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		<updated>2026-04-26T19:46:26Z</updated>
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	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6242</id>
		<title>Talk:Project Gotham Racing 2</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6242"/>
				<updated>2017-09-22T18:08:56Z</updated>
		
		<summary type="html">&lt;p&gt;Zaykho: /* Reverse engineering notes for file formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reverse engineering notes for file formats ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaykho|Zaykho]] ([[User talk:Zaykho|talk]]) 10:34, 22 September 2017 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Gotham Racing 2 use a .PAK container for storing 3D elements, textures and 3D configurations files.&lt;br /&gt;
&lt;br /&gt;
Multiple types of .PAK name can be seen in PGR2, their names are related to their functions and indicate what type of elements are stored:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for objects''' (  Cache\Objects &amp;amp; Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for cars''' (  Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_cth&lt;br /&gt;
&lt;br /&gt;
.pak_hrd&lt;br /&gt;
&lt;br /&gt;
.pak_opn ( only for roadster : open mode)&lt;br /&gt;
&lt;br /&gt;
.pak_sft ( only for roadster : closed mode for rain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for maps''' ( Game\Areas )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_common&lt;br /&gt;
&lt;br /&gt;
.pak_day&lt;br /&gt;
&lt;br /&gt;
.pak_night&lt;br /&gt;
&lt;br /&gt;
.pak_overcast&lt;br /&gt;
&lt;br /&gt;
.pak_stream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To extract those .PAK files, a tool called [http://aluigi.altervista.org/quickbms.htm quickbms] and a [http://aluigi.altervista.org/bms/project_gotham_2_pak.bms PGR2 bms script] ( both made by Luigi Auriemma ) can be used to get most of the contents stored in the archive.&lt;br /&gt;
&lt;br /&gt;
When extracted, the content stored in the archive is sliced in sections, creating a folder for each of them and joining a file with the actual contents in it, mostly with a '''.dat''' suffix.&lt;br /&gt;
&lt;br /&gt;
Here an example for objects:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for object : red_cone.pak '''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
WMSH \ 00000000.dat&lt;br /&gt;
&lt;br /&gt;
MAT \ 00000001.dat&lt;br /&gt;
&lt;br /&gt;
GPUD \ 00000002.dat&lt;br /&gt;
&lt;br /&gt;
TEXT \ 00000003.nfc&lt;br /&gt;
&lt;br /&gt;
VB \ 00000004.dat&lt;br /&gt;
&lt;br /&gt;
END ( nothing, no folder, no files )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WMSH''' or sometime '''MESH'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000000.dat'' file contain the '''faces indices''', and ''supposedly'', the '''strip''' and the how the vertices are read '''( float, word ? )'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MAT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000001.dat'' file contain the '''material''' properties : diffuse, specular, ambient etc... of each material applied to the 3D file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GPUD'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000002.dat'' file contain all the '''textures''', each of them followed by a small part of data ''( texture configuration ? mipmaps ? )''. Finally, after all the textures, the '''vertices and UV position''' are stored in one chunk of data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TEXT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000003.dat'' file contain all the '''text and name''' related to the texture, it also indicate where each textures are located inside '''GPUD'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VB'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000004.dat'' file contain the '''start address offset''' of the vertices and UV section in the '''GPUD'''. If the 3D mesh have multiples groups/sections, the VB file will store each address.&lt;/div&gt;</summary>
		<author><name>Zaykho</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6241</id>
		<title>Talk:Project Gotham Racing 2</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6241"/>
				<updated>2017-09-22T18:08:18Z</updated>
		
		<summary type="html">&lt;p&gt;Zaykho: /* Reverse engineering notes for file formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reverse engineering notes for file formats ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaykho|Zaykho]] ([[User talk:Zaykho|talk]]) 10:34, 22 September 2017 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Gotham Racing 2 use a .PAK container for storing 3D elements, textures and 3D configurations files.&lt;br /&gt;
&lt;br /&gt;
