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Dying Light 2 .rpack

Featured Replies

  • Author
  • Localization

z00gz00g, posted Fri Feb 04, 2022 12:28 pm (69618)


Hi, tried several "old" existing .rpack extraction methods. no success so far.

using the dying_light.bms resullts in extracted files in 00000.dat format.

I uploaded some of the smaller .rpack files, can someone please take a look at it?

https://ufile.io/yau2ngyv

Mirror: https://www.file.io/download/1rCXo2ImExYi
  • Author
  • Localization

xroc88, posted Fri Feb 04, 2022 6:38 pm (69633)


Also the Streams file in the sound folder. doesn't look encrypted and has a table at the beginning. Maybe a BMS script can be made for this as well.
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Ekey, posted Sat Feb 05, 2022 1:54 am (69648)


xroc88 wrote:
Also the Streams file in the sound folder. doesn't look encrypted and has a table at the beginning. Maybe a BMS script can be made for this as well.


Code:
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org

goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET

for i = 0 < FILES
   getdstring NAME 0x80
   get CRC long
   get DUMMY long
   get OFFSET longlong
   get SIZE longlong
   log NAME OFFSET SIZE
next i
  • Author
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alkar, posted Sat Feb 05, 2022 2:11 pm (69657)


thanks for the script. What format are the audio files? Seems i can't play them (ps4 or pc version, doesn't matter although they seem to be of a different format)
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  • Localization

ponaromixxx, posted Sat Feb 05, 2022 3:25 pm (69665)


alkar wrote:
thanks for the script. What format are the audio files? Seems i can't play them (ps4 or pc version, doesn't matter although they seem to be of a different format)


Audio to Wwise .wem
  • Author
  • Localization

ponaromixxx, posted Sat Feb 05, 2022 4:07 pm (69667)


Thanks to Ekey for the script, here is a slightly modified version, with an extension.

Code:
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org

include "func_getTYPE.bms"
goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET

for i = 0 < FILES
   getdstring NAME 0x80
   get CRC long
   get DUMMY long
   get OFFSET longlong
   get SIZE longlong
   putVarChr MEMORY_FILE SIZE 0
   log MEMORY_FILE 0 0
   append
   log MEMORY_FILE OFFSET SIZE
   append
   callfunction getTYPE 1
   string NAME = EXT
   log NAME OFFSET SIZE
next i


func_getTYPE.bms

Thanks to AlphaTwentyThree for the script.

func_getTYPE.bms

  • Author
  • Localization

alkar, posted Sat Feb 05, 2022 4:42 pm (69668)


thanks for the updated script :)
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xroc88, posted Sat Feb 05, 2022 5:24 pm (69669)


I'd like to make TXTP files for these streams. Is there an easier way to make these TXTP files for the segments without doing them all manually?
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alkar, posted Sat Feb 05, 2022 7:22 pm (69678)


edit : nvmd you can delete that post
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z00gz00g, posted Sat Feb 05, 2022 9:23 pm (69682)


no luck with the .rpack files yet?
  • Author
  • Localization

xroc88, posted Sun Feb 06, 2022 1:11 am (69686)


ponaromixxx wrote:
Thanks to Ekey for the script, here is a slightly modified version, with an extension.

Code:
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org

include "func_getTYPE.bms"
goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET

for i = 0 < FILES
   getdstring NAME 0x80
   get CRC long
   get DUMMY long
   get OFFSET longlong
   get SIZE longlong
   putVarChr MEMORY_FILE SIZE 0
   log MEMORY_FILE 0 0
   append
   log MEMORY_FILE OFFSET SIZE
   append
   callfunction getTYPE 1
   string NAME = EXT
   log NAME OFFSET SIZE
next i


func_getTYPE.bms

Thanks to AlphaTwentyThree for the script.
func_getTYPE.bms



Thanks!!

Is there also a way to extract the files with their WWise ID hash names? so it can also work with WWiser.
  • Author
  • Localization

rogerhnn, posted Wed Feb 09, 2022 6:44 pm (69786)


I am trying to extract the game textures, does anyone know how?
Tried some rpack extractors but no luck.

Game extractor opens the rpack files, but only exports the images as png ending with 0 and 1.
Don't know what to do with that.
Looks like a png splitted into two files.
Example:

gre_c_nm1.png.0
gre_c_nm1.png.1

Thanks
  • Author
  • Localization

Luriam, posted Thu Feb 10, 2022 8:59 am (69790)


ponaromixxx wrote:
Thanks to Ekey for the script, here is a slightly modified version, with an extension.

Code:
# Dying Light 2: Stay Human (AESP) format
# script for QuickBMS http://quickbms.aluigi.org

include "func_getTYPE.bms"
goto 0x90
get FILES long
goto 0xA0
get TABLE_OFFSET long
goto TABLE_OFFSET

for i = 0 < FILES
   getdstring NAME 0x80
   get CRC long
   get DUMMY long
   get OFFSET longlong
   get SIZE longlong
   putVarChr MEMORY_FILE SIZE 0
   log MEMORY_FILE 0 0
   append
   log MEMORY_FILE OFFSET SIZE
   append
   callfunction getTYPE 1
   string NAME = EXT
   log NAME OFFSET SIZE
next i


func_getTYPE.bms

Thanks to AlphaTwentyThree for the script.
func_getTYPE.bms



Hey I logged in just to thank you! You and Ekey are the best <3
  • Author
  • Localization

dirtydanisreal, posted Mon Feb 21, 2022 6:31 am (70044)


I tried extracting using this and it gave Mr an error using the new script. I just wanna extract the rpack and mess with the files.
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