Members MrIkso Posted March 22 Members Posted March 22 (edited) For Modders, repacking resources rpocess The game uses a hierarchical Virtual File System (VFS). The entry point for the game engine is the global index table located at `meta\0.papgt`. This file initializes the file system and contains folder lists and hash checksums for all .pamt files. If you need to repack game resources, you must follow this guide: Repacking Process: 1. Pack your modified resources into a .paz archive. Note that all data blocks inside the .paz must be aligned by 16 bytes. (For Unpacking need data size without this alignment). 2. Generate a hash checksum for the newly created .paz file. 3. Update the offsets and sizes for any modified file entries, hash checksum for .paz in .pamt 4. Generate a new hash checksum for the modified .pamt file. Important: The checksum must be calculated for the file content excluding the first 12 bytes (the header). 5. Update the .papgt root index. Write the new .pamt checksum into the 0.papgt file. - Generate a new hash checksum for the 0.papgt file itself. - Important: Like the pamt, this checksum is calculated for the content excluding the first 12 bytes. As you can see, the process is not quite simple, and this is what I was able to understand and it seems I didn't miss any extra hash sums Hash generator, .papgt structure, and the parsers are available in this repository Edited March 22 by MrIkso
EricVito Posted March 23 Posted March 23 Hey everyone, does anyone know how to unpack the model files for Crimson Desert? I tried using the existing tools built for Black Desert, but it kept throwing errors. From my experience, .pab files are most likely model data and .paa files are animations. FWIW, I can already unpack all the base game files just fine with PazGui. Link for reference: https://www.nexusmods.com/crimsondesert/mods/62
Members NoName Posted March 23 Members Posted March 23 (edited) 6 hours ago, MrIkso said: For Modders, repacking resources rpocess The game uses a hierarchical Virtual File System (VFS). The entry point for the game engine is the global index table located at `meta\0.papgt`. This file initializes the file system and contains folder lists and hash checksums for all .pamt files. If you need to repack game resources, you must follow this guide: Repacking Process: 1. Pack your modified resources into a .paz archive. Note that all data blocks inside the .paz must be aligned by 16 bytes. (For Unpacking need data size without this alignment). 2. Generate a hash checksum for the newly created .paz file. 3. Update the offsets and sizes for any modified file entries, hash checksum for .paz in .pamt 4. Generate a new hash checksum for the modified .pamt file. Important: The checksum must be calculated for the file content excluding the first 12 bytes (the header). 5. Update the .papgt root index. Write the new .pamt checksum into the 0.papgt file. - Generate a new hash checksum for the 0.papgt file itself. - Important: Like the pamt, this checksum is calculated for the content excluding the first 12 bytes. As you can see, the process is not quite simple, and this is what I was able to understand and it seems I didn't miss any extra hash sums Hash generator, .papgt structure, and the parsers are available in this repository Great We can now patch 0.papgt to support modding. Don't forget to change ROOT = Path(r"C:\Program Files (x86)\Steam\steamapps\common\Crimson Desert") to your own. Meta_Patch.py Edited March 23 by NoName
marvelmaster Posted March 23 Posted March 23 (edited) 7 hours ago, NoName said: Great We can now patch 0.papgt to support modding. Don't forget to change ROOT = Path(r"C:\Program Files (x86)\Steam\steamapps\common\Crimson Desert") to your own. Meta_Patch.py 2.99 kB · 14 downloads need a little more explanation please, what does the py do? Is it possible now to create new seperate small paz files that overwrite files from the game? Or I Think its the script to write the new hash to the pamgt so the game does not crash anymore? My problem is that all repackers spit error if filesize does not match 😞 or has there been updated to the repackers already? Edited March 23 by marvelmaster
Members NoName Posted March 23 Members Posted March 23 37 minutes ago, marvelmaster said: need a little more explanation please, what does the py do? Is it possible now to create new seperate small paz files that overwrite files from the game? Or I Think its the script to write the new hash to the pamgt so the game does not crash anymore? My problem is that all repackers spit error if filesize does not match 😞 or has there been updated to the repackers already? Yes, it is a script for changing the hash of 0.pamgt. You have to wait for someone kind enough to release a PAZ repack tool without file size limits for you. As far as I know, the Hungarian translators can already do it now, but they probably won't share it.