Multiple types of .PAK name can be seen in PGR2, their names are related to their functions and indicate what type of elements are stored:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for objects''' (  Cache\Objects &amp;amp; Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for cars''' (  Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_cth&lt;br /&gt;
&lt;br /&gt;
.pak_hrd&lt;br /&gt;
&lt;br /&gt;
.pak_opn ( only for roadster : open mode)&lt;br /&gt;
&lt;br /&gt;
.pak_sft ( only for roadster : closed mode for rain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for maps''' ( Game\Areas )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_common&lt;br /&gt;
&lt;br /&gt;
.pak_day&lt;br /&gt;
&lt;br /&gt;
.pak_night&lt;br /&gt;
&lt;br /&gt;
.pak_overcast&lt;br /&gt;
&lt;br /&gt;
.pak_stream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To extract those .PAK files, a tool called [http://aluigi.altervista.org/quickbms.htm quickbms] and a [http://aluigi.altervista.org/bms/project_gotham_2_pak.bms PGR2 bms script] ( both made by Luigi Auriemma ) can be used to get most of the contents stored in the archive.&lt;br /&gt;
&lt;br /&gt;
When extracted, the content stored in the archive is sliced in sections, creating a folder for each of them and joining a file with the actual contents in it, mostly with a '''.dat''' suffix.&lt;br /&gt;
&lt;br /&gt;
Here an example for objects:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for object : red_cone.pak '''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
WMSH \ 00000000.dat&lt;br /&gt;
&lt;br /&gt;
MAT \ 00000001.dat&lt;br /&gt;
&lt;br /&gt;
GPUD \ 00000002.dat&lt;br /&gt;
&lt;br /&gt;
TEXT \ 00000003.nfc&lt;br /&gt;
&lt;br /&gt;
VB \ 00000004.dat&lt;br /&gt;
&lt;br /&gt;
END ( nothing, no folder, no files )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WMSH''' or sometime '''MESH'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000000.dat'' file contain the '''faces indices''', and ''supposedly'', the '''strip''' and the how the vertices are read '''( float, word ? )'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MAT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000001.dat'' file contain the '''material''' properties : diffuse, specular, ambient etc... of each material applied to the 3D file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GPUD'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000002.dat'' file contain all the '''textures''', each of them followed by a small part of data ''( texture configuration ? mipmaps ? )''. Finally, after all the textures, the '''vertices and UV position''' are stored in one chunk of data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TEXT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000003.dat'' file contain all the '''text and name''' related to the texture, it also indicate where each textures are located inside '''GPUD'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VB'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000004.dat'' file contain the '''start address offset''' of the vertices and UV section in '''GPUD'''. If the 3D mesh have multiples groups/sections, the VB file will store each address.&lt;/div&gt;</summary>
		<author><name>Zaykho</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6240</id>
		<title>Talk:Project Gotham Racing 2</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6240"/>
				<updated>2017-09-22T18:06:05Z</updated>
		
		<summary type="html">&lt;p&gt;Zaykho: /* Reverse engineering notes for file formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reverse engineering notes for file formats ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaykho|Zaykho]] ([[User talk:Zaykho|talk]]) 10:34, 22 September 2017 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Gotham Racing 2 use a .PAK container for storing 3D elements, textures and 3D configurations files.&lt;br /&gt;
&lt;br /&gt;
Multiple types of .PAK name can be seen in PGR2, their names are related to their functions and indicate what type of elements are stored:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for objects''' (  Cache\Objects &amp;amp; Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for cars''' (  Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_cth&lt;br /&gt;
&lt;br /&gt;
.pak_hrd&lt;br /&gt;
&lt;br /&gt;
.pak_opn ( only for roadster : open mode)&lt;br /&gt;
&lt;br /&gt;
.pak_sft ( only for roadster : closed mode for rain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for maps''' ( Game\Areas )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_common&lt;br /&gt;
&lt;br /&gt;
.pak_day&lt;br /&gt;
&lt;br /&gt;
.pak_night&lt;br /&gt;
&lt;br /&gt;
.pak_overcast&lt;br /&gt;
&lt;br /&gt;
