Skip to content
View in the app

A better way to browse. Learn more.

ResHax

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Help us keep the site running.

MAD MAX (.arc/.tab) archives

Featured Replies

  • Author
  • Localization

zenis, posted Fri Sep 11, 2015 11:00 pm (7413)


Hit another snag.

So for sound effect FSB files, I can extract those just fine and they come out as playable .wav files. However, anything with dialogue in the filename (character dialogue, i assume) is extracted as a .celt file - I can't get ogg or anything else no matter what I do. and no matter what I look for, I can't find anything relevant on converting or making a .celt file playable?

What I do find re: celt is mostly obsolete information :/
  • Replies 83
  • Views 32
  • Created
  • Last Reply

Top Posters In This Topic

  • Author
  • Localization

Ekey, posted Sat Sep 12, 2015 2:57 pm (7422)


added ~4k names
  • Author
  • Localization

zenis, posted Wed Sep 16, 2015 1:10 am (7506)


So it seems the problem is any .fsb file with 'dialogue' in the name (as in, things enemies will say during combat, or NPCs say outside of cutscenes, etc) extracts as a headerless .celt file and that's the problem. I've looked everywhere but no luck on making them playable or converting them. Anyone got anything? I've also never gotten a .ogg file out of any .fsb

Oddly enough though, I can extract and play all other audio just fine, including cutscene dialogue.
  • Author
  • Localization

Paul44, posted Mon Sep 28, 2015 1:39 pm (7789)


@ Ekey: I have no idea how you generate the [MadMax_Hashes.list], but can users help you with that. F.i. I've extracted [game0.arc], and then checked [FD92844A] which apparently is some sort of FileIndex container (FDA identifier & states "files.ListDirectoryDesc.Files" at EOF)...

btw: is it even possible to generate that list based on/with its subfolder structure?
e.g: [textures/a00/gui/hud_general/a00_gui_hud_general_bg_decal_dif.ddsc] (game0.arc ~ credits.bl)

ps: anyone knows in which arc the scene movies are kept/located? F.e credits, intro for starters... (I assume they'll be Bink movies)
  • Author
  • Localization

CODEmpire, posted Tue Sep 29, 2015 6:46 am (7806)


Paul44 wrote:
@ Ekey: I have no idea how you generate the [MadMax_Hashes.list], but can users help you with that. F.i. I've extracted [game0.arc], and then checked [FD92844A] which apparently is some sort of FileIndex container (FDA identifier & states "files.ListDirectoryDesc.Files" at EOF)...

btw: is it even possible to generate that list based on/with its subfolder structure?
e.g: [textures/a00/gui/hud_general/a00_gui_hud_general_bg_decal_dif.ddsc] (game0.arc ~ credits.bl)

ps: anyone knows in which arc the scene movies are kept/located? F.e credits, intro for starters... (I assume they'll be Bink movies)


@Paul44: Probably thy(WB Games) using .USM (Scaleform Media Encoder) for the VIDEO, because the game has [cue points], noticed this earlier with "Batman Arkham Knight" (WB Games) when trying to re-encode the .USM video file and failed because it's connected with cue points and also a subtitles.
Condition: Skipping the video scene will work, but if watch until the end of video scene will fail (caused by the lost of cue points)

Cue points: Playing Mad Max after be friend with Dog at the Dessert after the video scene finish, the character already to walk and the dog pin point to the first scene of the game, which is getting some WATER to drink by the main char.

