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View Full Version : Question to Timetraveller re. modding + .MPAK files



Drawde
12th Feb 2007, 13:57
To Timetraveller or any other potential modders (I remember you creating some modding utilities for Pacific Storm last year); how feasible do you think it is to create an extractor/unpacker tool for the .MPAK files used by BS:Midway to store the game data?
I've had a look at these files in a hex editor. The data in them is definitely compressed, but the "directory" (if this is the correct term) of files they contain - at the start of the .mpak file - is not - so someone with more experience of binary data (i.e not me) might well be able to decipher this header/directory and create an unpacker utility. I've no idea what compression method is used but it might well be a standard one like ZLIB.

In any case it's probably best to first wait and see what the developers have to say about the potential release of official map/mod tools - but based on previous experience I'm not holding out much hope. As I said in the skirmish thread, however, I hope I'm wrong :)

Veki
21st Mar 2007, 23:11
It's possible to convert multiplayer maps in singleplayer? They are great.

Stickletodd
22nd Mar 2007, 15:51
To Timetraveller or any other potential modders (I remember you creating some modding utilities for Pacific Storm last year); how feasible do you think it is to create an extractor/unpacker tool for the .MPAK files used by BS:Midway to store the game data?
I've had a look at these files in a hex editor. The data in them is definitely compressed, but the "directory" (if this is the correct term) of files they contain - at the start of the .mpak file - is not - so someone with more experience of binary data (i.e not me) might well be able to decipher this header/directory and create an unpacker utility. I've no idea what compression method is used but it might well be a standard one like ZLIB.

In any case it's probably best to first wait and see what the developers have to say about the potential release of official map/mod tools - but based on previous experience I'm not holding out much hope. As I said in the skirmish thread, however, I hope I'm wrong :)

Probably a stupid suggestion, but have you tried using winzip or winrar to open the file and see if you can extract it?

Drawde
22nd Mar 2007, 18:31
Unfortunately I haven't heard from Timetraveller (who created various modding tools for Pacific Storm, Silent Hunter 3 and possibly other games) or anyone else, since I posted this! I have a lot of experience with modding games, but not with extracting data from binary file archives, particularly compressed ones. Unless someone here does (or an official .MPAK unpacker is released... some chance!) there isn't much hope for modding BS:M.

I have tried opening the MPAK files in Winzip and WinRAR, but they do not recognise the file format. (You're right thought that there are a lot of games where the data archives are actually just standard Zip files, renamed in some cases). I'm guessing it's a "proprietary" format made by the developers, though probably using a standard compression method.

There's a discussion on MPAK files on Xentax.com (http://forum.xentax.com/viewtopic.php?t=2484) (site for a game archive extractor tool) but the last post was a month ago.

chip5541
22nd Mar 2007, 20:33
TT has had to take some time off. Not sure when he will be back. BTW. He also helped with the game Nexus: The Jupiter Incident. A Mithis game.

Tex Vindictive
22nd Mar 2007, 22:31
I have tried opening the MPAK files in Winzip and WinRAR, but they do not recognise the file format. (You're right thought that there are a lot of games where the data archives are actually just standard Zip files, renamed in some cases). I'm guessing it's a "proprietary" format made by the developers, though probably using a standard compression method.

hex editor

Takier
26th Mar 2007, 07:42
Unfortunately I haven't heard from Timetraveller (who created various modding tools for Pacific Storm, Silent Hunter 3 and possibly other games) or anyone else, since I posted this! I have a lot of experience with modding games, but not with extracting data from binary file archives, particularly compressed ones. Unless someone here does (or an official .MPAK unpacker is released... some chance!) there isn't much hope for modding BS:M.

I have tried opening the MPAK files in Winzip and WinRAR, but they do not recognise the file format. (You're right thought that there are a lot of games where the data archives are actually just standard Zip files, renamed in some cases). I'm guessing it's a "proprietary" format made by the developers, though probably using a standard compression method.

There's a discussion on MPAK files on [url="http://forum.xentax.com/viewtopic.php?t=2484"]Xentax.com[url] (site for a game archive extractor tool) but the last post was a month ago.

