Ritsuri Posted September 7 Posted September 7 Hi, I'm the dude of the Reckless Getaway 2 .bar files thread. Again asking for some help after the script given by Thieft1987. After some search, i find that Pixelbite has his own game engine called BITE, used by all of their games since Space Marshals 2. The thing is that after used the script for the game .bar files there are more files wich, honestly, is a bit confusing what kind of content could contain. .pvr files seems like a textures container but with .plt, scene.pxc and specially .pxc files i don't know which kind of resource containers could be. While .pxc files looks like a model container, there are files that references physics, debug menus and entire maps. Currently, my interest is in extracting textures to find unused content and some other things. I will attach samples of each of the file formats mentioned. Any help is welcomed! plt & pvr.zip pxc.zip scene.pxc.zip
Members ky123 Posted September 8 Members Posted September 8 4 hours ago, Ritsuri said: Hi, I'm the dude of the Reckless Getaway 2 .bar files thread. Again asking for some help after the script given by Thieft1987. After some search, i find that Pixelbite has his own game engine called BITE, used by all of their games since Space Marshals 2. The thing is that after used the script for the game .bar files there are more files wich, honestly, is a bit confusing what kind of content could contain. .pvr files seems like a textures container but with .plt, scene.pxc and specially .pxc files i don't know which kind of resource containers could be. While .pxc files looks like a model container, there are files that references physics, debug menus and entire maps. Currently, my interest is in extracting textures to find unused content and some other things. I will attach samples of each of the file formats mentioned. Any help is welcomed! plt & pvr.zip 1.88 MB · 1 download pxc.zip 323.46 kB · 1 download scene.pxc.zip 3.89 MB · 1 download Please use this updated script to repackage the data file. If you have any questions, please let me know so that other capable people or you can continue to process these .pxc files yourself # Update the decompression of pxc file(script 0.2) get FILE_SIZE asize xmath TOC_PTR "FILE_SIZE - 8" goto TOC_PTR get TOC_OFFSET long goto TOC_OFFSET get FILE_COUNT long for i = 0 < FILE_COUNT get OFFSET long get SIZE long get COMP_FLAG byte get NAME_LEN short getdstring NAME NAME_LEN get UNK long savepos TOC_ENTRY_POS if COMP_FLAG == 0 goto OFFSET getdstring MAGIC 4 if MAGIC == "PxZP" comtype zlib get UNCOMP_SIZE long get COMP_SIZE long savepos DATA_START clog NAME DATA_START COMP_SIZE UNCOMP_SIZE else log NAME OFFSET SIZE endif else goto OFFSET get MAGIC long get UNCOMP_SIZE long get COMP_SIZE long savepos COMP_START clog NAME COMP_START COMP_SIZE UNCOMP_SIZE endif goto TOC_ENTRY_POS next i pxc.zip 1
Ritsuri Posted September 16 Author Posted September 16 On 9/7/2025 at 10:02 PM, ky123 said: Please use this updated script to repackage the data file. If you have any questions, please let me know so that other capable people or you can continue to process these .pxc files yourself # Update the decompression of pxc file(script 0.2) get FILE_SIZE asize xmath TOC_PTR "FILE_SIZE - 8" goto TOC_PTR get TOC_OFFSET long goto TOC_OFFSET get FILE_COUNT long for i = 0 < FILE_COUNT get OFFSET long get SIZE long get COMP_FLAG byte get NAME_LEN short getdstring NAME NAME_LEN get UNK long savepos TOC_ENTRY_POS if COMP_FLAG == 0 goto OFFSET getdstring MAGIC 4 if MAGIC == "PxZP" comtype zlib get UNCOMP_SIZE long get COMP_SIZE long savepos DATA_START clog NAME DATA_START COMP_SIZE UNCOMP_SIZE else log NAME OFFSET SIZE endif else goto OFFSET get MAGIC long get UNCOMP_SIZE long get COMP_SIZE long savepos COMP_START clog NAME COMP_START COMP_SIZE UNCOMP_SIZE endif goto TOC_ENTRY_POS next i pxc.zip 498 B · 1 download Hi, I aprecciate your help but currently I'm looking to extract any of the three files from the engine, repacking might be useful to someone to want to mod these games, but not for me (at least now). Anyways, I appreciate your insterest. However, on the write procces of the script you sent me, got any info of how are these files compressed or any similarities to other files? In my previous post I noticed some structure similarities and shared file formats with FUSE Engine (Wich is the engine used by old Pixelbite and Polarbit games, it has been covered very well on the forum with Crash Bandicoot Nitro Kart 3D, a Polarbit game wich uses .vfs files), specifically .pxc and .plt, without any .pvr files, because FUSE Engine games storages textures in standard .dds files.
