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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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spiritovod, posted Fri Apr 09, 2021 7:35 pm (63300)


@CriticalError: I don't have any problems with all of my samples and respective script. Though I didn't download the whole game, so some exceptions are quite possible. Without more samples it's hard to tell anything.
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Asciigdl, posted Fri Apr 09, 2021 8:49 pm (63302)


spiritovod wrote:
@CriticalError: I don't have any problems with all of my samples and respective script. Though I didn't download the whole game, so some exceptions are quite possible. Without more samples it's hard to tell anything.


In my case it fails with the third one (pak_11 and a couple others), directly from the android version, the first 2 files extract just fine with the "specific" script, however, funny thing, it only works if I use the 4gb version of qbms (and each file is just a few hundred MB in size), with the other one the first 2 files fail with the same message . . . so it's probably just a memory allocation issue.

Pak_07_BFG-Android_ASTC.pak
Pak_08_Equip-Android_ASTC.pak
Pak_11_Fashion-Android_ASTC.pak
Pak_14_PVEScene-Android_ASTC.pak
Pak_15_PVEScene-Android_ASTC.pak
Pak_16_YTLDS-Android_ASTC.pak
Pak_17_PVPScene-Android_ASTC.pak
Pak_18_YASL-Android_ASTC.pak
Pak_19_SWSM-Android_ASTC.pak
Pak_20_KTLFX-Android_ASTC.pak
Pak_21_KTLYJ-Android_ASTC.pak
Pak_22_TKZC-Android_ASTC.pak
Ship_01_Equip-Android_ASTC.pak
Update_Android_XML.pak
Update_Android_XML02.pak
Update_DLL.pak
Update_Loading.pak
Update_XML01.pak

Let me know if you need specific samples so I can upload them.

Also, there is a trick to get "some" version of all the files, looking for the app's apk and extracting it you get a 1.9GB file called main.obb.png (which is just a zip file), extract that and look for another file called pakchunk0-Android_ASTC.pak which is also nearly 1.9 GB; that one will work with the AES key, the 4GB version of qbms and it contains ALL the files (except recent updates I think).
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spiritovod, posted Fri Apr 09, 2021 9:14 pm (63303)


@Asciigdl: You can start with uploading those paks you have problem with, I'll check them.

Update: Thanks for the samples, Miracle 2 script updated in the specific scripts bundle.
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Drawing, posted Sat Apr 10, 2021 9:53 pm (63316)


Asciigdl wrote:
In my case it fails with the third one (pak_11 and a couple others), directly from the android version, the first 2 files extract just fine with the "specific" script, however, funny thing, it only works if I use the 4gb version of qbms (and each file is just a few hundred MB in size), with the other one the first 2 files fail with the same message . . . the 4GB version of qbms and it contains ALL the files (except recent updates I think).


From which version belongs al those paks? because I got only 1 big Pak and not different one as in your case.

Anyway I confirm, using quickbms it works very well ( on big pak )
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cyberspeed, posted Sat Apr 17, 2021 7:29 pm (63417)


Hey guys, there was few days a Beta for Racing Master and this is a Android smaller PAK of the beta, i cant seem to be bale to extract it, or tell if its encrypted, can anyone please take a look?


EDIT: It seems is packed using Zlib? Still not sure how to extract it, might not be encrypted at all.
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spiritovod, posted Sun Apr 18, 2021 11:33 am (63423)


@cyberspeed: The format itself is quite simple, I can easily modify existing script for it, but index and presumably all uassets are encrypted, while game library is protected with NetHTProtect, so you can't simply analyze or dump it. There is also possibility that the key is stored in non-usual format or encryption itself if non-standard. Unless someone is willing to provide proper key or properly dumped library, I'm not going to dig into it further.
Complementary files (uexp/ubulk) are not encrypted though, but considering engine specifics you can only extract raw textures data from them at best.
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cyberspeed, posted Sun Apr 18, 2021 2:25 pm (63424)


Ah, damn, that sucks, the game cant even be ran on a emulator, even devs admitted that, I'm assuming there's no other way to get this thing extracted/decrypted properly, only hope is a Android phone since on iOS that's truly impossible.
If I'd know how to dump what you need as i would have, unfortunately don't know anything about this.
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spiritovod, posted Fri Apr 23, 2021 5:19 pm (63534)


@cyberspeed: Actually, any dump will be fine to check if the game is storing key in standard form. Otherwise proper dump would be required for proper analysis. I just don't have any device, compatible with the game, so I can't do anything, even if I want to.

