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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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FranticFred, posted Fri Sep 14, 2018 8:40 pm (38375)


infogram wrote:
If anyone has any Ogg files I can test with please PM me!



Someone literally just posted on this thread the other day that they just finished looping all the orchestral tracks. Their username is preta. I'm sure they'd be more than willing to share the tracks if you asked.
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romaFC, posted Fri Sep 14, 2018 9:23 pm (38376)


arachnus wrote:
romaFC wrote:
arachnus wrote:
Any progress on Assetto Corsa Competizione key? can i help in anyway?



Nothing so far.

The game just got updated today.

Not sure if that means there will be new AES key.

I guess even if pak files are extracted.

How would they be inserted back in when it requires digital signature to repack.


Only minor files were touched , the acc.exe got updated, but the .pak, .sig and the bigger exe don?t

It?ll be a long way to even after extracting, we can add new content, i?m interested on studying the possibilities to add new scratch made tracks primarily, then maybe we need a way to repack or run the sim unpacked in any way, i?m too noob at programming to start this on my own, but i already have some tracks in Unreal Engine 4, just waiting for the structure come to light and prepare them. I remember when NFS Shift was launched we could run the game unpacked, hope we can sort this in a similar way.



Same.
Just want to add tracks and cars.
GT3 just doesn't interest me much.

I was examining Moto GP 2018 and Monster energy Motorcross both are unreal engine 4 games.

They work with standard unrealpacker tool.

Modders exporting and importing mods in/out no problem.

Granted I have no clue if those games require AES keys.


Hoping aluigi would look at exe of AC competizione.
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sade1212, posted Fri Sep 14, 2018 9:34 pm (38378)


infogram wrote:
Well I've made some great progress!

Amazing, you're single-handedly making this mod more realistic every day. Any chance of a detailed run down of the steps you've figured out so far (fixing up the .uasset and so on) or, if it's what you used to fix all the files, the updated version of NOTter?
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infogram, posted Fri Sep 14, 2018 10:37 pm (38382)


sade1212 wrote:
infogram wrote:
Well I've made some great progress!

Amazing, you're single-handedly making this mod more realistic every day. Any chance of a detailed run down of the steps you've figured out so far (fixing up the .uasset and so on) or, if it's what you used to fix all the files, the updated version of NOTter?


Well it's actually not that difficult now I know how it works, might a bit difficult to explain all the steps in detail though, but basically all you really need to do is hex edit the .uasset of the sound you're replacing it with, and change the paths inside to match the path of the BGM you're replacing... well I wish it was that easy, but just a few bytes after the path is a hash the engine uses to ID the path, you also need to change that hash to the same hash that's inside the .uasset you're replacing.
I wasted literally hours because I didn't figure that out sooner >.>, without the updated hash the game won't be able to find the sound and you'll just get stuck with a black screen.

Maybe tomorrow I'll write a more detailed guide about it since I'm a little tired atm... but there might not actually be much point now, since I just figured out how the BGM is actually encoded too :)

It uses a codec called HCA, which is a Criware custom thing, completely different to the Ogg codec the other sounds use, that HCA is wrapped in a "SQEXSEAD" container, which gives all the info about the sample rate/channel count/etc.
Luckily for us there's a tool that can decode these into .wav: https://github.com/bnnm/vgmstream-build ... test-u.zip

To decode with that you need to extract it from the .uexp first, then run vgmstream like "test.exe -o output.wav input.sab", and you should get a .wav file with the BGM all decrypted :)
(attached a quick app which will extract the SQEXSEAD stuff from a .uexp, just drag drop a non-Ogg .uexp into it)

There's a HCA encoder at https://github.com/OpenCGSS/DereTore/wiki/HCA-Encoder too, which I'm hoping will work to put new sounds back in, since I think this HCA stuff is the only way to get looped music working... I'll have a play around with that tomorrow.

Also did make an update for Notter to detect NOT'd files too, but it's really really slow, took around 2 hours to go through an unpacked data.pak and fix everything :/
It did do a pretty decent job though, found ~17,000 NOT'd files and fixed them, there's probably some it missed though, but that doesn't really matter much since we don't have to run it unpacked now :P
I'll post that up tomorrow though since I still need to clean it up a little.

SQEXtract.zip

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arachnus, posted Fri Sep 14, 2018 11:36 pm (38383)


romaFC wrote:
...cut by aluigi...


Yes i?m hoping too.

i tried UnrealPack, Umodel, quickbms too, tried to find a key on exe?s with hex editor, nothing worked on Acc files, the other games you?ve mentioned probably doesn?t have encryption.

I just bought ACC for the base, hoping for modding capabilities; it has a lot of potential, one of the best physics, now with a nice and almost complete graphics engine, much better than the in house they used before, awesome sounds, i simply don?t like racing GT3 cars too, i would prefer other categories within this environment, it would be great if we could create whole modules, with cars/tracks/rules from many other series, i?m really thinking there wil not be an AC2, with road cars, mixxed classes, open racing, and so on, like AC1, probably they will stick to launching separate series for the future as whole new sims, i hope i?m wrong at this last idea heheh.
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kickstart, posted Sat Sep 15, 2018 5:21 am (38394)


Hello guys,
are there any way to decrypt ACC?
Will be fine.

Best wishes, Kickstart
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preta, posted Sat Sep 15, 2018 7:57 am (38403)


infogram wrote:
...cut by aluigi...


