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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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Kovace, posted Sun Aug 02, 2020 5:03 am (57858)


Hello!
Have anyone try to find key for mobile game "Gate of Chaos"/"Arka KR". Sorry i know u need to put the file of the game when u do request like this but my net is super bad this day i cant upload right now. i try with AES finder but nothing. try to look in site with search the name of the game and no. and i check the list with key.
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WollieWoltaz, posted Sun Aug 02, 2020 11:20 am (57862)


@Kovace

Gate of Chaos/ Arka/Sky gate/ are all the same games but in different countries AFAIK. And "Gate of Chaos" is the global version, but all those .PAK files use the same AES key.
This is a topic on gildor's forum, I put the AES key there as well (Last post). This key was already found quite some time ago.
https://www.gildor.org/smf/index.php/to ... l#msg35538
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Kovace, posted Sun Aug 02, 2020 6:31 pm (57866)


WollieWoltaz wrote:
@Kovace

Gate of Chaos/ Arka/Sky gate/ are all the same games but in different countries AFAIK. And "Gate of Chaos" is the global version, but all those .PAK files use the same AES key.
This is a topic on gildor's forum, I put the AES key there as well (Last post). This key was already found quite some time ago.
https://www.gildor.org/smf/index.php/to ... l#msg35538


Thank for answer
i know its old game and some1 have find the key already just me no good search me bad google XD. And oh i dont know have another name Sky gate. well thanks again man.
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spiritovod, posted Sun Aug 02, 2020 6:43 pm (57867)


@Kovace: Thanks for the report, I've fixed the issue in mobile finder 0.9e.

Note to all: Previous version of mobile finder is still recommended for all newest games and games built with UE 4.20 and above, since there is slowdown in the latest update due to optimizations removal. Not a big deal though, it's just 2-3 minutes compared to previous version.

@WollieWoltaz: Thanks for the info, key added to the list.
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Evaromamax, posted Tue Aug 04, 2020 2:11 pm (57893)


I need to extract the files in the Data folder of the game City Racing by EA Group
Link: https://dropmefiles.com/memZR (available for 14 days)
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spiritovod, posted Tue Aug 04, 2020 6:25 pm (57899)


@Evaromamax: This is not UE4 game.

-----------------------------------------------

PUBG chinese mobile script updated in the specific scripts bundle, and readme for AES Finder mobile is also updated, since there is now instruction about how to dump so libraries for protected android games (available on rin forums, see my signature).
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ccwisp, posted Tue Aug 04, 2020 10:40 pm (57904)


@spiritovod much thanks for your work.i've used your scripts and successfully extracted assets from chinese pubgm's apk
but when i try to extract assets from a installed pubgm, i met a problem
chinese pubgm's pak files are in
Code:
/storage/emulated/0/Android/data/com.android.tencent.tmgp.pubgmhd/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/Saved/Paks/



those small patch pak files (like "game_patch_1.8.10.8661.pak") can be extracted successfully via "unreal_tournament_4_0.4.23.1a_chinese_pubg_mobile.bms"
but the main pak file "map_avatermesh_1.8.10.8630.pak" can not be decrypted, may be it uses a distinct xor key?Looking forward for your response, thank you
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spiritovod, posted Wed Aug 05, 2020 1:28 am (57907)


@ccwisp: Use updated pubg_mobile_v2 script from the bundle on that file.
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ccwisp, posted Wed Aug 05, 2020 3:31 am (57911)


@spiritovod worked,thank you
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spiritovod, posted Wed Aug 05, 2020 11:58 am (57919)


@douchi: It was already in the list, look for Swordsman Love 2.
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kuretoshi, posted Fri Aug 07, 2020 6:56 am (57938)


Hello!
I wanted to play "Daymare 1998" in my native language and was trying to extract the pak file and edit the language part, but it asked for the AES key and I could not extract it.
Can someone parse the AES key for me?
I will upload the file.
Thank you for your cooperation. :cry:

https://mega.nz/folder/7hdjHQaD#h0q2_sMqA6spcLGVF0IX-Q
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spiritovod, posted Fri Aug 07, 2020 11:22 am (57941)


@kuretoshi: The game archive is not encrypted. Use latest UE4 bms script from my signature to unpack it.
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kuretoshi, posted Sun Aug 09, 2020 4:49 am (57972)


@spiritovod
I was able to unpack it successfully.
Thank you for your answer.
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carpedee, posted Mon Aug 10, 2020 1:13 pm (57995)


Hi there. I have a general question regarding uasset and uexp files, I hope it's the right topic to ask so. Is there any way to figure out what kind of asset is actually contained in a cooked uexp file?
I know uasset files list dependencies and are somehow readable using an hex editor but let's say you have an asset which has no visual object and isn't visible directly in umodel and the corresponding uasset doesn't give any useful informations regarding the nature of the cooked asset. Is there a way to figure out what type of asset is inside? Maybe with a specific hexadecimal header?
Thanks for your help
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spiritovod, posted Mon Aug 10, 2020 2:34 pm (57998)


@carpedee: Some samples would be nice (with full folder tree) or it will be just random blind guess. Usually you can guess asset's role via corresponding uasset, except very few cases when it stores some in-between index/database data - but I doubt you'll ever need to deserialize such assets.
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carpedee, posted Mon Aug 10, 2020 6:17 pm (58006)


spiritovod wrote:
@carpedee: Some samples would be nice (with full folder tree) or it will be just random blind guess. Usually you can guess asset's role via corresponding uasset, except very few cases when it stores some in-between index/database data - but I doubt you'll ever need to deserialize such assets.