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All "get_hashes" scripts from custom scripts bundle updated to avoid known bug in latest version of quickbms (which is now 0.11).

unreal_tournament_4_0.4.26_paks_only script is also updated. It can now skips assets which are being addressed outside current package. Not sure if it's related to new respective feature from 4.26 or not.
If you'll have more than 0 skipped files with the updated script, please let me know - it will be written after the end of extraction process (except Tower of Fantasy, I'm already aware of it). Thanks in advance.
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brookeantoinette72, posted Fri Apr 30, 2021 4:00 pm (63670)


Hey! do you have keys for Hello Life is Strange 1? / 2?
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Mysticus, posted Fri Apr 30, 2021 8:14 pm (63676)


Any key for R-Type Final 2 (PC) full version?
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Ekey, posted Sat May 01, 2021 12:26 pm (63683)


R-Type Final 2 0xFB97EBE9991B3E771C89F195B40F64DF001344971D7504D05B4EEF734B37B4CE
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spiritovod, posted Sat May 01, 2021 1:06 pm (63685)


@brookeantoinette72: As far as I know, all LIS games are not encrypted and not obfuscated. Provide more details about problems with them.

@Ekey: If you want to help, please redirect people to the list at rin forums instead of posting keys directly. I'm ignoring such requests here on purpose, so people could learn where to find them and keep this topic for actually relevant questions about pak format and bms scripts.
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pipindor666, posted Sat May 01, 2021 7:53 pm (63695)


Ekey wrote:
R-Type Final 2 0xFB97EBE9991B3E771C89F195B40F64DF001344971D7504D05B4EEF734B37B4CE


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spiritovod, posted Sun May 02, 2021 1:12 am (63700)


@Lord Vaako: The game is using unusual pattern for control bytes at index. I'll try to resolve it in a proper way for possible usage in umodel, but it will take some time, since I'm not good with bit shifts and such. For now you can grab temporary workaround from specific scripts bundle.

@pipindor666: You should use 4.26 script for 4.26 games, it's available via my signature. The key itself is correct.

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unreal_tournament_4_0.4.26_paks_only script updated to include auto-detection of compression types feature, which was already available in 4.25 script.
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GarryOlsen, posted Sun May 02, 2021 5:51 am (63703)


I'm attempting to unpack the .pak files in the UE4 title "Chernobylite" using QuickBMS, however, using Luigi's UE4 unpacking scripts (UE4.25, UE4.25b & UE4.26) to unpack "pakchunk0-WindowsNoEditor.pak" results in a failure, regardless of whether or not quickbms.exe or quickbms_4gb_files.exe are used.

I believe this error may be due to the fact that pak0 is the only pak file whose size is between 2 GB (maximum of 32-bit signed integer) and 4gb (32-bit unsigned integer), this theory is further supported by the error message notifying the user that QuickBMS is attempting to allocate a negative number of bytes.

My issue however is that I'm not skilled with actually implementing solutions and lack the high-level skills of an individuals here, if anyone could offer any advice as to how to possibly resolve this issue I'd be extremely grateful.
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pipindor666, posted Sun May 02, 2021 7:49 am (63707)


spiritovod wrote:
@Lord Vaako: The game is using unusual pattern for control bytes at index. I'll try to resolve it in a proper way for possible usage in umodel, but it will take some time, since I'm not good with bit shifts and such. For now you can grab temporary workaround from specific scripts bundle.

@pipindor666: You should use 4.26 script for 4.26 games, it's available via my signature. The key itself is correct.

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unreal_tournament_4_0.4.26_paks_only script updated to include auto-detection of compression types feature, which was already available in 4.25 script.