I've sent you a PM. As stated above, I have all the music looped and ready to go for insertion.
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aluigi, posted Sat Sep 15, 2018 9:52 am (38409)


Please try to not quote big posts. I have edited a couple of posts to make the topic more readable.
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aspec7878, posted Sat Sep 15, 2018 8:02 pm (38429)


I'm ready to donates some amount. to be able to unpacked A?? files) ;)
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omarrrio, posted Sat Sep 15, 2018 11:09 pm (38435)


infogram wrote:
Download DragonQuest_XI.bms v3, now extracts uncompressed files properly: https://pastebin.com/RePzSkST

This does not work completely fine, as i have to rename almost 500 files to get it to extract the entire thing, can you please fix this, it keeps interrupting my extraction, know that i don't intend to mod DQ11 i just want the text files, thank you again.
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infogram, posted Sun Sep 16, 2018 8:59 pm (38500)


omarrrio wrote:
infogram wrote:
Download DragonQuest_XI.bms v3, now extracts uncompressed files properly: https://pastebin.com/RePzSkST

This does not work completely fine, as i have to rename almost 500 files to get it to extract the entire thing, can you please fix this, it keeps interrupting my extraction, know that i don't intend to mod DQ11 i just want the text files, thank you again.

Try using the older v2 version from viewtopic.php?p=38235#p38235, also try extracting it into a folder on the root of one of your drives, otherwise QuickBMS might start hitting the 255 character path limit.
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aluigi, posted Sun Sep 16, 2018 9:04 pm (38501)


infogram wrote:
QuickBMS might start hitting the 255 character path limit.

quickbms supports paths of 8192 chars.
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infogram, posted Sun Sep 16, 2018 9:19 pm (38504)


aluigi wrote:
infogram wrote:
QuickBMS might start hitting the 255 character path limit.

quickbms supports paths of 8192 chars.

Oh I didn't mean it was a QuickBMS problem, I just meant the Windows MAX_PATH limit of 260* chars, afaik the only workaround for that is setting some group policy, unless QuickBMS has some other way around it?

Anyway I've always just extracted big games to the root of my drives, doing that let QuickBMS extract DQXI completely fine for me, didn't ask me to rename files or anything.
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aluigi, posted Sun Sep 16, 2018 9:46 pm (38509)


260 is the limit for fopen while quickbms uses _wfopen, basically the unicode version which should support (in theory) 32k chars.
If interested you can check the code in the function xfopen in utils.c (line 1713).
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infogram, posted Sun Sep 16, 2018 11:48 pm (38527)


For anyone interested in modding the DQXI music we've made some great progress, figured out how to replace the music with whatever we like now, just have to figure out looping, and maybe find a way to let it play >44100Hz tracks, and then it should be good to go.

I'll release my DQXIHook tomorrow to let you load modded files into the game, and hopefully I'll have a tool ready for replacing the sound files pretty soon (once the looping stuff is figured out)

aluigi wrote:
260 is the limit for fopen while quickbms uses _wfopen, basically the unicode version which should support (in theory) 32k chars.
If interested you can check the code in the function xfopen in utils.c (line 1713).

Oh neat, that's good to know. Not sure what problem omarrrio had then, unless maybe it extracted the files fine over the 260 limit, but then he had to rename stuff to actually access it?
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aluigi, posted Mon Sep 17, 2018 12:00 am (38533)


infogram wrote:
Not sure what problem omarrrio had then, unless maybe it extracted the files fine over the 260 limit, but then he had to rename stuff to actually access it?

Eh, unfortunately without any screenshot (from both quickbms output and the folder in Windows) or additional information from him we can do and guess absolutely nothing
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komodoxeno, posted Mon Sep 17, 2018 2:20 am (38539)


infogram wrote:
(once the looping stuff is figured out)

I usually just lurk here and wait for people to post Dragon Quest stuff but hey It's criware hca audio right? A user on my forums has a tool that works with hca! In this case you may need a dummy acb (container) file to load it in, but I can provide you with one if you want. Let me know if this helps! :D http://animegamemods.net/thread/618/
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omarrrio, posted Mon Sep 17, 2018 5:55 pm (38572)


Infogram thank you bro :D
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WollieWoltaz, posted Mon Sep 17, 2018 8:08 pm (38574)


Could someone take a look at this .pak file? It's from the new moba game "Ascendant One"
Umodel is unable to view/extract the uasets... If tried 4.14 up to 4.20 but all of those won't work.

Topic at gildor.
http://www.gildor.org/smf/index.php/top ... w.html#new

Pak file
https://www46.zippyshare.com/v/ySbyOcKc/file.html
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romaFC, posted Tue Sep 18, 2018 6:58 pm (38592)


Any ideas on

Assetto Corsa Competizione.
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hackchief, posted Thu Sep 20, 2018 12:33 am (38632)


infogram wrote:
For anyone interested in modding the DQXI music we've made some great progress, figured out how to replace the music with whatever we like now, just have to figure out looping, and maybe find a way to let it play >44100Hz tracks, and then it should be good to go.

I'll release my DQXIHook tomorrow to let you load modded files into the game, and hopefully I'll have a tool ready for replacing the sound files pretty soon (once the looping stuff is figured out)

aluigi wrote:
260 is the limit for fopen while quickbms uses _wfopen, basically the unicode version which should support (in theory) 32k chars.
If interested you can check the code in the function xfopen in utils.c (line 1713).

Oh neat, that's good to know. Not sure what problem omarrrio had then, unless maybe it extracted the files fine over the 260 limit, but then he had to rename stuff to actually access it?

infogram! How is the progress going? I've been really anticipating to see what you've come up with.
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kickstart, posted Thu Sep 20, 2018 6:04 pm (38671)


And how i can decrypt now Assetto Corsa Competizione, please?
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MarioSonicU, posted Fri Sep 21, 2018 4:58 pm (38701)


ssh wrote:
NARUTO TO BORUTO: SHINOBI STRIKER
Code:
L%#)TuTw=n@fYRZa=~l>~ENkUE%i/>S(

I've encountered a problem. When I used this code to extract the files, umodel says that the files are all encrypted.
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