SD2 LeGeNd Posted October 23, 2009 Posted October 23, 2009 I've recently discovered how to extract .bpe and .ukn files from the other pac files in the smackdown 2 iso. The only thing that I have to figure out is how to decompress the.bpe files and view the images. Quote
SD2 LeGeNd Posted December 11, 2009 Author Posted December 11, 2009 .BPE(byte pair encoding) files could be found in the C2.PAc, DENT.PAC,EXE.PAC,LD.PAC. ED1H.PAC Is what I believe to contain the Head models of the in-game wrestlers. ED1L.PAC Is what would contian the legs ED1B.PAC Is what would contian the body. I've read up on the subject over at the xentax forum(http://forum.xentax.com/search.php?keywords=.bpe&terms=all&author=&sc=1&sf=all&sk=t&sd=d&sr=posts&st=0&ch=300&t=0&submit=Search) They've posted tools that has so far allowed me to extract .bpe as well other files i'm not too familiar with such as .emd and .ukn. The program that I used is RRunpack(link here). The idea is to extract the pac files from your wwf smackdown 2 know your role image and put them into a folder. STEP.1 Open the the .pac files with RRunpack. (RRunpack will extract a folder from the pac that you'e selected to open and extract its contents. With in the folder will be many others. STEP2. Browse the folders for the .BPE Files. these are the files that have possibility of containing those model textures that were looking for. STEP3. Thus is the portion that I have yet to hae any luck with but perhaps you will. There is a program called quickbms. It should allow you to extract from the .bpe files. But the crazy part is the script. I believe that anyone could write their own but I just have no knowledge of how to do in the correct manner. But what I did is download the program and copied a script written for one of the smackdown vs raw games and I changed the "EPAC" to whatever .PAC I was using. For example. I want to check my DENT.PAC for .bpe files that can be extracted. So what I do is open my DENT.PAC FILE in NOTEPAD++ which I find similar to Hex Editor. At the very top you will find what specific "DPAC" file it is. All of the WWF Smackdown 2 Pac files are "DPAC" but they have an extension. The DENT.PAC with its extension would be "DPACP". So what I would do is go to the script...(sample below) IDString "EPAC" Get MASTERNAME FILENAME Get NAME BASENAME Set AFOLDER NAME String AFOLDER + PacFile GoTo 0x0804 Get NUMBERPACS LONG Math NUMBERPACS / 3 Set PACOFFSET 0x4000 Set DIRPOSITION 0x0813 For i = 0 < NUMBERPACS Open "." MASTERNAME Set FOLDERNAME AFOLDER String FOLDERNAME + i Set NAME FOLDERNAME STRING NAME + \ STRING NAME + FOLDERNAME STRING NAME + ".pac" GoTo DIRPOSITION Get PACLENGTH LONG Log NAME PACOFFSET PACLENGTH Math DIRPOSITION + 12 Math PACOFFSET + PACLENGTH GoTo PACOFFSET FindLoc OFFSET string "PACH" 0 0 Set PACOFFSET OFFSET Set NAME FOLDERNAME STRING NAME + ".pac" Open FOLDERNAME NAME IDString "PACH" Get FILENAME BASENAME Set CFOLDER FILENAME String CFOLDER + compressed Set UFOLDER FILENAME String UFOLDER + uncompressed GoTo 0x0004 Get NUMBERFILES LONG SavePos DIROFFSET Math TMP = NUMBERFILES Math TMP * 12 Math DATAOFFSET = DIROFFSET Math DATAOFFSET + TMP GoTo DIROFFSET For k = 0 < NUMBERFILES Get UNKNOWN LONG Get OFFSET LONG Get LENGTH LONG Math TMP = DATAOFFSET Math TMP + OFFSET Set NAME CFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Log NAME TMP LENGTH next k For k = 0 < NUMBERFILES Set NAME file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Open CFOLDER NAME IDString "BPE " GoTo 0x008 Get ZSIZE LONG Get SIZE LONG ComType yuke_bpe Set NAME UFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k Clog NAME 1000 ZSIZE SIZE next k next i and simply change it ----> IDString "DPACP" Get MASTERNAME FILENAME Get NAME BASENAME Set AFOLDER NAME String AFOLDER + PacFile GoTo 0x0804 Get NUMBERPACS LONG Math NUMBERPACS / 3 Set PACOFFSET 0x4000 Set DIRPOSITION 0x0813 For i = 0 < NUMBERPACS Open "." MASTERNAME Set FOLDERNAME AFOLDER String FOLDERNAME + i Set NAME FOLDERNAME STRING NAME + \ STRING NAME + FOLDERNAME STRING NAME + ".pac" GoTo DIRPOSITION Get PACLENGTH LONG Log NAME PACOFFSET PACLENGTH Math DIRPOSITION + 12 Math PACOFFSET + PACLENGTH GoTo PACOFFSET FindLoc OFFSET string "PACH" 0 0 Set PACOFFSET OFFSET Set NAME FOLDERNAME STRING NAME + ".pac" Open FOLDERNAME NAME IDString "PACH" Get FILENAME BASENAME Set CFOLDER FILENAME String CFOLDER + compressed Set UFOLDER FILENAME String UFOLDER + uncompressed GoTo 0x0004 Get NUMBERFILES LONG SavePos DIROFFSET Math TMP = NUMBERFILES Math TMP * 12 Math DATAOFFSET = DIROFFSET Math DATAOFFSET + TMP GoTo DIROFFSET For k = 0 < NUMBERFILES Get UNKNOWN LONG Get OFFSET LONG Get LENGTH LONG Math TMP = DATAOFFSET Math TMP + OFFSET Set NAME CFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Log NAME TMP LENGTH next k For k = 0 < NUMBERFILES Set NAME file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Open CFOLDER NAME IDString "BPE " GoTo 0x008 Get ZSIZE LONG Get SIZE LONG ComType yuke_bpe Set NAME UFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k Clog NAME 1000 ZSIZE SIZE next k next i STEP 4. The program will ask you to select your script.(You can write your own in notepad and save it in a place where you will remember). The next thing it will do is ask you to select an archive(This is the ".PAC" file of your choosing). The program will do what its told by your script and hopefully it extracts something from those .bpe files that we've discussed earlier in the tutorial. Continue to try with all of the pac files and report your results so that we may find out how to re-texture the actual wrestler models in-game rather than rely on the low-quality textures from CAW MODE. GOOD LUCK! Credit:SD!2 LegeNd/NMCM & Xentax forums for the script and tools Quote
WWECHAMP Posted June 10, 2010 Posted June 10, 2010 .BPE(byte pair encoding) files could be found in the C2.PAc, DENT.PAC,EXE.PAC,LD.PAC. ED1H.PAC Is what I believe to contain the Head models of the in-game wrestlers. ED1L.PAC Is what would contian the legs ED1B.PAC Is what would contian the body. I've read up on the subject over at the xentax forum(http://forum.xentax.com/search.php?keywords=.bpe&terms=all&author=&sc=1&sf=all&sk=t&sd=d&sr=posts&st=0&ch=300&t=0&submit=Search) They've posted tools that has so far allowed me to extract .bpe as well other files i'm not too familiar with such as .emd and .ukn. The program that I used is RRunpack(link here). The idea is to extract the pac files from your wwf smackdown 2 know your role image and put them into a folder. STEP.1 Open the the .pac files with RRunpack. (RRunpack will extract a folder from the pac that you'e selected to open and extract its contents. With in the folder will be many others. STEP2. Browse the folders for the .BPE Files. these are the files that have possibility of containing those model textures that were looking for. STEP3. Thus is the portion that I have yet to hae any luck with but perhaps you will. There is a program called quickbms. It should allow you to extract from the .bpe files. But the crazy part is the script. I believe that anyone could write their own but I just have no knowledge of how to do in the correct manner. But what I did is download the program and copied a script written for one of the smackdown vs raw games and I changed the "EPAC" to whatever .PAC I was using. For example. I want to check my DENT.PAC for .bpe files that can be extracted. So what I do is open my DENT.PAC FILE in NOTEPAD++ which I find similar to Hex Editor. At the very top you will find what specific "DPAC" file it is. All of the WWF Smackdown 2 Pac files are "DPAC" but they have an extension. The DENT.PAC with its extension would be "DPACP". So what I would do is go to the script...