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Author Topic: [UE2] Priston Tale 2  (Read 10158 times)
Tosyk
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[UE2] Priston Tale 2
« on: March 14, 2011, 08:33 »

Hi, Gildor, can you take a look at this files.

SAMPLE
« Last Edit: August 07, 2025, 02:49 by spiritovod » Logged

Коллекционирую игровые модели.
my blog - http://cgig.ru
Gildor
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Re: Priston Tale 2 (pc)
« Reply #1 on: March 14, 2011, 10:59 »

Sigh ... Another one Korean RPG ...
If this game is really uses Unreal Engine 2, its files are encrypted.
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Tosyk
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Re: Priston Tale 2 (pc)
« Reply #2 on: March 14, 2011, 11:05 »

Sigh ... Another one Korean RPG ...
If this game is really uses Unreal Engine 2, its files are encrypted.
huh, i see, case closed Smiley
« Last Edit: March 15, 2011, 16:43 by Tosyk » Logged

Коллекционирую игровые модели.
my blog - http://cgig.ru
ExtremeWB
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Re: Priston Tale 2 (pc)
« Reply #3 on: August 22, 2023, 04:41 »

Hello guys everything is fine? (also sorry for reopen this old topic)
Does anyone know anyone capable of extracting the files for this game?

This game has many monsters, weapons, sounds and even the playable characters are beautiful for the time, but unfortunately I don't know how to extract these files, I believe it's not that complicated, the current team (2 brazilians) that keeps this private server alive ,I imagine this is really easy for the people here with RE knowledge and etc , BTW the game is old, almost the same date as Lineage 2, I would be happy if someone could help me or point me to someone that know how to work with this files just message me on the forum.

below is the download link for the game client and the game website

Client Download:
https://drive.google.com/file/d/18e3Nsn-_YbUBkKi2ElCIGB96SurOzQpM/view

Website:
https://site.priston2.com/

I don't know if this is the right area for this post, if not I apologize angel

Best regards,
José Lucas
« Last Edit: August 22, 2023, 04:48 by ExtremeWB » Logged
spiritovod
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Re: [UE2] Priston Tale 2
« Reply #4 on: August 07, 2025, 03:47 »

UE2 version: 128/29

All works fine - including meshes, textures and animations - with the latest official build (1590 at the moment). Game packages are encrypted, you need to decrypt them first with the attached quickbms script.

P.S. Unnecessary discussions were removed from the topic.

* priston_tale2_decrypt.bms (1.2 KB - downloaded 471 times.)
* priston_tale2_table_decrypt.bms (0.49 KB - downloaded 450 times.)

* Clipboard01.jpg (82.98 KB, 2547x1242 - viewed 923 times.)
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Weoooo
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Re: [UE2] Priston Tale 2
« Reply #5 on: August 08, 2025, 05:02 »

Your archival work here is genuinely appreciated.
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ExtremeWB
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Re: [UE2] Priston Tale 2
« Reply #6 on: August 08, 2025, 23:24 »

UE2 version: 128/29

All works fine - including meshes, textures and animations - with the latest official build (1590 at the moment). Game packages are encrypted, you need to decrypt them first with the attached quickbms script.

P.S. Unnecessary discussions were removed from the topic.

Awesome work for community thank you !
Also do you know how to open these map files on the UnrealEd of UT2004 Version 3369? an old friend showed me it working on the UnrealED itself, but didnt shared how, if its possible to made it load the map into UnrealED we can export the whole map as .fbx or .obj also, even the ground, so its easier for create an new version of game on new engine since we can have the exact map as obj as reference Tongue

little edit:
when we change the .inis to load the packages of the game into UnrealED, it start load the map but looks like its missing an configuration or something because it crash at middle of load saying something about an Ribbon Function missing.
« Last Edit: August 08, 2025, 23:30 by ExtremeWB » Logged
spiritovod
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Re: [UE2] Priston Tale 2
« Reply #7 on: August 09, 2025, 14:46 »

@ExtremeWB: I never worked with older unreal editors, but most likely it works around the same for all engines - i.e. you can't simply open a cooked package (regardless if it's a map or something else) in the editor and additional adjustments should be made to the engine itself, which also depends on how much the engine is customized for the game. Usually it's rather recreating a map from exported via umodel assets and reversing decompiled scripts where possible. Looking at the topics like this one, it doesn't seem like a trivial task.
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