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Need help extracting .paz / .pamt files from Crimson Desert (BlackSpace Engine)

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  • Localization

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 by MrIkso

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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

  • Localization
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

Screenshot 2026-03-23 122730.png

Edited by NoName

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 by marvelmaster

  • Localization
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.

  • Localization
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

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?

@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 by marvelmaster

  • Localization
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 😮 

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 😞
  

image.png

Edited by marvelmaster

  • Localization
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

 

  • Localization
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. 

10 hours ago, wolf1987 said:

image.thumb.png.cfceee5e477b11f9cb15d5e0858153df.png

how you get thos ".json" files?

18 hours ago, wolf1987 said:

image.thumb.png.cfceee5e477b11f9cb15d5e0858153df.png

So how do you solve the problem when you get a message that the file is too large?

  • Localization

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 😄

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 by adastmin

  • Localization
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.

Cuplikan layar 2026-03-25 015018.png

  • Localization

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

43 minutes ago, RAVA MULYA said:

Please help me figure out how to convert JSON to TXT.

Cuplikan layar 2026-03-25 015018.png

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 by nadya6677

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