The greatest think about Mad Max "game**.arc" are mostly contains RAW data, because it can be compressed to 4.23 GB from 32.1 GB also their great custom(cue points) Overlay.ered protection [Denuvo] :idea:
  • Author
  • Localization

Ekey, posted Tue Sep 29, 2015 11:36 am (7813)


Paul44 wrote:
@ Ekey: I have no idea how you generate the [MadMax_Hashes.list], but can users help you with that

Ekey wrote:
Note: About file names : Use Process Monitor while playing game. After, save log to XML and post here. I rebuild to relative list.
  • Author
  • Localization

spider91, posted Tue Sep 29, 2015 12:18 pm (7815)


Paul44

Movies are in bink2 format and located in game2.arc and game37.arc
  • Author
  • Localization

Paul44, posted Wed Sep 30, 2015 12:17 pm (7859)


@spider91: don't know how I missed that, but thx for the heads up. FYI: find attached a batchfile that will skip the intro movie. Extract in [archives_win64] and run it...
Btw: one of the Unknown files is also a BK2 file (and it seems these files are 'embedded' uncompressed).

@Ekey: I've done some experimenting with this. My findings are hereby attached. I've applied the appropriate filters to get the "right" overview. But I still have trouble exporting/saving this to an XML format. When saving to a CSV file (small in size) (see attached converted XLS file), no problem: only the concerned process-list is in there. But with XML, the size is comparably huge and contains ALL process lines. (plus that I do not want to upload all that info)

Any suggestions?
I.e. if you accept CSV, then no probs.

ps: the "biggest" issue is that I finished the game. But I might find some enthousiasts to take this 'info collecting' into consideration...

EDIT:
@Ekey: can I conclude that you'll fine with an CSV file?

MadMax_NoIntro.7z

  • Author
  • Localization

Ekey, posted Wed Sep 30, 2015 1:51 pm (7861)


In your log i found ~10 new names.

Note: To get more names you need unlock in menus (gallery, garage, npc....), visit all locations, missions, events and etc.
  • Author
  • Localization

Szkaradek123, posted Wed Sep 30, 2015 4:31 pm (7863)


Hi

All models and needed textures with filenames are in sarc files.
After unpacking we have got this file type:
- *.rbn - has info about rbs file info about used materials and images ( *.ddsc)
- *.rbs - mesh data
- *.ddsc - dds image
  • Author
  • Localization

Paul44, posted Thu Oct 01, 2015 11:19 am (7871)


@Ekey:
here you go: did all (sub)menus, with everything 100% except Vehicles. I actually started going through the main (sub)menu choices, but ProcMonitor AND Mad Max crashed?! Will probably try that again...

Process Monitor does not seem to be very stable: as I collected those logs, it made the game crash once, and crashed itself 4-5 times..? Anyone knows of similar apps that offer same info, but obviously is more reliable?
Anyone knows of forum/topic that discuss either this or similar programs?

Based on my experience, I've updated the ProcMonitor Filter/Settings doc (see attached).
  • Author
  • Localization

Ekey, posted Thu Oct 01, 2015 12:51 pm (7873)


~30 new names. Try to play longer. I do not see sense to make these small updates.

Edited: See below.
  • Author
  • Localization

Paul44, posted Thu Oct 01, 2015 3:41 pm (7874)


Point taken, but as I stated in my first post, I've finished playing the game. And will not play it anytime soon.

That said: if you guys would like gamers to support you in collecting this type of information, I suggest that you open a Request Topic specific on this subject "collecting - any - game info" only. And provide gamers with: a) precise and concise information on how to do this (see my attachment - no rocket science, but most gamers can not be bothered in finding out the tidbits) b) a stable gaming platform. As I said before, I crashed once during gaming, and ProcMon crashed 4-5 times (and all this while just parsing some menus).

Just a suggestion...

EDIT:
Couldn't help myself, so I've created a batchfile this morning that can process those process monitor logs. And it eventually returns a "New value" filelist. It has some level of parameterization, in that it can extract only filenames vs fullpath names; which column to check (and is it valid) and the delimiter used.
Obviously, it is up to gents like #Ekey to define exactly what they'd like to receive...

I've also included a few of the logs I uploaded earlier this week for testing purpose.

MadMax_LogAnalysis.rar

  • Author
  • Localization

thef10man, posted Thu Oct 15, 2015 12:21 am (8452)


I've tried using the FSB extractor on any of the sound effects/music/cutscene/dialog FSBs, and they all say 'The extracted Celt/Ogg sample will not have a header, and cannot be played'. Using WavePad/WinAMP/dbPowerAmp yields no results in playing them.

