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6.00 (CL-4395664)

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@PongooDev PongooDev released this 08 Nov 21:14
· 19 commits to main since this release

Server assets for 6.00 (CL-4395664), a full data extraction from a PlayStation 4 build, from Ducki67's extractor (#19). Not tested on a game server. The pak's DefaultEngine.ini reads 6.00.0.

Updated 2026-11-12: rebuilt with ServerAssetsExtractor 3.0.0's rules (rules.json version 3), which keep platform-cooked rendering data out of the pak. The pak mounts over the build's own files, on the server and on a host's own game that plays from the same folder, so these console copies replaced the PC ones. This pak is the published one with these packages taken out, made with ServerAssetsExtractor filter; every other file is byte for byte the same, and the sig is rebuilt from the new pak's 64 KiB chunk CRCs with a zeroed master signature.

Left out as platform-cooked (6):

  • /Game/Athena/LinearColorCurves/AthenaCurveAtlas01: a texture (CurveLinearColorAtlas) in the console's texture format
  • /Game/Maps/Horde/KeepNeighborhood_Arid: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Tiles/Tile_Suburban_002: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Zones/TheFarmstead/Zone_Onboarding_FarmsteadFort: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Zones/Zone_Onboarding_Grasslands_a: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Zones/Zone_Onboarding_Suburban_a: a level with lighting build data (MapBuildDataRegistry) inside

Left out as levels (37), kept before only for their navmeshes: Arid_3x3_Island_a, Arid_3x3_Island_b, Arid_3x3_Island_c, Arid_3x3_Island_d, Arid_3x3_Island_e, Arid_3x3_Island_f, Arid_3x3_Island_h, Arid_3x3_Island_i, BotLayout_2x1, HordeProto_003, Layout_RadarTower_11, 5x5_Building, Zone_PerfMem, Zone_TRV_HForest_Castle, Zone_TRV_HForest_TwoTowers, Zone_TRV_HForest_TwoTowers_B, Zone_Temperate_Urban_Blockbuster, Zone_TRV_HForest_Intro, Zone_Arid_Stormquest_Desert, Zone_Outpost_CannyValley, Zone_Outpost_Stonewood, Zone_Outpost_TwinePeaks, Zone_Survival_Winter_Temperate, Zone_TheCannyValleyDiscovery, Zone_Arid_TheGhostTown, Zone_TheVindermanMemorial, Zone_Arid_Desert, Zone_Arid_Desert_B, Zone_Arid_Industrial, Zone_Arid_Suburban, Zone_Arid_ThunderRoute99_01, Zone_Arid_ThunderRoute99_01_B, Zone_Arid_ThunderRoute99_02, Zone_Arid_ThunderRoute99_02_B, Zone_Arid_Urban, Zone_Onboarding_Forest_a, Zone_Temperate_Grassland_Vinderlab. The PC build has the same navmeshes (same sizes in every level checked on 2.5, 5.21 and 6.00), so these only replaced the PC levels.

Boot test of this rebuilt pak: a headless CL-4402180 Battle Royale server with it installed as pakchunkCoreServerAssets-WindowsClient_P mounts it, reaches ready, uses Epic's own brushes for all 50 POI volumes, and no longer logs "Loot tables missing"; its engine log has no error or warning the old pak's boot didn't have. No match was played.

Updated again 2026-11-12, navmesh levels restored: rebuilt from the original pak (SHA-256 22a717823cb905c461cf6ff5ba215099897789779558f8984a140d73ad5b4e45) with ServerAssetsExtractor 3.1.0's filter (rules.json version 4). Version 4 keeps every level with a built navmesh, before the platform-cooked check: the server's AI walks on the built navmesh, and a PC cook can lack it (6.20's Deimos_Gameplay has the fiends' AthenaNavMesh only in the console cook). Such a level overrides the PC copy, on the server and on a host's own game.

Restored (13): Arid_3x3_Island_a, Arid_3x3_Island_b, Arid_3x3_Island_d, Arid_3x3_Island_f, BotLayout_2x1, HordeProto_003, KeepNeighborhood_Arid, 5x5_Building, Tile_Suburban_002, Zone_Outpost_CannyValley, Zone_Outpost_TwinePeaks, Zone_Survival_Winter_Temperate, Zone_Onboarding_FarmsteadFort.

Of them, 3 hold console data and override the PC level with it: KeepNeighborhood_Arid (console lighting data), Tile_Suburban_002 (console lighting data), Zone_Onboarding_FarmsteadFort (console lighting data).

Still left out: 27 levels whose navmesh has no built tiles, 2 levels with console lighting data and no built navmesh (e.g. Zone_Onboarding_Grasslands_a) and AthenaCurveAtlas01, a texture in the console's texture format.

Every file kept is byte for byte the original's. The sig is rebuilt from the new pak's 64 KiB chunk CRCs with a zeroed master signature.

Boot test of this pak: a headless CL-4402180 Battle Royale server with it installed as pakchunkCoreServerAssets-WindowsClient_P mounts it, reaches ready, uses Epic's own brushes for all 50 POI volumes, and doesn't log "Loot tables missing"; its engine log has no error or warning the previous pak's boot didn't have. No match was played.

File Size SHA-256
ServerAssets-6.00-CL-4395664.pak 381,829,283 bytes (was 284,787,173; the original 466,450,073) e50720f9458b2cad91a0e911d5f5131b41daaf5d839bcf15b82ecc44bdfd952c
ServerAssets-6.00-CL-4395664.sig 23,376 bytes 8e36ecee48692fbe3b533098c59a5606d83e1d361b15ac6024ae60ebd6a253ee