.pak_stream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To extract those .PAK files, a tool called [http://aluigi.altervista.org/quickbms.htm quickbms] and a [http://aluigi.altervista.org/bms/project_gotham_2_pak.bms PGR2 bms script] ( both made by Luigi Auriemma ) can be used to get most of the contents stored in the archive.&lt;br /&gt;
&lt;br /&gt;
When extracted, the content stored in the archive is sliced in sections, creating a folder for each of them and joining a file with the actual contents in it, mostly with a '''.dat''' suffix.&lt;br /&gt;
&lt;br /&gt;
Here an example for objects:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for objects : red_cone.pak '''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
WMSH \ 00000000.dat&lt;br /&gt;
&lt;br /&gt;
MAT \ 00000001.dat&lt;br /&gt;
&lt;br /&gt;
GPUD \ 00000002.dat&lt;br /&gt;
&lt;br /&gt;
TEXT \ 00000003.nfc&lt;br /&gt;
&lt;br /&gt;
VB \ 00000004.dat&lt;br /&gt;
&lt;br /&gt;
END ( nothing, no folder, no files )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WMSH''' or sometime '''MESH'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000000.dat'' file contain the '''faces indices''', and ''supposedly'', the '''strip''' and the how the vertices are read '''( float, word ? )'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MAT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000001.dat'' file contain the '''material''' properties : diffuse, specular, ambient etc... of each material applied to the 3D file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GPUD'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000002.dat'' file contain all the '''textures''', each of them followed by a small part of data ''( texture configuration ? mimaps ? )''. Finally, after all the textures, the '''vertices and UV position''' are stored in one chunk of data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TEXT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000003.dat'' file contain all the '''text and name''' related to the texture, it also indicate where each textures are located inside '''GPUD'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VB'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000004.dat'' file contain the '''start address offset''' of the vertices and UV section in '''GPUD'''. If the 3D mesh have multiples groups/sections, the VB file will store each address.&lt;/div&gt;</summary>
		<author><name>Zaykho</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6239</id>
		<title>Talk:Project Gotham Racing 2</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6239"/>
				<updated>2017-09-22T18:02:05Z</updated>
		
		<summary type="html">&lt;p&gt;Zaykho: /* Reverse engineering notes for file formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reverse engineering notes for file formats ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaykho|Zaykho]] ([[User talk:Zaykho|talk]]) 10:34, 22 September 2017 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Gotham Racing 2 use a .PAK container for storing 3D elements, textures and 3D configurations files.&lt;br /&gt;
&lt;br /&gt;
Multiple types of .PAK name can be seen in PGR2, their names are related to their functions and indicate what type of elements are stored:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for objects''' (  Cache\Objects &amp;amp; Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for cars''' (  Cache\Cars )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_cth&lt;br /&gt;
&lt;br /&gt;
.pak_hrd&lt;br /&gt;
&lt;br /&gt;
.pak_opn ( only for roadster : open mode)&lt;br /&gt;
&lt;br /&gt;
.pak_sft ( only for roadster : closed mode for rain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for maps''' ( Game\Areas )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
.pak_common&lt;br /&gt;
&lt;br /&gt;
.pak_day&lt;br /&gt;
&lt;br /&gt;
.pak_night&lt;br /&gt;
&lt;br /&gt;
.pak_overcast&lt;br /&gt;
&lt;br /&gt;
.pak_stream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To extract those .PAK files, a tool called [http://aluigi.altervista.org/quickbms.htm quickbms] and a [http://aluigi.altervista.org/bms/project_gotham_2_pak.bms PGR2 bms script] ( both made by Luigi Auriemma ) can be used to get most of the contents stored in the archive.&lt;br /&gt;
&lt;br /&gt;
When extracted, the content stored in the archive is sliced in sections, creating a folder for each of them and joining a file with the actual contents in it, mostly with a '''.dat''' suffix.&lt;br /&gt;
&lt;br /&gt;
Here an example for objects:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''.PAK for objects : red_cone.pak '''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
WMSH \ 00000000.dat&lt;br /&gt;
&lt;br /&gt;
MAT \ 00000001.dat&lt;br /&gt;
&lt;br /&gt;
GPUD \ 00000002.dat&lt;br /&gt;
&lt;br /&gt;
TEXT \ 00000003.nfc&lt;br /&gt;
&lt;br /&gt;
VB \ 00000004.dat&lt;br /&gt;
&lt;br /&gt;