I try use 4.26 script ( unreal_tournament_4_0.4.26b_scavengers.bms ), files started unpacking, but not completely, unpacking just stops in the middle.

Code:
# Unreal Engine 4 - Unreal Tournament 4 (*WindowsNoEditor.pak) (script 0.4.26b)
# script for QuickBMS http://quickbms.aluigi.org

*edited by aluigi*


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spiritovod, posted Sun May 02, 2021 9:54 am (63709)


@GarryOlsen: Provide the pak you have the problem with. If it's one of the biggest (more than 10GB), just upload any small one and error from the biggest.

@pipindor666: You're using wrong script. Specific scripts are for particular games, while you need generic one, which is also available via my signature. Though I don't understand why you've used specific script instead of generic one, it's quite illogical. And please stop posting the whole scripts like that - it looks troublesome and make the page almost unreadable. You can simply mention it (if it's already present in the topic) or attach it as bms or zip files.

Update: Thanks, aluigi, it's much more convenient now.
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GarryOlsen, posted Sun May 02, 2021 4:35 pm (63719)


spiritovod wrote:
@GarryOlsen: Provide the pak you have the problem with. If it's one of the biggest (more than 10GB), just upload any small one and error from the biggest.

@pipindor666: You're using wrong script. Specific scripts are for particular games, while you need generic one, which is also available via my signature. Though I don't understand why you've used specific script instead of generic one, it's quite illogical. And please stop posting the whole scripts like that - it looks troublesome and make the page almost unreadable. You can simply mention it (if it's already present in the topic) or attach it as bms or zip files.

Update: Thanks, aluigi, it's much more convenient now.


The pak file I'm having issues with is linked here, every pak file in the title is able to be successfully extracted, bar this one.
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Lord Vaako, posted Sun May 02, 2021 6:20 pm (63721)


spiritovod wrote:
@Lord Vaako: The game is using unusual pattern for control bytes at index. I'll try to resolve it in a proper way for possible usage in umodel, but it will take some time, since I'm not good with bit shifts and such. For now you can grab temporary workaround from specific scripts bundle.


Thank you @spiritovod. It's enough for me :-)

Btw. do you know a tool to convert DT uassets to any type of "text" file? I tried https://github.com/antoshre/uasset-dt-to-json but it is not working.
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spiritovod, posted Sun May 02, 2021 7:33 pm (63722)


@GarryOlsen: I've fixed the issue in the updated 4.26 script, please re-download it.

@Lord Vaako: You can try Fmodel, it can parse some json type assets. But it's not universal solution, since such assets can be significantly customized. In that case the only solution would be creating your own parser.
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GarryOlsen, posted Mon May 03, 2021 4:25 am (63728)


spiritovod wrote:
@Vaziayu: You either have more than one exe besides AES_finder in the same folder (it can't handle more than one game exe at a time) or you forgot to remove steam protection from the exe. Just tested my finder and it works just fine. Next time please read included readme carefully.

@TGGAMING: It has been already explained before that it's not an easy task, and there is no complete guide about how to it as well. And I'm not going to write such guide too.


Thank you so much mate, you're honestly my favourite person of the month so far, been sitting on this for weeks, god bless ya bother!
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spiritovod, posted Wed May 05, 2021 8:14 pm (63803)


@Manoa: It's an UE3 game, while this topic is for UE4 games only. Also, as far as I know, Killing Floor 2 is not encrypted and there is even official editor in steam.
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parkhyeon, posted Tue May 11, 2021 1:39 pm (63892)


@spiritovod So I'm using the raw pubg pak extractor script. It extracted fine. When I repack, it works fine.
But then, when I want to re-extract to make more modifications, it gives me this error:

Code:
Info:  algorithm   478
       offset      0000000000e2d96d
       input size  0x000000000000216c 8556
       output size 0x0000000000010000 65536
       result      0xffffffffffffffb8 -72

Error: uncompressed data (-72) bigger than allocated buffer (65536)
       It usually means that data is not compressed or uses another algorithm

Last script line before the error or that produced the error:
  141 clog NAME CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE 0 CHUNK_XSIZE


Any ideas?
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