Members MrIkso Posted March 23 Members Posted March 23 9 hours ago, EricVito said: Hey everyone, does anyone know how to unpack the model files for Crimson Desert? I tried using the existing tools built for Black Desert, but it kept throwing errors. From my experience, .pab files are most likely model data and .paa files are animations. FWIW, I can already unpack all the base game files just fine with PazGui. Link for reference: https://www.nexusmods.com/crimsondesert/mods/62 See this, this script for models https://www.nexusmods.com/crimsondesert/mods/79
Members Ize Posted March 23 Members Posted March 23 (edited) Do you still have the files for the models? It has been quarantined on nexus 😞 Edit: NM, he send me his github: https://github.com/Lathiel/crimson-desert-pam-extractor Edited March 23 by Ize
Onlensk Posted March 23 Posted March 23 2 hours ago, NoName said: Yes, it is a script for changing the hash of 0.pamgt. You have to wait for someone kind enough to release a PAZ repack tool without file size limits for you. As far as I know, the Hungarian translators can already do it now, but they probably won't share it. So I patched the pamgt, and the game detect that it have been tampered with, do you have the same problems?
marvelmaster Posted March 23 Posted March 23 (edited) @Ize I think your browser is the best so far, however it seems the other python extractor/packer by Lazorr manages to repack files without spitting errors about filessize. Lookx like he updated the encrypten recently. Can you maybe take a look at his git and implement on your editor? :3 Edited March 23 by marvelmaster
Members Ize Posted March 23 Members Posted March 23 1 hour ago, marvelmaster said: @Ize I think your browser is the best so far, however it seems the other python extractor/packer by Lazorr manages to repack files without spitting errors about filessize. Lookx like he updated the encrypten recently. Can you maybe take a look at his git and implement on your editor? :3 Thanks, i just posted an update on Nexus... try if that works better now 😮
marvelmaster Posted March 23 Posted March 23 (edited) 8 minutes ago, Ize said: Thanks, i just posted an update on Nexus... try if that works better now 😮 thanks for update, unfortunately it does not work...just exported the html file and wanted to reimport it even without any edits gives this error 😞 Edited March 23 by marvelmaster
Members MrIkso Posted March 23 Members Posted March 23 30 minutes ago, Ize said: Thanks, i just posted an update on Nexus... try if that works better now 😮 Try adding a proper reimport by following these steps, and maybe read meta\0.papgt first to find all .pamt. as the game does. You need to update the 0.pamt and 0.papgt files after edit and rebuild .paz so you're not locked into a specific file size 1
Members Ize Posted March 23 Members Posted March 23 1 hour ago, MrIkso said: Try adding a proper reimport by following these steps, and maybe read meta\0.papgt first to find all .pamt. as the game does. You need to update the 0.pamt and 0.papgt files after edit and rebuild .paz so you're not locked into a specific file size Thanks, i overlooked this post. Will try to implement this tomorrow.
Members NoName Posted March 24 Members Posted March 24 I've resolved the repackaging issue. I'll release it in the next few hours. 1 1
nadya6677 Posted March 24 Posted March 24 18 hours ago, wolf1987 said: So how do you solve the problem when you get a message that the file is too large?
Members NoName Posted March 24 Members Posted March 24 We can now use this code to repack .paz files and patch meta\0.papgt without file size limitations. tools.zip
Members Ize Posted March 24 Members Posted March 24 I'm working on updating my tool for mod .paz archives and loading order etc., might upload something later. Someone on nexus is also working on a (much nicer looking :() browser / modding tool though so if he releases that first you should probably use that. keep your eyes open 😄
adastmin Posted March 24 Posted March 24 (edited) 25 minutes ago, NoName said: Теперь мы можем использовать этот код для перепаковки файлов .paz и внесения изменений в meta\0.papgt без ограничений по размеру файлов. инструменты.zip 48,53 кБ · 1 загрузка The paz files contain folders for each language with the same file name, but the program ignores them and overwrites the data. Also, Crimson browser cannot import files. Edited March 24 by adastmin
Banned RAVA MULYA Posted March 24 Banned Posted March 24 1 hour ago, Ize said: I'm working on updating my tool for mod .paz archives and loading order etc., might upload something later. Someone on nexus is also working on a (much nicer looking :() browser / modding tool though so if he releases that first you should probably use that. keep your eyes open 😄 Please help me figure out how to convert JSON to TXT.
Members Ize Posted March 24 Members Posted March 24 I've posted my latest version on nexus: https://www.nexusmods.com/crimsondesert/mods/84 which implements all fixes by MrIkso and LukeFZ. Bigger files are now supported, as well as creating new archives... so no more giant .paz files are needed! 😄 Mod manager ist integrated and more. It comes with 3 small mods (ui mod is useless unless your language is set to german though :P) Speed still sucks but hopefully in the next version i'll improve that
nadya6677 Posted March 24 Posted March 24 (edited) 43 minutes ago, RAVA MULYA said: Please help me figure out how to convert JSON to TXT. Use python scripts via AI 6 minutes ago, Ize said: I've posted my latest version on nexus: https://www.nexusmods.com/crimsondesert/mods/84 which implements all fixes by MrIkso and LukeFZ. Bigger files are now supported, as well as creating new archives... so no more giant .paz files are needed! 😄 Mod manager ist integrated and more. It comes with 3 small mods (ui mod is useless unless your language is set to german though :P) Speed still sucks but hopefully in the next version i'll improve that Use this https://www.nexusmods.com/crimsondesert/mods/103 Edited March 24 by nadya6677
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