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Zero Tolerance for Disrespect

Unreal Engine 4 pak-file Unpacker / unreal_tournament_4.bms [UE4 global topic]

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aluigi, posted Tue Aug 04, 2015 3:02 pm (6779)


The script works perfectly (no errors or crashes) so I don't know what's the problem you claim.

Anyway I have noticed that the non chunked files are not aligned, the problem was my mistake because I considered also the name.
The script has been udpated, now it's version 0.3.

So I suggest you to re-extract ALL the past archives.

Note that the bug affected only the non-compressed files.
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AlphaTwentyThree, posted Wed Aug 05, 2015 8:15 pm (6788)


Ok, files are extracted (will upload another example that gives a memory allocation problem) but something seems off: *.uasset files _should_ contain an ogg file sometimes e.g. in cases of "AbyssBetweentheLines\Content\Audio\music\". However the contained ogg isn't detected as such (by Extractor 2.5 for example). Is there something wrong here? Could it be that the files are cut off?
Here's an example: http://*USE_ANOTHER_FILEHOSTING*/9469cb2 ... ret.uasset
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AlphaTwentyThree, posted Wed Aug 05, 2015 8:18 pm (6789)


Also, take a look at the music folder - why are half of the files only some kb in size?
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AlphaTwentyThree, posted Sun Aug 09, 2015 2:19 pm (6815)


Any idea?
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Haoose, posted Wed Sep 02, 2015 5:17 pm (7135)


Updated to version 0.5
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AlphaTwentyThree, posted Thu Sep 03, 2015 10:28 am (7149)


Cool, will test this out later! :)
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lxxxk, posted Tue Sep 15, 2015 10:22 pm (7504)


how to use *.uasset files?
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Haoose, posted Thu Sep 17, 2015 1:03 am (7520)


lxxxk
This tool only for pak-files.
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AlphaTwentyThree, posted Mon Sep 21, 2015 8:20 am (7584)


And btw, the extractor crashes, too.
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aluigi, posted Mon Sep 21, 2015 8:52 am (7587)


Honestly I don't see problems with the script.
All the files have been perfectly extracted without truncation, including those in the Music folders (0xc1832a9e at beginning and end).
If you have noticed one wrong file please specify its exact name.

Tested with quickbms 0.6.7 and script 0.3
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AlphaTwentyThree, posted Mon Sep 21, 2015 9:14 am (7588)


For example all the contents of \TimeRammeside\Content\Sound\Music\*.uasset contain trucated ogg files that aren't recognized by file scanners. If you cut the header to OggS you can also hear that the file just stops at the beginning of the track.
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aluigi, posted Mon Sep 21, 2015 9:33 am (7589)


The files are perfect (magic begin/end) but I guess that what you mean is an effect of the *Part* solution adopted by the developers.
I guess they have made a sort of dynamic music splitted in multiple files or something similar.
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AlphaTwentyThree, posted Mon Sep 21, 2015 9:39 am (7590)


Huh... Well then the rest of the music can only be in the map files. Is there a way to extract these? A long time ago, map files were extractable with the same program that also extracted the *.xxx files.
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aluigi, posted Mon Sep 21, 2015 9:44 am (7591)


Gildor stuff
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AlphaTwentyThree, posted Mon Sep 21, 2015 9:44 am (7592)


I'm not sure I understand... ;)
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aluigi, posted Mon Sep 21, 2015 9:47 am (7593)


The format of these files, they should be opened with Gildor's UE Viewer.
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AlphaTwentyThree, posted Mon Sep 21, 2015 4:43 pm (7605)


Ok, thanks. UE Viewer couldn't do the job. :\ I'll open a new topic for this.
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AlphaTwentyThree, posted Tue Sep 22, 2015 7:40 am (7644)


I've found the music but it's located in an unfitting folder: "zombiesoundeffects". Could there be something wrong with the folder structure?
Sorry for bugging about this but I'm checking for bugs this way.
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aluigi, posted Tue Sep 22, 2015 7:51 am (7645)


No, the full filename is read directly from the entry. It's not a nested format (like those with "callfunction EXTRACT").
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AlphaTwentyThree, posted Tue Sep 22, 2015 8:45 am (7648)


Alright, thanks for clearing that up! :)
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nightwarrior, posted Fri Oct 09, 2015 4:25 pm (8268)


Thanks, doesnt work on XOIO - Winter Chalet.. :/
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nightwarrior, posted Fri Oct 09, 2015 8:43 pm (8283)


No problem, Thanks you so much! :)
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