(sample below) IDString "EPAC" Get MASTERNAME FILENAME Get NAME BASENAME Set AFOLDER NAME String AFOLDER + PacFile GoTo 0x0804 Get NUMBERPACS LONG Math NUMBERPACS / 3 Set PACOFFSET 0x4000 Set DIRPOSITION 0x0813 For i = 0 < NUMBERPACS Open "." MASTERNAME Set FOLDERNAME AFOLDER String FOLDERNAME + i Set NAME FOLDERNAME STRING NAME + \ STRING NAME + FOLDERNAME STRING NAME + ".pac" GoTo DIRPOSITION Get PACLENGTH LONG Log NAME PACOFFSET PACLENGTH Math DIRPOSITION + 12 Math PACOFFSET + PACLENGTH GoTo PACOFFSET FindLoc OFFSET string "PACH" 0 0 Set PACOFFSET OFFSET Set NAME FOLDERNAME STRING NAME + ".pac" Open FOLDERNAME NAME IDString "PACH" Get FILENAME BASENAME Set CFOLDER FILENAME String CFOLDER + compressed Set UFOLDER FILENAME String UFOLDER + uncompressed GoTo 0x0004 Get NUMBERFILES LONG SavePos DIROFFSET Math TMP = NUMBERFILES Math TMP * 12 Math DATAOFFSET = DIROFFSET Math DATAOFFSET + TMP GoTo DIROFFSET For k = 0 < NUMBERFILES Get UNKNOWN LONG Get OFFSET LONG Get LENGTH LONG Math TMP = DATAOFFSET Math TMP + OFFSET Set NAME CFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Log NAME TMP LENGTH next k For k = 0 < NUMBERFILES Set NAME file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Open CFOLDER NAME IDString "BPE " GoTo 0x008 Get ZSIZE LONG Get SIZE LONG ComType yuke_bpe Set NAME UFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k Clog NAME 1000 ZSIZE SIZE next k next i and simply change it ----> IDString "DPACP" Get MASTERNAME FILENAME Get NAME BASENAME Set AFOLDER NAME String AFOLDER + PacFile GoTo 0x0804 Get NUMBERPACS LONG Math NUMBERPACS / 3 Set PACOFFSET 0x4000 Set DIRPOSITION 0x0813 For i = 0 < NUMBERPACS Open "." MASTERNAME Set FOLDERNAME AFOLDER String FOLDERNAME + i Set NAME FOLDERNAME STRING NAME + \ STRING NAME + FOLDERNAME STRING NAME + ".pac" GoTo DIRPOSITION Get PACLENGTH LONG Log NAME PACOFFSET PACLENGTH Math DIRPOSITION + 12 Math PACOFFSET + PACLENGTH GoTo PACOFFSET FindLoc OFFSET string "PACH" 0 0 Set PACOFFSET OFFSET Set NAME FOLDERNAME STRING NAME + ".pac" Open FOLDERNAME NAME IDString "PACH" Get FILENAME BASENAME Set CFOLDER FILENAME String CFOLDER + compressed Set UFOLDER FILENAME String UFOLDER + uncompressed GoTo 0x0004 Get NUMBERFILES LONG SavePos DIROFFSET Math TMP = NUMBERFILES Math TMP * 12 Math DATAOFFSET = DIROFFSET Math DATAOFFSET + TMP GoTo DIROFFSET For k = 0 < NUMBERFILES Get UNKNOWN LONG Get OFFSET LONG Get LENGTH LONG Math TMP = DATAOFFSET Math TMP + OFFSET Set NAME CFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Log NAME TMP LENGTH next k For k = 0 < NUMBERFILES Set NAME file if k < 10 STRING NAME + 0 endif STRING NAME + k STRING NAME + ".bpe" Open CFOLDER NAME IDString "BPE " GoTo 0x008 Get ZSIZE LONG Get SIZE LONG ComType yuke_bpe Set NAME UFOLDER STRING NAME + \ STRING NAME + file if k < 10 STRING NAME + 0 endif STRING NAME + k Clog NAME 1000 ZSIZE SIZE next k next i STEP 4. The program will ask you to select your script.(You can write your own in notepad and save it in a place where you will remember). The next thing it will do is ask you to select an archive(This is the ".PAC" file of your choosing). The program will do what its told by your script and hopefully it extracts something from those .bpe files that we've discussed earlier in the tutorial. Continue to try with all of the pac files and report your results so that we may find out how to re-texture the actual wrestler models in-game rather than rely on the low-quality textures from CAW MODE. GOOD LUCK! Credit:SD!2 LegeNd/NMCM & Xentax forums for the script and tools A LINK FOR RRUNPACK.... Quote
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