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  1. #16
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    nice to be helpful ...

  2. #17
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    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 ^^

  3. #18
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    Quote Originally Posted by Stroop1337 View Post
    Thnx looks cool.
    But what can you exactly do with this tool ?
    unpack .pak files, than you can change values
    Last edited by xqtm; 04-02-2011 at 11:44 AM.

  4. #19
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    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!


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  5. #20
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    Now, how do we inject them back into the .pak file?

    Me for A.V.A minion!

  6. #21
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    Quote Originally Posted by Ltlouis View Post
    Now, how do we inject them back into the .pak file?
    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

  7. #22
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    Quote Originally Posted by xqtm View Post
    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
    I actually did a texture mod. So, that would be different.

    Me for A.V.A minion!

  8. #23
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    Quote Originally Posted by Ltlouis View Post
    I actually did a texture mod. So, that would be different.
    C:\Program Files\Crytek\Crysis 2\gamecrysis2\Textures\folder tree here?
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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!


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    Extreme Injector v2.1
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  9. The Following User Says Thank You to master131 For This Useful Post:

    Ltlouis (04-04-2011)

  10. #24
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    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.

  11. #25
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    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]

  12. #26
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    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.

  13. #27
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    ok i understad what u say

    But the probleme i have 0 files reimported :/

    i dont understand is so strange


  14. #28
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    mmh file size are correct ? lemme see what file are you trying to repack and a logprint maybe

  15. #29
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    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.

  16. #30
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    Cool

    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.

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