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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 Fri Oct 09, 2015 8:52 pm (8284)


Script 0.3.1, thanks
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AlphaTwentyThree, posted Sat Oct 10, 2015 7:50 am (8296)


Thank you! :D
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patopeixe, posted Fri Oct 23, 2015 11:20 pm (8842)


Awesome tool! I'm trying to use it with Street Fighter V on Windows 10 and the tool is crashing though (it never shows any progress and after a while goes to a not responding status).
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aluigi, posted Fri Oct 23, 2015 11:23 pm (8845)


@patopeixe
Any luck with my script 0.3.1 for quickbms?
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patopeixe, posted Fri Oct 23, 2015 11:31 pm (8847)


aluigi wrote:
@patopeixe
Any luck with my script 0.3.1 for quickbms?


Nope :cry:
Image
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aluigi, posted Fri Oct 23, 2015 11:40 pm (8849)


Can you try also with quickbms_4gb_files.exe?

Then can you upload the files obtained with filecutter.bms?
Probably you have to edit the script with a text editor for increasing the CHUNKSZ variable from 0x100000 to 0x1000000 (one more zero) to have more data.
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patopeixe, posted Fri Oct 23, 2015 11:51 pm (8851)


Thanks for the quick replies aluigi!
Here's what I got when I used the quickbms_4gb with the edited filecutter with the extra zero:

Image

Image

i'll upload the files to mediafire or mega and post them
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aluigi, posted Sat Oct 24, 2015 11:49 am (8855)


I have updated the script to version 0.3.2 for considering the number of CHUNKS <= 1 as no chunks.
I tested it also with another couple of games and it continues to work correctly.

Now, the problem of this SF5 game is that the archived files are encrypted.
All the .U files have a "157..." header instead of the classical 0xc1832a and it's not possible to decompress the files for this reason.
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decoy11, posted Sat Oct 24, 2015 6:50 pm (8889)


Hi aluigi I have tried your updated script 0.3.2 for sf5 and have gotten this error

Code:
er.uplugin
  0000729a 576        Engine/Plugins/ScriptGeneratorPlugin/ScriptGeneratorPlugin
.uplugin
  0000750f 662        Engine/Plugins/ScriptPlugin/ScriptPlugin.uplugin
  000077e4 596        Engine/Plugins/Slate/SlateRemote/SlateRemote.uplugin
  00007a79 0          Engine/Config/Base.ini

Error: the compressed zlib/deflate input is wrong or incomplete (-3)
Info:  algorithm   1
       offset      00007ae2
       input size  0x000025a2 9634
       output size 0x00010000 65536
       result      0xffffffff -1

Error: the uncompressed data (-1) is bigger than the allocated buffer (65536)

Last script line before the error or that produced the error:
  43  clog MEMORY_FILE CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE

Press RETURN to quit


I understand you have stated the .u files are encrypted but I am more interested in the .ini files. Are those encrypted as well? If they are not is there a method to extract them as they have the code to remap keys in SF5.
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patopeixe, posted Sat Oct 24, 2015 7:12 pm (8890)


aluigi wrote:
Now, the problem of this SF5 game is that the archived files are encrypted.
All the .U files have a "157..." header instead of the classical 0xc1832a and it's not possible to decompress the files for this reason.


Thanks for updating the script! So If I want to obtain the game's 3D models would you suggest I go another route instead of trying to uncompress the .pak?
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happyend, posted Sun Oct 25, 2015 4:08 am (8895)


The .pak file was extracted with UnrealPak from UE4 by compiling it with the preprocessor macro AES_KEY set to "KIWIKIWIKIWIKIWIKIWIKIWIKIWIKIWI".
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aluigi, posted Sun Oct 25, 2015 7:50 am (8898)


Well done, Script 0.3.3 :D
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aluigi, posted Mon Oct 26, 2015 11:06 am (8950)


Ok, I have rewritten a part of the script and updated to version 0.4, I have already successfully tested it against all the archives provided.
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happyend, posted Mon Oct 26, 2015 3:04 pm (8955)


thx!aluigi
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gkan, posted Tue Nov 03, 2015 10:27 am (9257)


Hi all.I how to use extrected files on ue4 editor?(I use 4.9 version)
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AlphaTwentyThree, posted Tue Nov 03, 2015 11:48 am (9259)


aluigi wrote:
Ok, I have rewritten a part of the script and updated to version 0.4, I have already successfully tested it against all the archives provided.

Thnks for this! :)
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aluigi, posted Wed Feb 17, 2016 5:49 pm (11495)


I have just updated the script to version 0.4a because the padding used for the encrypted files was wrong, it's 16 bytes and not 32.
Just that, it changes nothing to the extracted files but makes the difference in reimporting mode (yeah I know that usually the chunked files can't be reimported correctly)... in short it changes nothing :)
I have also updated the SFV key.
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robzack, posted Wed Apr 06, 2016 1:00 am (12450)


HI,
Has anybody success in exporting Xoio:Winter Scene and/or Unreal Paris pak's please?
Thx!
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pooloo, posted Tue Apr 19, 2016 10:35 pm (12712)


Without debugging the client, what methods exist to finding the AES key for extracting these files?

I am assuming the file I am trying to extract is using a different key, or is encrypted, as upon successful extraction using Unreal Engines PakExtractor the files have proper folder structure and file names, however, the content is garbled.
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FakePlayer, posted Wed Apr 27, 2016 5:29 pm (12916)


May this works for New Game:
Code:
                      Battlefleet Gothic: Armada
                      (c) Focus Home Interactive

   23-04-2016
Battlefleet Gothic: Armada is the RTS videogame adaptation of Games
Workshop's classic tabletop game, pitting the Chaos, Imperium, Eldar,
and Orks against each other in visceral space-battles.

Developed with [b]Unreal Engine 4[/b], Battlefleet Gothic: Armada


good luck
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aluigi, posted Wed Apr 27, 2016 10:06 pm (12931)


@pooloo
The most basic, fast and skill-less method is opening the executable with a hex editor and finding some constant strings or sequences of bytes that were close (before or after) to the key used in other games of which you already know their password, for example Street Fighter V.
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pooloo, posted Sun May 08, 2016 6:01 pm (13220)


aluigi wrote:
@pooloo
The most basic, fast and skill-less method is opening the executable with a hex editor and finding some constant strings or sequences of bytes that were close (before or after) to the key used in other games of which you already know their password, for example Street Fighter V.


Thanks for the tip, I nailed it.

Any reliable methods of reading/interpreting .uasset files and .umap files? I tried importing and using Unreal Engine 4, with no luck, some models are loadable through gildor's Model Viewer.
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