I know the person who posted that, I'm surprised it showed up in a search engine so quickly. Anyways, go over there and post in the thread, it will bump it to the top and make more people interested and perhaps they will work on it instead of the other crap they are working on.

Drawde
26th Mar 2007, 12:48
I know the person who posted that, I'm surprised it showed up in a search engine so quickly. Anyways, go over there and post in the thread, it will bump it to the top and make more people interested and perhaps they will work on it instead of the other crap they are working on.

I'll try this, though I don't expect any results!
Moddability - even if nothing more than editing of text files and the ability to replace/modify graphics and sounds - could completely transform this game; I'm guessing the missions themselves are text files (could be wrong though) which will make them easy to modify (even the ability to swap around ship and plane types in the SP and MP missions would add to replayability). And if the actual data files and scripts are in text format, all sorts of things will be possible, such as realism mods (increased ship gun range, etc.)

I am certainly not expecting any official support for this (possibly in a sequel or expansion, if there is one, but who knows when that will be) so it looks like it's up to the fans.

I3laze
26th Mar 2007, 18:41
I'll try this, though I don't expect any results!
Moddability - even if nothing more than editing of text files and the ability to replace/modify graphics and sounds - could completely transform this game; I'm guessing the missions themselves are text files (could be wrong though) which will make them easy to modify (even the ability to swap around ship and plane types in the SP and MP missions would add to replayability). And if the actual data files and scripts are in text format, all sorts of things will be possible, such as realism mods (increased ship gun range, etc.)

I am certainly not expecting any official support for this (possibly in a sequel or expansion, if there is one, but who knows when that will be) so it looks like it's up to the fans.

I have no idea what I'm talking about but out of curiosity I downloaded that mpak file to see what it's all about. I opened it with notepad and from what I make of it, it is game mission 3 in text format. Here is some text cut from the mpak file. You probably know but I just thought I'd mention it. In the text below it mentions Yorktown, does that mean you could swap that with another ship if desired? Anyway like I said I have know idea what I'm on about so sorry if this is a useless post.


"Player2" {
Party = E Party : Allied ;
Race = E Races : USA ;
"Unit0" {
ClassId = I 2 ;
ClassName = S "globals.unitclass_yorktown" ;
Icon = I 1 ;
Name = S "Yorktown" ;
"Pool0" {
Icon = I 9 ;
Num = I 40 ;
}
"Pool1" {
Icon = I 11 ;
Num = I 40 ;
}
"Pool2" {
Icon = I 12 ;
Num = I 40 ;

Kai Robin
26th Mar 2007, 18:58
*sigh*

it seems Eidos went out of their way to pack these files in the least-user friendly way possible. Anyone here played Jedi Outcast? Those games files were packaged simply as zip-readable so even though I knew nothing about modding I was able to go in and make neat little changes here and there.

Tex Vindictive
26th Mar 2007, 19:35
*sigh*

it seems Eidos went out of their way to pack these files in the least-user friendly way possible. Anyone here played Jedi Outcast? Those games files were packaged simply as zip-readable so even though I knew nothing about modding I was able to go in and make neat little changes here and there.

No Cd Key, trainers the first couple of weeks after release. This game is a hack's wet dream.

chip5541
26th Mar 2007, 22:41
*sigh*

it seems Eidos went out of their way to pack these files in the least-user friendly way possible. Anyone here played Jedi Outcast? Those games files were packaged simply as zip-readable so even though I knew nothing about modding I was able to go in and make neat little changes here and there.

Actually it looks packed like Nexus: the Jupiter Incident which the devs were also involved with..... I wonder if some of the tools for Nexus can be used here... hmmm.:scratch:

Takier
26th Mar 2007, 23:04
Yeah the format of the files within the MPAK is in lua, very basic and simple to program for. Essentially after reading bits and pieces of compressed data, it is very possible to play singleplayer maps as multiplayer maps and add/remove ships at will. I'm not sure on how many ships the engine can handle, but a 12 ship yamato fleet vs 10-16 carriers would certainly be fun, or perhaps tedious ..
I'm fairly sure it works by simple x/y/z coords in the scripting, and as you posted above with the player, you assign ships to each player in different player circumstances. It certainly would be fun to do VIP multiplayer missions playing aks or troop transports. You get the idea.

