nice to be helpful ...![]()
nice to be helpful ...![]()
Thnx looks cool.
But what can you exactly do with this tool ?
~ Parts of this Signature Violated MPGH Rules & Guidelines~
Tell me which rules plz ^^

1113
If you are looking for the files inside the PAK files and unsure about extracting them, you can find them here:
[Release] Crysis 2 Music Rip
[Release] Crysis 2 English Voice Rip
[Release] Crysis 2 Sound Rip
I was working on extracting the videos. I was able to decrypt/decode a few like the EA Logo in MPEG format but the audio was in an ADX format and I couldn't get it to play. They're all in an unknown USM format so yeah..
Last edited by master131; 04-02-2011 at 04:54 PM.
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Any donations are welcome.
In the past, I was unable to receive donations despite people wanting to donate for my hard work.
Thanks in advance!
Handy Tools/Hacks:
Extreme Injector v2.1
A powerful and advanced injector in a simple GUI.
Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!
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--Gifts--
[Kyle]
Now, how do we inject them back into the .pak file?
Me for A.V.A minion!
its not necessary, just recreate the same directory tree in the same directory.
example: you have pak in
\Electronic Arts\Crytek\Crysis 2\gamecrysis2
you want to edit nanosuit.xml in scripts\entities\nanosuit, extract it, and place it within the same tree
\Electronic Arts\Crytek\Crysis 2\gamecrysis2\Scripts\Entities\NanoSuit
the engine will overwrite directives using the uncompressed one![]()

1113
BTC: 1P7nQm1Stoa8ANfTYAhSU59V9kdNsJ5QQV
LTC: LXavdKoDw9kVaExtTNaiHs7vW7SJSMLQFX
Any donations are welcome.
In the past, I was unable to receive donations despite people wanting to donate for my hard work.
Thanks in advance!
Handy Tools/Hacks:
Extreme Injector v2.1
A powerful and advanced injector in a simple GUI.
Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!
Minion Since: 13th January 2011
Moderator Since: 6th May 2011
Global Moderator Since: 29th April 2012
--My Art--
[Roxas - Pixel Art, WIP]
[Natsu - Drawn]
[Natsu - Coloured]
All drawings are coloured using Photoshop.
--Gifts--
[Kyle]
Ltlouis (04-04-2011)
Great thats Work
but if i want pak again how can i do ???
Becocse UK server ranked Kiked me when i use Scripts folder and not when i use Script.pak
i have creat file.bat with "quickbms.exe-w-r" but dosent work :/
i m wainting for answer ty for all
Last edited by Rastafar; 04-05-2011 at 03:46 AM.

