Hazza12555 Posted March 14 Posted March 14 i'm wanting to extract from the amazing spider-man 1 and 2, and all the data files are in pkz format (which i'm unsure how to extract) , i'm assuming the models are too. If anyone knows how to extract these, this would be great! I've uploaded some sample pkz files from the game as reference for anyone who needs. https://gofile.io/d/o11oKY
Engineers shak-otay Posted March 14 Engineers Posted March 14 If it's for PC try this. (A decompressor for pkz, no extraction of single files, so dunno what that means exactly.)
Engineers h3x3r Posted March 14 Engineers Posted March 14 Here's decompression code. It creates single file. Not sure where are valid offsets... ################################### get BaseFileName basename comtype zlib_noerror get FileMagic uint32 get DataBaseOffset uint32 get ChunkSize uint32 get Unknown_0 uint32 get Files uint32 get TotalComSize uint32 get TotalDecSize uint32 goto DataBaseOffset for i = 0 < Files savepos ChunkOffset getdstring ChunkData ChunkSize string FileName p= "%s.dec" BaseFileName append 0 clog FileName ChunkOffset ChunkSize ChunkSize next i
Hazza12555 Posted March 15 Author Posted March 15 On 3/14/2025 at 12:54 PM, shak-otay said: If it's for PC try this. (A decompressor for pkz, no extraction of single files, so dunno what that means exactly.) Tried both of the BMS scripts that were listed in here, both gave me a decomp file. I'm unsure of what to do next.
Hazza12555 Posted March 15 Author Posted March 15 edit: I used the decompressor above which gave me .decomp files with .header files which i then put into Ravioli Game Tools, this gave me multiple wem files and .dds texture files. I converted the wem files to wav and they seem to be sfx/efforts, as for the .dds textures files, some seem to be okay, other's seem to be corrupted or something like that (i'm new to model/texture extraction) Still no model files found though, if anyone could help this would be great! I linked a zip with the wav files and dds texture files for anyone wanting to look, as well with the .decomp file that i extracted them from. https://gofile.io/d/8jKyD9
Hazza12555 Posted March 17 Author Posted March 17 anybody else checked this, i tried reverse engineering but couldn't get anything...
Engineers shak-otay Posted March 17 Engineers Posted March 17 (edited) For the corrupted dds files - you'll need to find out the source of the problem: is it the bms script or is it Ravioli Game Tools? Here's an example of two 32 kB dds files, one ok, the other with defect (maybe wrong decompression size?). Edited March 17 by shak-otay
Hazza12555 Posted March 18 Author Posted March 18 On 3/17/2025 at 10:36 PM, shak-otay said: For the corrupted dds files - you'll need to find out the source of the problem: is it the bms script or is it Ravioli Game Tools? Here's an example of two 32 kB dds files, one ok, the other with defect (maybe wrong decompression size?). I have no idea why the .dds texture files are partly corrupted, it could be the decompressor but i'm unsure. However to verify it's not Ravioli Game Tools, i also used Dragon Unpacker. Ravioli Game Tools found 175, and Dragon Unpacker found 122 dds texture files. (I tried this with both decompressors in here and the results were the same) I believe the game was made by Beenox using Goliath Engine so this could be pointers to how to extract. Opening the .decomp with hxd reveals many file names i assume such as OscorpGasMask_S[Hi], [Hi] meaning HiRez texture as mentioned in the hxd too HiRezWindowsEFIGSR (I have attached the .decomp and header file along with the dds textures from both Ravioli Game Tools and Dragon Unpacker) As of now i'm unaware of any tool being able to scrape models or extract models directly, so any help on this project is appreciated! decomp basement pkz.zip
Engineers h3x3r Posted March 20 Engineers Posted March 20 I checked both single decompressed file vs individual decompressed files and they are same in size. So I believe that decompression is fine. Maybe that chunks are stacked in some order. But it's just guess... Also i noticed after decompression that some files have pointer on data which actually doesn't exists. See below 1
Hazza12555 Posted Thursday at 06:42 PM Author Posted Thursday at 06:42 PM 11 hours ago, h3x3r said: I checked both single decompressed file vs individual decompressed files and they are same in size. So I believe that decompression is fine. Maybe that chunks are stacked in some order. But it's just guess... Also i noticed after decompression that some files have pointer on data which actually doesn't exists. See below damn i hope we can crack this
Engineers h3x3r Posted Friday at 02:11 PM Engineers Posted Friday at 02:11 PM (edited) Find out something. The last chunk is not decompressed and I don't know why... Here is struct of compressed pkz. There is also one table but not sure for what is. uint32 Sign; uint32 DataBaseOffset; uint32 ChunkSize; uint32 Unknown; uint32 Files; uint32 TotalComSize; uint32 TotalDecSize; struct { uint32 TotalDecompressedSize; }Table[Files]<optimize=false>; FSeek(DataBaseOffset); struct { struct { byte ChunkData[ChunkSize]; }Chunk[Files]<optimize=false>; }Chunks; Edited Friday at 02:17 PM by h3x3r
Hazza12555 Posted Friday at 04:56 PM Author Posted Friday at 04:56 PM 2 hours ago, h3x3r said: Find out something. The last chunk is not decompressed and I don't know why... Here is struct of compressed pkz. There is also one table but not sure for what is. uint32 Sign; uint32 DataBaseOffset; uint32 ChunkSize; uint32 Unknown; uint32 Files; uint32 TotalComSize; uint32 TotalDecSize; struct { uint32 TotalDecompressedSize; }Table[Files]<optimize=false>; FSeek(DataBaseOffset); struct { struct { byte ChunkData[ChunkSize]; }Chunk[Files]<optimize=false>; }Chunks; hmm this is strange, i knew Beenox Engine was meant to be tricky and the only way to get models right now is through Ninja Ripper. I really hope someone smarter than I am can look into this cause i'm unsure of where to start.
Hazza12555 Posted Friday at 11:59 PM Author Posted Friday at 11:59 PM if this is useful i have some other .pkz files from the ps3 version of the game, just to see if anything differ's from the pc version. If someone could check this it would be appreciated! ps3 version.zip
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