But on the bad side of things, this can unleash a wave of cheaters editing the ship features, an anti-cheat would seriously be needed, either by patch or a lua script hosts can run that will check simple version numbers or even certain scripts for changes. Obviously an entire new unofficial version would be made and everyone would have to have it to avoid problems of different files.

Kai Robin
27th Mar 2007, 01:18
hmmm...........maybe there's hope after all

chip5541
27th Mar 2007, 04:15
:thumbsup: Awsome.

Drawde
27th Mar 2007, 08:10
I have no idea what I'm talking about but out of curiosity I downloaded that mpak file to see what it's all about. I opened it with notepad and from what I make of it, it is game mission 3 in text format. Here is some text cut from the mpak file. You probably know but I just thought I'd mention it. In the text below it mentions Yorktown, does that mean you could swap that with another ship if desired? Anyway like I said I have know idea what I'm on about so sorry if this is a useless post.


Looks interesting - it's certainly encouraging to see that the mission files are in text format - I thought the mission files might be binary data, rather than text, so that even when extracted, an editor (official or otherwise) would be needed to modify them. If some form of unpacker/extractor can be made than it will transform the replayability of this game.

As for the MP cheating aspect, although I'm mainly interested in creating and playing SP missions I can certainly see this is a problem, however there appear to already be cheats/trainers even without modding tools, and without any further official support this game will be virtually dead MP-wise in a month or two anyway. I'd put up with the cheat/hack problem if it meant giving BS:M moddability and replayability.

Anyway I'll try and see if I can find some Nexus:Jupiter Incident modding tools, maybe these will be usable if BS:M uses the same archive format.

Drawde
27th Mar 2007, 09:43
One more thing: According to a poster on the Xentax forums, MPAK files use Zlib compression (one of the most common compression formats, the source for the code required to read/write it is widely available)

I've tried the "Datool" utility available on the Nexus forums (http://www.nexusthegame.com/forum/) but it doesn't work with BS:M MPAK files; even if the compression format is the same, the structure of the header must be different.

chip5541
27th Mar 2007, 10:00
oh well. It was a thought anyway.

Stickletodd
27th Mar 2007, 12:23
http://savannah.nongnu.org/projects/mpak/

Tex Vindictive
27th Mar 2007, 14:34
I haven’t taking an editor to any files (yet), but I don’t think we’ll get any support from Eidos on this due to license issues. I’m sure who’s ever editor Eidos is using for 3-D rendering would not want people messing around with their script.
But if you could take some single player maps and put them in the multiplayer format, then have it as a little map pack, for both user and host to have, it might work.
But it’s been a while since I messed with any files. Would probable be more of a learning thing for me then a productive one. But if we all put our notes together. Who knows.

Vinny

I3laze
27th Mar 2007, 19:29
I haven’t taking an editor to any files (yet), but I don’t think we’ll get any support from Eidos on this due to license issues. I’m sure who’s ever editor Eidos is using for 3-D rendering would not want people messing around with their script.

Vinny

You bring a valid point and I am wondering if the user licence has anything in it about not being able to modify any part of the software.

Also I have been reading the other threads about that dlc is already on the disc and needs a key to unlock, if this is the case then is it in the mpak files? If so then would this could be the reason for edios is not allowing editor tools for BS M.

Kai Robin
27th Mar 2007, 19:55
You bring a valid point and I am wondering if the user licence has anything in it about not being able to modify any part of the software.

Also I have been reading the other threads about that dlc is already on the disc and needs a key to unlock, if this is the case then is it in the mpak files? If so then would this could be the reason for edios is not allowing editor tools for BS M.

Well we know for a fact the DLC was created long before the games release, it wasn't create afterwards to "show the community we're in the long run," whether or not its on the disc is still not known for certain.

Drawde
27th Mar 2007, 19:57
You bring a valid point and I am wondering if the user licence has anything in it about not being able to modify any part of the software.

Also I have been reading the other threads about that dlc is already on the disc and needs a key to unlock, if this is the case then is it in the mpak files? If so then would this could be the reason for edios is not allowing editor tools for BS M.