1113
Just double click on quickbms and follow the prompts, it has a simple GUI you know.
BTC: 1P7nQm1Stoa8ANfTYAhSU59V9kdNsJ5QQV
LTC: LXavdKoDw9kVaExtTNaiHs7vW7SJSMLQFX
Any donations are welcome.
In the past, I was unable to receive donations despite people wanting to donate for my hard work.
Thanks in advance!
Handy Tools/Hacks:
Extreme Injector v2.1
A powerful and advanced injector in a simple GUI.
Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!
Minion Since: 13th January 2011
Moderator Since: 6th May 2011
Global Moderator Since: 29th April 2012
--My Art--
[Roxas - Pixel Art, WIP]
[Natsu - Drawn]
[Natsu - Coloured]
All drawings are coloured using Photoshop.
--Gifts--
[Kyle]
you can read the manual but anyway ill post it there. be aware, recompression (injection) is not guaranteed.
you CANNOT increase the size of the files you want to reimport, so the new files must be minor or equal than the originals
EXTRACTION USAGE
Code:Usage: quickbms [options] <script.BMS> <input_archive/folder> <output_folder> Options: -l list the files without extracting them, you can use . as output folder -f W filter the files to extract using the W wildcard, example -f "*.mp3" -F W as above but works only with the files in the input folder (if used) -o if the output files already exist this option will overwrite them automatically without asking the user's confirmation -r experimental reimport option that should work with some archives: quickbms script.bms archive.pak output_folder modify the needed files in output_folder and maybe remove the others quickbms -w -r script.bms archive.pak output_folder -w enable the write mode required to write phisical input files with Put* -d automatically creates an additional output folder with the name of the input file processed without extension -E experimental option for automatically reversing the endianess of any memory file simply reading it field by field -c quick list of BMS commands and some notes about them and this tool -v verbose debug informations, useful for verifying possible errors -L F dump the offset/size/name of the files inside the file F -x use the hexadecimal notation in myitoa (debug) -0 no extraction of files, useful for testing a script without using space
Reimporting the extracted files
Code:As already said QuickBMS is a primarly an extraction tool, anyway from version 0.4.9 it supports also the -r option that transforms the tool in a simple reimporter/reinjector and so could be useful in some cases for who wants to mod or translate a game. The idea consists in being able to reimport ("inject back") the modified files in the majority archives without touching a single line of the script, yeah just reusing the same bms scripts that already exist! Using this feature is really trivial and the following is an example step-by-step: - make a backup copy of the original archive! - extract the files or only those you want to modify (-f option) as you do normally via the GUI (double-click on quickbms.exe) or via command-line: quickbms script.bms archive.pak output_folder - do your modifications to the extracted files and I suggest to delete the files that have not been modified so that the reimporting process will be faster, so if you can it's better if in the folder you leave only the files you have changed note that their size must be minor or equal than the original! - reimport the files in the archive via the GUI (like the file.bat containing quickbms.exe -w -r) or command-line: quickbms -w -r script.bms archive.pak output_folder - test the game with the modified archive Obviously you can use the GUI also for the reimporting procedure because it's enough to create a batch file called reimport.bat containing the following line and then double clicking on it when you need to do this job: quickbms.exe -w -r Now some important notes about this particular reimporting process: - you CANNOT increase the size of the files you want to reimport, so the new files must be minor or equal than the originals - for the maximum compatibility within the thousands of available file formats I have decided to not use tricks for modifying the original size and compressed_size values (think to those formats that use encrypted information tables or the scripts that use MEMORY_FILEs for such tables or that use things like "math SIZE *= 0x800") - the script is just the same for both the extraction and the reimporthing phase which means that many of the scripts written by me and the other users already work - the reimporting of compressed files is perfectly possible because the tool automatically switches to the relative compression algorithm if available (for example zlib->zlib_compress) - if the original archive uses complex encryptions that require the usage of MEMORY_FILEs to perform temporary decryptions then it's NOT supported and the same is valid for chunked content (like the usage of the command Append) - FileXor, FileRot, Encryption and Filecrypt should work correctly - things like CRCs and hashes can't be supported - it's possible to reimport also the nameless files (log "" OFFSET SIZE) but you must first change their extension in DAT so that QuickBMS will find and load them, for example 00001234.txt must be renamed to 00001234.dat
Last edited by xqtm; 04-05-2011 at 05:35 AM.
ok i understad what u say
But the probleme i have 0 files reimported :/
i dont understand is so strange
![]()
mmh file size are correct ? lemme see what file are you trying to repack and a logprint maybe![]()
When I make a .bat file, and type inside:
quickbms -w -r Scripts.bms Scripts.pak C:\Users\Jerry\Documents\Crysis2 stuff\quickbms\Scripts
it creates a .pak file named "Scripts.pak" but 0 kb.
I successfully extracted the Scripts folder, which I Now have and can browse in, I changed some value and want to extract it back to a .pak and see if it works.
It doesnt work with only the edited .xml file in a new folder in Scripts/Events.xml, I dont get any xp bonus when I tried the several other already edited Events.xml
Because I saw another tutorial which said:
"For example, if the folder "Scripts" is present in the same directory as Scripts.pak, the game will read first from the folder, then if files are missing, it will read them from the archive." And I saw you mention it earlier in this post aswell xqtm.
Last edited by N0a; 04-06-2011 at 12:13 PM.

10
Awesome , now i can get the soundtracks and look for hidden stuff
thanks to the OP , here's the music files![]()
![]()
Last edited by x1r3m; 04-06-2011 at 12:49 PM.