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Dying Light PAK

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michalss, posted Tue Jan 27, 2015 3:23 pm (2922)


Hi All,

Having some trouble to repack files(game does not start after that) from DL game just came out. It looks like normal zip, but .....
Or game checking CRC not sure in this case...

Code:
https://dl.dropboxusercontent.com/u/38234344/DL_paks.rar
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michalss, posted Tue Jan 27, 2015 3:48 pm (2923)


i guess there is some check crc or something... I cannot figure it out.. Ekey is good for this things??? :)
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michalss, posted Tue Jan 27, 2015 4:47 pm (2925)


Ekey wrote:
http://aluigi.altervista.org/papers/bms/zip.bms

works fine



well how do you repack mate ? To make sure game still works.. Extract never was a problem...
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Ekey, posted Tue Jan 27, 2015 8:44 pm (2926)


You already know the answer to this question > QuickBMS readme > Section 3 - for reimporting files.
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michalss, posted Tue Jan 27, 2015 8:51 pm (2927)


Ekey wrote:
You already know the answer to this question > QuickBMS readme > Section 3 - for reimporting files.



yes but need to be same filesize which is not good. I will test this but it does not make a different really, since you cannot re-import it with bigger files :(

EDIT: Tested game does not start if you reimport. Eeven change 1 byte game wont start
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Ekey, posted Wed Jan 28, 2015 12:20 am (2933)


Well, seems it's CRC. I don't have game and can't check it.
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michalss, posted Wed Jan 28, 2015 6:35 pm (2947)


ok thx sorted
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lostprophet, posted Wed Jan 28, 2015 7:36 pm (2948)


Just use the same programs someone created for Dead Island, they work perfectly for Dying Light too.

DeadIsland BIN Editor (https://www.dropbox.com/s/mxw1vfs6f9zlc ... ndBIN.7z?m)
CRC fix for .pak files (https://www.dropbox.com/s/7py1gwzjct7xhh7/fixzip-r3.zip)

1. Use the bin editor to convert the bin files to txt (drag and drop)
2. Translate
3. Repack (drag and drop the txt files on the bin editor exe, make sure the original .bin file and the .txt file are in the same directory)
4. Rename the DataEn.bin file to DataEn.zip
5. Drag the modified .bin files on the zip file, to repack them (use WinRAR for this)
6. Use the "CRC fix" to "fix" the DataEn.pak file, so the game uses it and doesn't throw an error.
Like this (the original DataEn.pak and DataEn.zip have to be in the same directory!):
Gibbed.DeadIsland.FixZip.exe -v -o "DataEn.pak" "DataEn.zip" "DataEn_modified.pak"
7. Rename "DataEn_modified.pak" to "DataEn.pak"and copy it back to the Dying Light folder, overwriting the original.
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michalss, posted Wed Jan 28, 2015 7:38 pm (2949)


Also found fonts...

Image
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lostprophet, posted Wed Jan 28, 2015 7:45 pm (2950)


michalss wrote:
Also found fonts...

Image

Are they editable? I'm missing some characters in Hungarian and want to modify some others we don't use.
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michalss, posted Wed Jan 28, 2015 7:54 pm (2951)


yes it is but hard way... I have no time to write some tools im afraid... :(... I have just binary template and headers... Also not sure if i found all of them yet anyway... I will test it i guess over weekend
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InKviZ, posted Sun Feb 01, 2015 1:04 pm (3009)


People. Where are the fonts ??? And the you can edit them ???
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MiRiKan, posted Wed Feb 11, 2015 12:29 pm (3135)


menu_common_PC.rpack file looks like almost same as Dead Island.
there are many names of file, and DXT5 files without header.
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aluigi, posted Fri Feb 13, 2015 8:55 am (3149)


FYI, an user reported that rp5l (https://github.com/hhrhhr/rp5l) doesn't work with the rpack archives of this game.
So the format probably sligthly changed.
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michalss, posted Fri Feb 13, 2015 4:36 pm (3161)


aluigi wrote:
FYI, an user reported that rp5l (https://github.com/hhrhhr/rp5l) doesn't work with the rpack archives of this game.
So the format probably sligthly changed.



Well i was trying to make a tool but that format is joke :(
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Bmo1, posted Thu Feb 19, 2015 6:21 am (3272)


Code:
//--------------------------------------
//--- 010 Editor v6.0.1 Binary Template
//
// File: Dying Light .rpack files
// Author:MiRiKan, refer to Gibbed
// Revision:0.1
// Purpose:To decrypt Dying Light .rpack files
//--------------------------------------
LittleEndian();

local uint i, pos, pos2;

char header[3] ;
char identity;
uint version;
uint flages;
uint dataCount;
uint typeCount;
uint nameCount;
uint nameDataSize;
uint entryCount;
uint Alignment;

struct typeHeaders{
    for (i = 0; i < typeCount; i ){
        struct Deserialize1{
            uint Flage;
            uint Offset;
            uint UncompressedSize;
            uint CompressedSize;
            uint16 ResourceCount;
            uint16 unk;
        }F;
    }
}HEADER;

struct dataHeaders{
    for (i = 0; i < dataCount; i ){
        struct Deserialize2{
            uint Flags;
            uint Offset; //???? it was offset in chrome engine 5. But it looks something's changed now.
            uint UncompressedSize;
            uint CompressedSize;
        }D;
    }
}DATA;

struct entryHeaders{
    for (i = 0; i < entryCount; i ){
        struct Deserialize3{
            uint Flags;
            uint FirstNameIndex;
            uint FirstDataIndex;
        }D;
    }
}ENTRY;

pos = FTell();
struct Names{
    for (i = 0; i < nameCount; i ){
        struct FileName{
            uint Off;
            pos2 = FTell();
            FSeek(pos (nameCount * 4) Off);
            string name ;
            FSeek(pos2);
        }FN;
    }
}NAME;
FSeek(pos (nameCount * 8));




refer to Gibbed, But something different.
Anyone know?
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aluigi, posted Thu Feb 19, 2015 11:00 am (3278)


Could someone post one of these rpack archives?
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Bmo1, posted Thu Feb 19, 2015 11:38 am (3279)


Uh.. maybe?
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