I doubt the units + maps added in the DLC are already in the game data. They were certainly developed before the release of the game (the units, maybe not the maps), and almost certainly cut so they could be released later as DLC, but I don't think that they're already in the game (there certainly isn't any sign of the new maps in the MPAK folder).
In any case this is about PC modding (don't think it will be possible to mod the Xbox game, even with an unpacker tool) and it looks unlikely that the DLC items will ever be available for PC owners of BS:M!

Publishers and sometimes even developers (unlikely in this case, as they were supportive of Nexus modding) are often either indifferent or hostile to modding, it shouldn't stop fans from doing it. Virtually all games, including ones where the developers encourage and support mods, include text in their EULA which theoretically makes it "illegal" (or at least against the EULA) to modify the game. I think this is a fairly standard part of software EULAs (and has been for a long time) and is mainly intended to refer to hacking/cracking the .EXE.

I think the reason for the lack of official editing tools is the same reason as there being (probably) no PC patch or further Xbox updates; the publishers (Eidos) don't think it's worth the effort and time (time=money), particularly as it is a multi-platform game and "moddability" in Xbox games is very difficult unless it is designed in from the start. Quite a few games far more popular than BS:M, and with larger communities, have not had official editing tools released, simply as the publishers and/or developers don't think it's worth the effort! Maybe if (as with Nexus) the developers of the game had more control over things then we might have seen more official support for mods or mission editing.

I wish I had more skills with binary data or I'd try writing a MPAK unpacker myself. All I have ever done is a simple command-line extractor from non-compressed archive files; compression formats, even common ones like ZLib, are beyond me!

Tex Vindictive
28th Mar 2007, 23:30
"Player2" {
Party = E Party : Allied ;
Race = E Races : USA ;
"Unit0" {
ClassId = I 2 ;
ClassName = S "globals.unitclass_yorktown" ;
Icon = I 1 ;
Name = S "Yorktown" ;
"Pool0" {
Icon = I 9 ;
Num = I 40 ;
}
"Pool1" {
Icon = I 11 ;
Num = I 40 ;
}
"Pool2" {
Icon = I 12 ;
Num = I 40 ;

Blaze, what did you use to open the file in this format?

chip5541
29th Mar 2007, 00:10
A patch is in teh works as games labeled being 1.1 have been seen.

Tex Vindictive
29th Mar 2007, 02:20
A patch is in the works as games labeled being 1.1 have been seen.
Thank you chip, but the only thing that will deal with is connection issues and maybe some viddy issues.
Now I'm looking for patch 2.0 'the mappack'. The single player maps for multi play and the multi player maps with unit placement changes. The history lesson thing is nice and all, but lets just get this game into gaming gear.
I've been hanging in with this game all winter and I think I'm going to be giving up on it. MY gaming group are mostly playing Warcrack or Vegas this winter. I hate Warcrack because I don't like D+D games. (no crap about Warcrack not being D+D, it is to me!), and screw Vegas. I gave up on UBI games after Lockdown. They will never get another dime out of me. Oh, and I've done so much BF, BF2, BF2142 my eyes have going crooked. :nut:
So I'm off to see what's out there for the PC market.
I will play, but I'm surely not relying, at this time, on any great intervention from Eidos to get this game moving at the speed it needs to be for the PC gamers.
But 12 year olds with Xbox are having a blast with this game. Yeah, I'm so glad for the 12 year olds. They never have games made for them. :scratch:

I3laze
29th Mar 2007, 18:40
Blaze, what did you use to open the file in this format?

Notepad but I downloaded the file from Xentax.com I think it has already been uncopressed or what ever you call it.

I do not have the game yet so can not try it in the game files.

Thedivingmongoose
29th Mar 2007, 21:29
Notepad but I downloaded the file from Xentax.com I think it has already been uncopressed or what ever you call it.

I do not have the game yet so can not try it in the game files.

I used that but it was still in binary.:nut: I am terrible with these things.

I3laze
29th Mar 2007, 21:36
I used that but it was still in binary.:nut: I am terrible with these things.

