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.arc files content?

Go to solution Solved by Kilrah,

They're probably in some proprietary format whatever engine that game is made with uses...

So im extracting an old game and id like to view the models and textures of it, So i found the files online and they were arc files i looked up how to extract them and did, i got these things image.png.813f4d9b43a6684be3d54214b03b21a4.png

i was expecting like fbx,obj,ect but idk how  i can use these does anyone know what i can do with them? thanks

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afaik .ARC files are general archive files, it could be anyhting.

When i ask for more specs, don't expect me to know the answer!
I'm just helping YOU to help YOURSELF!
(The more info you give the easier it is for others to help you out!)

Not willing to capitulate to the ignorance of the masses!

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4 minutes ago, HanZie82 said:

afaik .ARC files are general archive files, it could be anyhting.

Is there any way i can get the models from these? Im pretty sure these are for models and textures image.png.bbe602558525cbba08ebc53c7e4f5165.png

These are the file contents if you think u can do anything with them

 

em21.arc

em21.zip

(used ARCtool.exe)

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They're probably in some proprietary format whatever engine that game is made with uses...

F@H
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It seems like it's a proprietary format.

You can open the file with a hex editor / viewer

Assume everything is in multiples of 4 bytes or 8 bytes.

 

First 4 bytes: signature : ARC followed by a NULL

Then we have either 2 groups of 2 bytes or  a 4 byte value

0700 (1792) or 0007 (07)

4F00 (20224) or 004F (79)

These could be size of index, or number of index entries (if each index entry has a fixed size)

 

If you scroll down a bit, you can see that each index entry has 80 bytes (from m in model, down to next index entry that starts again with m. If you scroll down you'll see that the index entries end up at  around hex offset 18B0 (6320) so if we divide 6320/80 = 79

So that proves there's 2 groups of 2 bytes ... second group of 2 bytes is number of files in archive. First two bytes then has value 7, which could mean where in the file the index starts (if you begin from 1), for example:

1,2,3,4 = ARC[NULL]

5,6 = offset to index

7,8 = number of files

 

each index entry seems to be something like this

64 bytes : file name (null bytes at the right) : model\em\em21\em21_leg_BM

16 bytes ; probably 4 groups of 4 bytes :

1. EB 5D 1F 24  (maybe a CRC check?)

2. 97 0C 02 00  -> 00 02 0C 97 -> 134,295 bytes (file size)

.

 

... and so on

 

 

 

 

 

 

image.png.d5361a3b825221b13efcdc03da4adcd3.png

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He already figured how to extract the ARC, it's the fiels inside he wanted to do something with...

 

F@H
Desktop: i9-13900K, ASUS Z790-E, 64GB DDR5-6000 CL36, RTX3080, 2TB MP600 Pro XT, 2TB SX8200Pro, 2x16TB Ironwolf RAID0, Corsair HX1200, Antec Vortex 360 AIO, Thermaltake Versa H25 TG, Samsung 4K curved 49" TV, 23" secondary, Mountain Everest Max

Mobile SFF rig: i9-9900K, Noctua NH-L9i, Asrock Z390 Phantom ITX-AC, 32GB, GTX1070, 2x1TB SX8200Pro RAID0, 2x5TB 2.5" HDD RAID0, Athena 500W Flex (Noctua fan), Custom 4.7l 3D printed case

 

Asus Zenbook UM325UA, Ryzen 7 5700u, 16GB, 1TB, OLED

 

GPD Win 2

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I don't think this is the right place to ask about this subject. Since the OP appears the lack the knowledge required to deal with the file, they likely will not be able to re-assemble the model either.

 

When people RE games, they have to decode the file packing data, figure out where the data is actually stored.

 

The game they are supposedly trying to reverse engineer is Resident Evil / biohazard HD REMASTER from 2014

 

So if you know anything about RE, you'd know that is a Capcom proprietary game engine, and popular stuff like that has lots of info on the RE sites already.

 

Don't ask here.

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