Thanks for your reply. Yes, deserializing seems a bit overkill for such a task but you never know.
Sure, I can give you a more precise example.
The assets in question are apparently "rigs" from the game Vampyr : a "facial" rig, a biped-IK rig and a compensation rig (no idea about what this one is). There is also an "adapter" rig which seems linked to the facial rig and facial animations.
Now that's what confuses me. The only rigs assets I could think of would be control rigs (control rig sequences to be exact), but it was a very experimental plugin in UE 4.15 and I don't get how it connects to facial animations and to an "adapter" rig.
I also added an asset of a model from the game, which directly references these rigs, which apparently isn't the case with control rig sequences.

By full tree folder I assume you mean the whole folder hierarchy from the pak file? I can show you a screen of umodel but I'm not sure how to dump the folder structure, if it's even possible?
Thanks!
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spiritovod, posted Mon Aug 10, 2020 10:51 pm (58010)


@carpedee: Oh, well... The point is that assets from paks doesn't contain game logic. Uasset contains references to other related assets, invoked modules (classes), required for the asset deserialization, and properties which will be passed to those classes. Uexp / ubulk contains data for those properties. But you can't tell how each property will be used, because for this you'll need source code of the game. There are some exceptions though, like text assets, because they're quite simple by design.
You can guess small modifications of properties if you know how the whole subsystem works, but if a game has noticeable differences in common properties or it's using custom plugins for asset in question, all you can do is to reverse-engineer the game code, because random guessing may take too much time.
In this case custom animation module (DNEAnimation) is used - like in case with other Dontnod games, Captain Spirit and Life is Strange 2. It's probably extended version of the default UE4 animation subsystem, since the game was supported in umodel by default.

Anyway, I don't think it's the right topic to discuss those things. You better look for some 3D modeling forums, where BipedIK animation is explained in general or for UE4 in particular. Also, take a look at plugins for animation like Animation & Rigging Toolset (especially documentation). Not sure it will be of any help though, since I'm not into 3D modeling.
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spiritovod, posted Tue Aug 11, 2020 11:21 am (58019)


@ProGamer: This topic is about general pak stuff, not about particular assets. Just wait until that game support will be implemented in umodel or look for generic model extractors like 3D Model Researcher, Ninja Ripper, etc. Btw, textures are working fine in umodel for the game.
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carpedee, posted Tue Aug 11, 2020 12:53 pm (58021)


spiritovod wrote:
@carpedee: Oh, well... The point is that assets from paks doesn't contain game logic. Uasset contains references to other related assets, invoked modules (classes), required for the asset deserialization, and properties which will be passed to those classes. Uexp / ubulk contains data for those properties. But you can't tell how each property will be used, because for this you'll need source code of the game. There are some exceptions though, like text assets, because they're quite simple by design.
You can guess small modifications of properties if you know how the whole subsystem works, but if a game has noticeable differences in common properties or it's using custom plugins for asset in question, all you can do is to reverse-engineer the game code, because random guessing may take too much time.
In this case custom animation module (DNEAnimation) is used - like in case with other Dontnod games, Captain Spirit and Life is Strange 2. It's probably extended version of the default UE4 animation subsystem, since the game was supported in umodel by default.

Anyway, I don't think it's the right topic to discuss those things. You better look for some 3D modeling forums, where BipedIK animation is explained in general or for UE4 in particular. Also, take a look at plugins for animation like Animation & Rigging Toolset (especially documentation). Not sure it will be of any help though, since I'm not into 3D modeling.

Thank you for replying. Indeed, that was my point: knowing if there could be a way to do more than an educated guess regarding the usage of specific plugins or subsystems. I did check some strings in the compiled executable but that didn't help me much.
But you're right, it's probably pretty generic if umodel can read it.
Regarding ART tools I'm not so sure, especially with how a rig would be transferred to a specific asset once in Unreal.
I'll keep digging anyway
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shekbai, posted Tue Aug 11, 2020 2:24 pm (58025)


i need ingame value of pubg mobile
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spiritovod, posted Tue Aug 11, 2020 2:28 pm (58026)


carpedee wrote:
But you're right, it's probably pretty generic if umodel can read it.

It's not generic per se. Umodel is created that way it can skip unknown classes/properties (and you can see it in the log) - for example, if an animation asset has 4 standard properties and 6 custom and those 4 will be enough to create (deserialize) something out of it, you'll get something. UE is pretty much unified, and all custom stuff is usually an addition to existing core functions, so it's not the problem to work with core only, considering that UE is open source.

@shekbai: Use corresponding scripts from my signature. For more info read "All you should know about PUBG" section from this topic.
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carpedee, posted Tue Aug 11, 2020 4:24 pm (58028)


spiritovod wrote:
carpedee wrote:
But you're right, it's probably pretty generic if umodel can read it.

It's not generic per se. Umodel is created that way it can skip unknown classes/properties (and you can see it in the log) - for example, if an animation asset has 4 standard properties and 6 custom and those 4 will be enough to create (deserialize) something out of it, you'll get something. UE is pretty much unified, and all custom stuff is usually an addition to existing core functions, so it's not the problem to work with core only, considering that UE is open source.


Well I meant it wasn't a heavily modified version of UE like we could have for some games running on UE3. But that's very true and that's also why Umodel works pretty well as an exporter but creating an importer would be way more complex. Thanks anyway!
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fileGates71, posted Thu Aug 13, 2020 1:40 am (58046)


Perhaps someone can help me. I am trying to get at audio files from Spyro: The Reignited Trilogy's PS4 .pkg files and I have used the most recent unreal_tournament.bms, but it says "0 files found in 0 seconds". There is something I'm trying to find in the PS4 version specifically, but I've hit this roadblock.
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