After unraring I right clicked the file and selected open, It asked me how to open and I chose open with notepad and unchecked the checkbox as not to open all mpak files all the time with notepad.

Hope that helps

Thedivingmongoose
29th Mar 2007, 21:38
After unraring I right clicked the file and selected open, It asked me how to open and I chose open with notepad and unchecked the checkbox as not to open all mpak files all the time with notepad.

Hope that helps

Thx. Sorry for the stupid question...but I think more may be on the way from me.:(

Tex Vindictive
30th Mar 2007, 13:17
Looking at the files I see a lot of dds. stuff. Some type of renderer or plotting software is made to open the file and you can view the textures. The dds. files are texture files. Probable need something like an Unreal editor are something like that.

Drawde
30th Mar 2007, 19:29
Looking at the files I see a lot of dds. stuff. Some type of renderer or plotting software is made to open the file and you can view the textures. The dds. files are texture files. Probable need something like an Unreal editor are something like that.

The problem is that the data in the .MPAK archives is compressed (to save disk space), like in a Winzip .ZIP file (though not exactly the same, otherwise the archives would be readable by Winzip!) - there is no way to read the data without decompressing it - everything just appears as a random-looking jumble of bytes, other than the list of file names at the start of the archive.
(Unfortunately the "MPAK" site linked to earlier has nothing to do with BS:M, the name is just a coincidence! The Unreal editor is of no use either, as this game does not use the Unreal engine.)

If an unpacker program is ever created, however, you're right that the textures and graphics will certainly be moddable, as .DDS is a common format for images in games - plugins are widely available to allow programs like Photoshop, Paint Shop Pro etc. to read DDS files.

Tex Vindictive
30th Mar 2007, 20:55
The Unreal editor is of no use either, as this game does not use the Unreal engine.)

Oh I know the Unreal engine is no good. Just pointing out that you need some type of engine(like Unreal), You know what I mean.:)

So who's rendering engine did they use in this game? That's the question. :scratch:

Also, I don't think we would ever see a SDK for this.
The community will have to mod this game for people if anybody is still going to stick around to play it.

Drawde
31st Mar 2007, 09:26
You can download "plugins" for apps like Photoshop and Paint Shop Pro which allow you to open and edit .DDS files. (Here's (http://developer.nvidia.com/object/dds_utilities.html) a download link.) Loads of games use DDS files nowadays for textures and other images. The Battlefield series is one example.
I'm guessing the game's engine was created by the developers themselves, probably based on the engine they used for Nexus.

I certainly agree with your last point - this was the reason I made the original post in the first place. Maybe if some form of unpacker/extractor utility is created then this will open the door for less technically-skilled modders like me (and probably many others) to create modified missions, new sounds, repainted plane/ship skins etc. Doesn't seem to be much in the way of progress on Xentax.com however!

Thedivingmongoose
1st Apr 2007, 22:53
That "0_mm_MMission03" is the "Islands of Solomons" multiplayer map.

Edit: Forgot quotes:D

Thedivingmongoose
4th Jun 2007, 22:43
we all have these moments.....:o bump

Takier
3rd Jul 2007, 06:44
Bump
Perhaps a new bump is needed for the Xentax forum? ;)

http://forum.xentax.com/viewtopic.php?t=2484

Tex Vindictive
3rd Jul 2007, 13:26
Thanks but that was back in April. I went through the files just to see if I could place ships in other areas on the maps, but you just can't make heads or tails of it. I did some rescripting back with the first star wars battlefront but this script really makes no sense to me at this time. Hope someone can find out where the breaks in the script are and which represents each actor. Otherwise we just have to wait for BS2 with some editing abilities. Thanks for the info.:)

Tirpitz
18th Aug 2007, 14:50
I'll try this, though I don't expect any results!
Moddability - even if nothing more than editing of text files and the ability to replace/modify graphics and sounds - could completely transform this game; I'm guessing the missions themselves are text files (could be wrong though) which will make them easy to modify (even the ability to swap around ship and plane types in the SP and MP missions would add to replayability). And if the actual data files and scripts are in text format, all sorts of things will be possible, such as realism mods (increased ship gun range, etc.)

