFSET binary "\xA1\x03\xC2\xF8" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
    else
        math SIZE = NEXT_OFFSET
    endif
    math SIZE -= OFFSET
    log "" OFFSET SIZE
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""



for textures
Code:
findloc OFFSET binary "\x53\x54\x58\x00"
do
    goto OFFSET
    get DUMMY long
    findloc NEXT_OFFSET binary "\x53\x54\x58\x00" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
    else
        math SIZE = NEXT_OFFSET
    endif
    math SIZE -= OFFSET
    savepos TMP
    goto OFFSET
    getdstring DUMMY 0x40
    getdstring NAME 40
    goto TMP
   string NAME ".stx"
   log NAME OFFSET SIZE
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""



Are you still looking for characters? if so i guess you didn't read my last post on FP..
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ggctuk, posted Sat Jan 23, 2016 3:08 pm (10989)


It might have gotten buried (you only get an e-mail for the first reply since your last visit). Characters aren't the only thing I'm looking for though: the SWBFII world models can only be done in so many configurations when you make a map, so I'd like to try extracting a few environment models from this game and using them in SWBF2 (IE to recreate an Invisible Hand map)
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