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Author Topic: Kurtzpel  (Read 1281 times)
Pox911
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Kurtzpel
« on: May 01, 2019, 04:03 »

Extracts just fine using 4.19 EU4

aes key 0x38D519D3867059256FFEAA9C7F575787EF2C048D38BF5C33CD1798A445570EE3

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qaz1973825
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Re: Kurtzpel
« Reply #1 on: May 07, 2019, 05:57 »

Can someone provide a client? I can't download it in Asia.
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JM69
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Re: Kurtzpel
« Reply #2 on: May 08, 2019, 19:40 »

Extracts just fine using 4.19 EU4

aes key 0x38D519D3867059256FFEAA9C7F575787EF2C048D38BF5C33CD1798A445570EE3


Thank you! It works fine for decryption.

Do you happen to know (or anyone reading this) how to obtain the following values for "repaking"?

Code:
EncryptionKey=
SigningPublicExponent=
SigningModulus=
SigningPrivateExponent=

So far I know "EncryptionKey" is AES-256 (32 bytes) which once converted from HEX to Base64 is 44 characters long and can be used directly in UE 4.19 Editor.
Code:
ONUZ04ZwWSVv/qqcf1dXh+8sBI04v1wzzReYpEVXDuM=
Tested and working, you can encrypt your own paks with the same encryption used by the game.

But there is a problem, additionally the game needs the paks to be signed with a RSA key, so it cannot read modified paks by just encrypting them (Store encrypted CRCs of each 128kb chunk of the pak file in a separate sig file alongside the pak file.).

So as the UE4 documentation says,

"SigningPublicExponent" is the RSA key public exponent used for signing a pak file.
"SigningModulus" is the RSA key modulus used for signing a pak file.
"SigningPrivateExponent" is the RSA key private exponent used for signing a pak file.

For the record here is a random generated signing key by UE 4.19,

Base64:
Code:
SigningPublicExponent=/XDcMShioGFM4oCec6JvT/G0TOC95biIJC7+sydYzRkAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
SigningModulus=V/SAydLKBE4r5ix7Bi/7FdUe5qA5sSqabYr6G3cIaE0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
SigningPrivateExponent=9VKVlXgm4STlpoLbWudO7tMe5qA5sSqabYr6G3cIaE0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==

HEX:
Code:
SigningPublicExponent=0xFD70DC312862A0614CE2809E73A26F4FF1B44CE0BDE5B888242EFEB32758CD190000000000000000000000000000000000000000000000000000000000000000
SigningModulus=0x57F480C9D2CA044E2BE62C7B062FFB15D51EE6A039B12A9A6D8AFA1B7708684D0000000000000000000000000000000000000000000000000000000000000000
SigningPrivateExponent=0xF55295957826E124E5A682DB5AE74EEED31EE6A039B12A9A6D8AFA1B7708684D0000000000000000000000000000000000000000000000000000000000000000

Help on how to obtain this would be really appreciated.
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Gildor
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Re: Kurtzpel
« Reply #3 on: May 08, 2019, 20:12 »

As far as I know, RSA has 2 keys: one for encryption, another for decryption. You can't get one from another.
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JM69
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Re: Kurtzpel
« Reply #4 on: May 08, 2019, 21:11 »

As far as I know, RSA has 2 keys: one for encryption, another for decryption. You can't get one from another.

Yeah, UE4 generates them both with the modulus and as far as I know it's stored in the binaries.

By the way instead of using the Unreal Editor you can also generate them with UnrealPak.exe by using parameters.

Code:
GenerateKeys= P= Q= [-NoVerifyPrimes]

An RSA public-key / private-key pair can be generated by the following steps:
1. Generate a pair of large, random primes p and q.
2. Compute the modulus n as n = pq.
3. Select an odd public exponent e between 3 and n-1 that is relatively prime to p-1
and q-1.
4. Compute the private exponent d from e, p and q. (See below.)
5. Output (n, e) as the public key and (n, d) as the private key.

So technically those can be obtained, but here I'm just theory, no idea how to approach this.
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Zeper
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Re: Kurtzpel
« Reply #5 on: June 24, 2019, 18:31 »

Thanks a lot for the key !  Cheesy
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CosmicDreams
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Re: Kurtzpel
« Reply #6 on: July 14, 2019, 17:24 »

Do characters never close their eyes in game or something?
I can't find any animations or bones for it.

EDIT: Just tried the game and characters do have full eye movement. Perhaps shape keys are used?
« Last Edit: July 14, 2019, 23:17 by CosmicDreams » Logged
CosmicDreams
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Pak chunky.


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Re: Kurtzpel
« Reply #7 on: July 16, 2019, 17:12 »

Can't tell for sure because the Blender plugin im using doesn't show any shape keys on the imported model.
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ChooseMe
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Re: Kurtzpel
« Reply #8 on: July 21, 2019, 01:22 »

Dose anyone knows which folder can I find the mesh of the bosses , I don't find them anywhere
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CosmicDreams
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Pak chunky.


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Re: Kurtzpel
« Reply #9 on: July 23, 2019, 16:08 »

Dose anyone knows which folder can I find the mesh of the bosses , I don't find them anywhere
Unit/Monster maybe?
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CosmicDreams
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Pak chunky.


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Re: Kurtzpel
« Reply #10 on: July 23, 2019, 16:10 »

Ok so i'm now certain that this game uses morph targets/shape keys for some parts of facial animations.
Just not sure if umodel isn't exporting them or the blender psk plugin im using doesn't support them.
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venturion
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Re: Kurtzpel
« Reply #11 on: July 24, 2019, 09:56 »

Just not sure if umodel isn't exporting them or the blender psk plugin im using doesn't support them.

The former
https://trello.com/c/sY8lJnwL/194-morph-targets He prioritized the morphs previewing in umodel first before it can exports them.
« Last Edit: July 24, 2019, 18:06 by venturion » Logged
sponic786x
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Re: Kurtzpel
« Reply #12 on: July 26, 2019, 21:10 »

How can i Extract the game files???
Normally i get quickbms script for games like sfv and soulcaliber from modding forums but there is no script for this game
i know that aes key 0x38D519D3867059256FFEAA9C7F575787EF2C048D38BF5C33CD1798A445570EE3
but how do i make a quickbms script for the game
anybody help me
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Gildor
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Re: Kurtzpel
« Reply #13 on: July 26, 2019, 21:14 »

Why using quickbms at all??
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sponic786x
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Re: Kurtzpel
« Reply #14 on: July 26, 2019, 22:45 »

What other options do i have??
I could extract the model with umodel but i also want the material files and texture files to make mods if modding is possible
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