I am certainly not expecting any official support for this (possibly in a sequel or expansion, if there is one, but who knows when that will be) so it looks like it's up to the fans.

God bless you !:thumbsup:

Captain Rockwell Torry
20th Oct 2007, 04:21
Just curious, if any more has been learned about modding this game and uncompressing the mpak files. I did alot of modding of the old Destroyer Command game, but of course its files were all text files you could open with word pad. Anyway I just bought BSM on PC after having it on 360 for quite a while, mainly because it was possible to get the DLC for free, lol. And also I figured it would possibly be moddable. However from what I'm seeing here I'm not so sure about modding it now. Anyway, just wanted to see if anyone was still interested in this.

Regards
Captain Rockwell Torry

Tex Vindictive
20th Oct 2007, 13:00
Just curious, if any more has been learned about modding this game and uncompressing the mpak files. I did alot of modding of the old Destroyer Command game, but of course its files were all text files you could open with word pad. Anyway I just bought BSM on PC after having it on 360 for quite a while, mainly because it was possible to get the DLC for free, lol. And also I figured it would possibly be moddable. However from what I'm seeing here I'm not so sure about modding it now. Anyway, just wanted to see if anyone was still interested in this.

Nope.:mad2:

JeZuS
22nd Oct 2007, 21:44
However from what I'm seeing here I'm not so sure about modding it now. Anyway, just wanted to see if anyone was still interested in this.

Yep, but I know practicaly nil about how to go about opening those files up for modding. I tinkered with them for a while but didn't make a great deal of progress.:confused:

Havocwreaker
23rd Oct 2007, 06:10
I was looking at the +7 trainer available. How does that work? Would it be possible to mod the game using the same route?

Thedivingmongoose
29th Oct 2007, 21:43
I was looking at the +7 trainer available. How does that work? Would it be possible to mod the game using the same route?

I tried to install it to see how it worked...but I don't know how those things work so I just failed.:p I also discovered that it doesn't work in the new patch. Probably a good thing except for the fact that we can't use the same method modding unless we don't install updates.

EDIT: THIS WAS A WHILE BACK( MONTHS) so I don't know if a trainer was updated or whatever.

Colosseum
19th Dec 2007, 19:12
I dug around the game directory and found nothing except the mpak files.

Seems we'll just have to wait until BSM2.

timetraveller
13th Jan 2008, 21:44
Been away for a long while and just saw this post...here's an update...

I had given up on this unpack thing a long time ago because of the frustration level, unknown compression method, and amount of work it would take to unpack the .MPAK files properly using a program interface.

Yesterday, using a couple of tips I found from your links, I discovered the compression method of game data. Data in .MPAKs is compressed using the tar/gz open source method using zlib. Okay, that led to this....

Using a hex editor, I stripped off all the garbage in the .MPAKs, then plugged the raw data into zlib, and was able to uncompress one file at a time out of an .MPAK. Most all files excepting images and sound are text-based and modifiable. Missions are very large text files, and that's not the scripted part, just the definition part.

OK, cool.

However, and before y'all get excited,

After several trials, it appears that BSM won't accept modified game files in a "MOD" type folder structure. Perhaps there is a switch of some sort to allow this, but I dunno. This means all changed files would need to be repacked back into their respective .MPAK file.

To have any functional modding capability, a program must be written to mass extract all the .MPAK files because the hand method is simply too cumbersome. A repacker would then have to be written to get them back into the game. Problem with this is I haven't figured out all the field values in the .MPAK table of contents for repacking (yet)....

Skinning would be the first thing which might be done with an unpacker/repacker....elsewise, there still is no game mission editor and won't be one unless Eidos makes one for BSM2. So, any mission editing/creation would still have to be done using a text editor, and may not be feasable due to the size an complexity of the files. Mission editors are a highly complicated piece of software to write, the one I wrote for Pacific Storm has been a year in the making and one for BSM ain't gonna happen any time soon by any 3rd party...

So that's the story for now. It is possible to extract game files, and once the .MPAK table of contents area format is decoded, files could be repacked and you'd probably be able to at least do some skinning and other mods....assuming the game does not have a "changed files" lock of some sort. If I ever get some time I'll play with it some more.