I tried using fsb_aud_extr with the supplied fmodL.dll on the OGGs that get extracted from FSB extractor, but it just says Unsupported file or audio format.
  • Author
  • Localization

JimmyJ, posted Thu Oct 15, 2015 4:52 pm (8475)


hey guys, somebody know how to import models from Mad Max to 3d max?
  • Author
  • Localization

Chester1994, posted Sat Oct 17, 2015 4:15 am (8504)


I?ve just finished the game one day ago. How can I help get those names?
  • Author
  • Localization

Paul44, posted Mon Oct 19, 2015 4:03 pm (8643)


@Chester1994:
Read previous page on how to use/config MS Process Monitor. But you'll need to replay the game completely again to get more filenames...
  • Author
  • Localization

thePWA, posted Wed Oct 28, 2015 1:26 am (9018)


Szkaradek123 wrote:
Hi

All models and needed textures with filenames are in sarc files.
After unpacking we have got this file type:
- *.rbn - has info about rbs file info about used materials and images ( *.ddsc)
- *.rbs - mesh data
- *.ddsc - dds image


Great find! Would it be possible to have a blender model exporter for this?
  • Author
  • Localization

Ekey, posted Tue Nov 03, 2015 3:12 pm (9275)


Updated Base with file names.
  • Author
  • Localization

thef10man, posted Fri Nov 06, 2015 11:37 pm (9383)


Is nobody going to help me?
  • Author
  • Localization

aluigi, posted Sat Nov 07, 2015 10:41 am (9389)


@thef10man
The ogg files in the FSB archives are a problem.
There are a couple of solutions, one was this tool:
viewtopic.php?p=6582#p6582
Then there was a fmod based converter but I don't have links to it.
  • Author
  • Localization

Szkaradek123, posted Sun Nov 08, 2015 10:16 am (9431)


thePWA wrote:
Szkaradek123 wrote:
Hi

All models and needed textures with filenames are in sarc files.
After unpacking we have got this file type:
- *.rbn - has info about rbs file info about used materials and images ( *.ddsc)
- *.rbs - mesh data
- *.ddsc - dds image


Great find! Would it be possible to have a blender model exporter for this?


Here is for testing model importer from Mad Max.
It works with Blender 249.
-to get sarc archives - select any bin file and some wait to unpack all files
-from folder like "models\a00\character\encampment\crowdazzle" select rbs file to get mesh data (uv skinweights)
-to get textured models select rbn file, but it works seldom (rarely)
-this game uses havok engine, to get skeleton find in folder like "animations\skeletons" *.bsk file (not supported)

Updated 2016-06-28:
-fixed import bsk files (bones)
First import skeleton from *.bsk file and than meshes from *.rbs.
For import next model please delete file 'bonenames.txt' from importer folder

Blender249[MadMax[PC][bsk][rbs][2016-06-28].7z

  • Author
  • Localization

Paul44, posted Sun Nov 15, 2015 8:41 am (9749)


@Ekey:
Hereby an addiitional 180 new names (incl intro video). You also might add the analogue 'xx_xx.navmeshc' filenames, since many of those are not yet in that list.
I've also updated my batch 'loganalyzer' since I have now used the basic/standard CSV logfile structure. To make things easier to configure, I've also added a 'pre-process' log verify option...
p

ps: ms process monitor remains to be very unstable...

MadMax_LogAnalysis.rar

  • Author
  • Localization

Zago, posted Mon Nov 16, 2015 11:05 pm (9813)


Can somebody do a patch to remove the main car engine noise? It's killing my ears :)
  • Author
  • Localization

michalss, posted Sat Dec 05, 2015 7:06 am (10310)


Hi Ekey can you please share hash filename function here ?
Guest
This topic is now closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.