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Ico__O
08-31-2005, 05:52 AM
Hello. I was wondering how to extract files(textures) from .pak files. The problem occured when I was following to basic tutorial and I had to change the texture of the sky to make it red-like, but I couldn't find the texture folder and then I noticed textures.pak as well as maps.pak. I tried many extractors including "Dragon Unpacker", but it didn't work - it threw a "Not a valid .pak" error(since it isn't quake nor HL). If you know the application who can extract this, let me know.

Thanks in advance.

kalme
08-31-2005, 09:21 AM
You can use MultiEx-Commander (has some problems with newer paks and can't repack):

http://multiex.xentax.com/

Or Painfull (you may need MultiEx nevertheless to get the required zlib.dll, or get it directly from http://www.zlib.net/):

http://forum.xentax.com/viewtopic.php?p=3838 (Note that the "free registration" isn't required, you can download without being registered too).

Or you can use Painkiller itself to do that job:

painkiller.exe -script FS.ExtractPack('../Data/pakfile-to-unpack.pak','../Data/folder-to-unpack-to')

and to repack

painkiller.exe -script FS.CreatePack('../Data/pakfile.pak','../Data/source-path', true)

Note that the path you want to extract to has to exist, else nothing happens and you won't even get a notice.

Last but not least you can use the application I wrote myself to pack and unpack pakfiles (called "Pakman"). Not available in public though, pm me if you're interested.

Ico__O
08-31-2005, 01:40 PM
Thanks, bro. I really needed that info.

B6r6n6
09-03-2005, 01:51 PM
Dragon Unpacker work with pk pak, just with an plugin based on Mr.Mouse multiex code ;)

kalme
09-04-2005, 05:30 AM
Oh, and you can also use Total Commander. There's a plug-in that allows manipulation of Painkiller pakfiles too.

Ico__O
09-07-2005, 06:57 AM
Once again thanks guys. Uh I've been reading tutorials and I wonder what to do...I mean in the tutorial(most basic)the maps, textures, lightmaps are put in folders not archives(pak) so my question is: Can Painkiller run if I extract the files from the .pak's and put them in corresponding folders, then delete or just move the archives(.pak)?
P.S. My Painkiller does not work properly because I extracted textures directly from its textures.pak(not a backup), and I can't find spare time to reinstall the game...
And one more request - Where can I find the PCFMeshPlug.dll plugin for Maya 7.0?
Thanks in advance guys I'm a total newbie right now :)

kalme
09-07-2005, 07:43 AM
Can Painkiller run if I extract the files from the .pak's and put them in corresponding folders, then delete or just move the archives(.pak)?
Yes, and you don't even need to move the pak files. For example, extract LScripts.pak into a subfolder called "LScripts", then Painkiller uses the extracted files. No need to rename or move the original one.


Where can I find the PCFMeshPlug.dll plugin for Maya 7.0?
I don't know such a plugin. The newest version I have here is for Maya 6.

Ico__O
09-07-2005, 10:43 AM
Thanks again. I guess I'll have to use Maya 6.0.

fleabay
09-07-2005, 12:17 PM
Thanks again. I guess I'll have to use Maya 6.0.

Make sure you get the leveltools package (and the bonustools as well)

"LevelTools is a suite of tools specifically designed for game level building. It provides new functionality and also consolidates many of Maya's existing features into one easy to use interface. The interface itself is broken down into 3 main sections: Import, Layout and Display."

You need at least a bronze membership to download. (FREE!)
http://www.alias.com/glb/eng/community/downloads/bonus_tools/index.jsp#top

Also, you can't use .DDS textures on objects to create shadowmaps. Just create a copy of the texture in TGA for use in Maya. You can keep the TGA and the DDS with the same name in the PK level folder and PK will use the DDS instead of the TGA.

Ico__O
09-08-2005, 09:43 AM
You can keep the TGA and the DDS with the same name in the PK level folder and PK will use the DDS instead of the TGA.
Yes I read about this in the beginners' tutorial. Thanks for the link I'll check it out.
Yet another question although I doubt that any of you can say: "Yes it is possible!". If I install Maya 6.0 can I load in it my Maya 7.0 project (what a lame question but I must be 100% sure) ?

fleabay
09-08-2005, 10:35 AM
Yes I read about this in the beginners' tutorial. Thanks for the link I'll check it out.
Yet another question although I doubt that any of you can say: "Yes it is possible!". If I install Maya 6.0 can I load in it my Maya 7.0 project (what a lame question but I must be 100% sure) ?

Not sure if you can load .ma or .mb files between major versions but you can always export/import .obj files as complete scenes.

How is version 7? I want it but i'm on dialup, err.. I mean I can't afford it. :P

Ico__O
09-08-2005, 03:15 PM
but you can always export/import .obj files as complete scenes.
Good idea I'll try it.
Ummm I am following the basic tutorial in the Paineditor's documentation and I find many things that does not match. For example, in Maya 6 combining polygons is made => Polygon/Combine(from the menu); in Maya 7 the only way I figured was with a toolbar button(I couldn't find anywhere the Polygon menu, although it was said it existed in Maya's help file).
Well take this as an advice - if you follow any kind of tutorial, use the given version of the program, it will spare you some time wondering.

Ico__O
09-09-2005, 03:02 PM
WoW I finally located the needed options. Ignore pretty much all of my previous post - now comparing both versions I don't see major difference. By the way if you want Maya 7 I'm ready to share it with you LEGALLY of course i.e. as a torrent(I'm new with torrents but I think they are legal).