Members ky123 Posted September 17 Members Posted September 17 On 9/16/2025 at 9:57 AM, Ritsuri said: Hi, I aprecciate your help but currently I'm looking to extract any of the three files from the engine, repacking might be useful to someone to want to mod these games, but not for me (at least now). Anyways, I appreciate your insterest. However, on the write procces of the script you sent me, got any info of how are these files compressed or any similarities to other files? In my previous post I noticed some structure similarities and shared file formats with FUSE Engine (Wich is the engine used by old Pixelbite and Polarbit games, it has been covered very well on the forum with Crash Bandicoot Nitro Kart 3D, a Polarbit game wich uses .vfs files), specifically .pxc and .plt, without any .pvr files, because FUSE Engine games storages textures in standard .dds files. Their overall compression is zlib, which writes custom magic numbers and uncompressed sizes in the file header, which is referenced in the bms script. As for the processing of internal structures, for example, some pxc files may be related to the model. You can go to the 3D model forum to ask, and there may be people who know it. 1
Ritsuri Posted September 20 Author Posted September 20 On 9/17/2025 at 3:32 AM, ky123 said: Their overall compression is zlib, which writes custom magic numbers and uncompressed sizes in the file header, which is referenced in the bms script. As for the processing of internal structures, for example, some pxc files may be related to the model. You can go to the 3D model forum to ask, and there may be people who know it. Hi again, as you said, effectively, these files uses zlib compression, which I was able to detect and decompress with OffZip, and, kinda worked for the .pxc and .scene.pxc files?? Kinda because a small issue is that every extracted file is extracted as a .dat files, which can get the research some tricky, but nothing severe. However for files like debug.pxc and db.pxc seems like a legit debug menu when is opened with a conventional text editor. Also, as you said, .pxc files can also contain 3D models, OffZip extracted it and when opened as a text file definitely looks like a 3D model. Probably i'll ask later in the models forum, because i don't know anything about model and that. Unfortatenly, the .plt and .pvr files, doesn't seems to use zlib compression at all. Probably i'll go to ask to the textures forum if I can get any help with these. Thanks for the info about the file's compression!
Members ky123 Posted September 20 Members Posted September 20 5 hours ago, Ritsuri said: Hi again, as you said, effectively, these files uses zlib compression, which I was able to detect and decompress with OffZip, and, kinda worked for the .pxc and .scene.pxc files?? Kinda because a small issue is that every extracted file is extracted as a .dat files, which can get the research some tricky, but nothing severe. However for files like debug.pxc and db.pxc seems like a legit debug menu when is opened with a conventional text editor. Also, as you said, .pxc files can also contain 3D models, OffZip extracted it and when opened as a text file definitely looks like a 3D model. Probably i'll ask later in the models forum, because i don't know anything about model and that. Unfortatenly, the .plt and .pvr files, doesn't seems to use zlib compression at all. Probably i'll go to ask to the textures forum if I can get any help with these. Thanks for the info about the file's compression! First I have to re-declare it. I checked your previous post. Your current three file types are extracted in a data file. Their structure is probably like this. For pvr and plt files, the header is not written, the index is read from the data file, and it is directly decompressed, because zlib is in the header For pxc files, write magic numbers in the head, decompress the size, compress the size, and start compressing it. They still read the index from data, but the extracted files will have more contents of what I said. This is why the pxc file unzipped from the first BMS version looks like you can't understand, because it does not handle the compression offset of this file In the unzipped file, the pvr and plt files are already in their original state. Pvr is the texture, but the header contains some extra data. These data may determine the width and height of the texture, or some transformations, so you cannot view them directly on the texture viewer. The plt file should be a certain configuration, but I don't understand it. The pxc file has more than 50% probability of being a model file, because the file has very significant characteristics of the model file, or it is an animation or a skeleton file.
Engineers shak-otay Posted Wednesday at 11:36 PM Engineers Posted Wednesday at 11:36 PM car_ambulance, extracted using hex2obj (after decompressing pxc with simplified bms from ky123):
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