TT

Tex Vindictive
14th Jan 2008, 20:56
Well timetraveller, I appreciate your effort but to edit from the MPAK file won't do anything. That MAPK file is compressed from another software. I tried the hex editor thing but a can't find any common breaks or common placements of DDS file just to redo texture files. The only thing I was looking for in the files was to reposition the ships on maps to have different starting points and change the strategy of the game, but i couldn't make head or tails of the files. i edited with a hex editor before, but you need to know a starting point and finishing point for the area you wish to reedit. Did anyone ever figure out which 3-D rendering engine BSM is using? i know Eidos won't tell us.

timetraveller
15th Jan 2008, 13:22
I probably wasn't explicit enough, sorry.

I've figured out the .MPAK structure enough to unpack files manually and decompress them using zlib. There they are in text format ready to modify. The problem is they must recompressed and repacked into the .MPAK again in order for them to be usable by the game. I don't have all the fields figured out in the .MPAK table of contents structure to do a repack yet.

If I ever get that figured out, I'll write an unpack/repack program to do everything and we will be in business.

TT

Tex Vindictive
15th Jan 2008, 18:42
I'll write an unpack/repack program to do everything and we will be in business.

More power to you bro. Good luck! That's above my head. But if you did write an unpack/repack program I should would love to play with it.

Thedivingmongoose
14th Feb 2008, 00:48
I probably wasn't explicit enough, sorry.

I've figured out the .MPAK structure enough to unpack files manually and decompress them using zlib. There they are in text format ready to modify. The problem is they must recompressed and repacked into the .MPAK again in order for them to be usable by the game. I don't have all the fields figured out in the .MPAK table of contents structure to do a repack yet.

If I ever get that figured out, I'll write an unpack/repack program to do everything and we will be in business.

TT

Just keep trying! I really, really appreciate the effort your putting into this. I don't know how to do the things you do but the modding I have tried (on BSM) has ended in failure everytime. Keep it up, please!:D

Thedivingmongoose
11th Mar 2008, 21:54
I was looking through the unpacked mission (Solomons) and I looked at both the Jap shipyards and found:
----------------------------Start
"Pool1" {
Icon = I 17 ;
Num = I 20 ;
}
----------------------------Finish

That means (probably) a spawner for the ship (or the ship itself, and the Icon and Num is just the identification). The ship is, since it was in both yards, a DD....whichever one that was.

Also found:
-------------------------------Start
FogDensity = F 2.0000 ;
FogHeight = F 70.0000 ;
FogHeightOffset = F 40.0000 ;
FogRange = F 12000.0000 ;
"UnderWaterFogColor_PC" {
B = F 0.2275 ;
G = F 0.2078 ;
R = F 0.1216 ;
}
-------------------------------Finish

If there was some way for me (and my very very poor modding skills) to repack this you could change the color of the fog under the water.:D

Tex Vindictive
12th Mar 2008, 18:59
First thing - TimeT sorry to hear about your troubles on the other thread. hopes all works out well.

Second - Moose, is that just the one map? You can't see any others like that, can you?

Thedivingmongoose
13th Mar 2008, 00:38
First thing - TimeT sorry to hear about your troubles on the other thread. hopes all works out well.

Second - Moose, is that just the one map? You can't see any others like that, can you?

I don't have the tools to unpack the others. That is just the Islands of Solomons map and just a theory.


Edit: Moose....:lol:

I didn't even unpack that one in the first place. It was the one I downloaded.

Dr.Jones
2nd Jan 2009, 19:56
Hi,

my first post here. What the position of the eidos on modding this game, because i'm trying to open the mpak files to extraction, time permiting ofcourse.

br.
Dr.Jones

http://www.allaircraftarcade.com/forum/viewtopic.php?t=7473

Arrow
3rd Jan 2009, 23:11
No support whatsoever. And we've complained before already, so I'm sure they got the picture.

Marcenicus
9th May 2009, 15:01
Anyone of you who has downloaded the BS:P demo: Can you tell me if they are still using the same .mpak file compression?

Thanks.