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About repacking when multiple pac files are included in one pac file
Topic Started: Mar 9 2017, 01:21 PM (440 Views)
Assoluto Spada
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Note: This sentence is described using machine translation.

Here, we will use "plwp_newvergilsword.pac" as an example.
Be sure to back up the original "plwp_newvergilsword.pac" before repacking.


Using pac tools, after unpacking the pac file, I think that the game will crash simply by repackaging without doing any work.


☆ Deployment and Repacking Status
| ▼ pac extract
| plwp_newvergilsword.pac
| → plwp_newvergilsword_007.pac
| → plwp_newvergilsword_007_001.pac
|
| ▼ pac repack
| plwp_newvergilsword_007 _ 001
| → plwp_newvergilsword_007 (Overwrite: Repacked plwp_newvergilsword_007_001.pac)
| → plwp_newvergilsword (Overwrite: Repacked plwp_newvergilsword_007.pac)
| → plwp_newvergilsword.pac



The cause of the game crash is that important information of the file has been rewritten when repacking.
However, the correction method is easy.
We will make corrections to the pac file that had crashed the game so far.

The correction method is as follows.
(You need to use Hex editor, compare files ... Stirling would be useful)

1. Open the original "plwp_newvergilsword.pac" file with Hex editor

2. Open the "plwp_newvergilsword.pac" file you repacked in Hex editor

3. Here you will notice the difference in the first line
The cause of the game crash is this difference
Correct the character string of the pac file which repacked so that it becomes a character string similar to the original pac file
Correct from "PAC" to "PNST"

4. If you are using Stirling, you can immediately comprehend this difference by using comparison
There are some differences so I will fix it
■ Address
1.00000001 to 00000003
2.0000AE21 to 0000AE23
3.0000B421 to 0000B423

5. It will now load correctly
I think that the range of editing work will widen

When editing a texture, it is a good idea to search "PAC" from the repackaged file and compare it with the original pac file.


The file is now readable, but there are still a lot of work to be done.
I am editing the effect color, but I need to find a file and match the effect with the texture.
Fortunately, most effect files were included in each weapon file "static_effect.pac".

Upload a static_effect.pac for effect checking so that your work will be easy even a little.

DOWNLOAD:
http://www.mediafire.com/file/49y7c9r7zk8u0rh/Effect_Check.zip

I hope you can use it.


...
Survey on the effect of Virgil is progressing.
A little more. I think that can describe the relation between each texture file and the effect.
However, as for Dante weapons / styles are many, so it is postponed.
If you do not mind, please check it.
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Assoluto Spada
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I forgot the image ...

Posted Image
[Real Impact]

Posted Image
[Jam Session]

Posted Image
[Twister]

Posted Image
[Crystal]
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Cheburat0rr
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Damn, i can't thank you enough for reminding me about hex editing the headers! I replaced Rebellion's texture in mission 16 opening cutscene successfully by pasting the pre-modified headers into repacked once (not just PAC to PNST), don't know why i didn't even think of doing it myself. It's such a universal fixer, not the first time i'm doing it either, thanks!
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unkn0wn07
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so after repackaging the .pac we just need to hex editing the headers to make it work?
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Cheburat0rr
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Yes, all the pacs you have unpacked, not just the parent one, of course.
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unkn0wn07
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well so far i managed to get mine working so thanks :D
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