END ( nothing, no folder, no files )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WMSH''' or sometime '''MESH'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000000.dat'' file contain the '''faces indices''', and ''supposedly'', the '''strip''' and the how the vertices are read '''( float, word ? )'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MAT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000001.dat'' file contain the '''material''' properties : diffuse, specular, ambient etc... of each material applied to the 3D file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GPUD'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000002.dat'' file contain all the '''textures''', each of them followed by a small part of data ''( texture configuration ? mimaps ? )''. Finally, after all the textures, the '''vertices and UV position''' are stored in one chunk of data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TEXT'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The ''00000003.dat'' file contain all the '''text and name''' related to the texture, it also indicate where each textures are located inside '''GPUD'''.&lt;/div&gt;</summary>
		<author><name>Zaykho</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6238</id>
		<title>Talk:Project Gotham Racing 2</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Talk:Project_Gotham_Racing_2&amp;diff=6238"/>
				<updated>2017-09-22T17:34:19Z</updated>
		
		<summary type="html">&lt;p&gt;Zaykho: /* Reverse engineering notes for file formats */ new section&lt;/p&gt;
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&lt;div&gt;== Reverse engineering notes for file formats ==&lt;br /&gt;
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--[[User:Zaykho|Zaykho]] ([[User talk:Zaykho|talk]]) 10:34, 22 September 2017 (PDT)&lt;br /&gt;
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Project Gotham Racing 2 use a .PAK container for storing 3D elements, textures and 3D configurations files.&lt;br /&gt;
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Multiple types of .PAK name can be seen in PGR2, their names are related to their functions and indicate what type of elements are stored:&lt;br /&gt;
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'''.PAK for objects''' (  Cache\Objects &amp;amp; Cache\Cars )&lt;br /&gt;
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.pak&lt;br /&gt;
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'''.PAK for cars''' (  Cache\Cars )&lt;br /&gt;
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----&lt;br /&gt;
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.pak_cth&lt;br /&gt;
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.pak_hrd&lt;br /&gt;
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.pak_opn ( only for roadster : open mode)&lt;br /&gt;
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.pak_sft ( only for roadster : closed mode for rain)&lt;br /&gt;
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'''.PAK for maps''' ( Game\Areas )&lt;br /&gt;
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----&lt;br /&gt;
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.pak_common&lt;br /&gt;
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.pak_day&lt;br /&gt;
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.pak_night&lt;br /&gt;
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.pak_overcast&lt;br /&gt;
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.pak_stream&lt;br /&gt;
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To extract those .PAK files, a tool called [http://aluigi.altervista.org/quickbms.htm quickbms] and a [http://aluigi.altervista.org/bms/project_gotham_2_pak.bms PGR2 bms script] ( both made by Luigi Auriemma ) can be used to get most of the contents stored in the archive.&lt;br /&gt;
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When extracted, the actual content stored in the archive is sliced in sections, creating a folder for each of them.&lt;br /&gt;
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Here an example for objects:&lt;br /&gt;
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'''.PAK for objects'''&lt;br /&gt;
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WMSH \ 00000000.dat&lt;br /&gt;
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MAT \ 00000001.dat&lt;br /&gt;
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GPUD \ 00000002.dat&lt;br /&gt;
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TEXT \ 00000003.nfc&lt;br /&gt;
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VB \ 00000004.dat&lt;br /&gt;
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END ( nothing, no folder, no files )&lt;/div&gt;</summary>
		<author><name>Zaykho</name></author>	</entry>

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