Its a proprietary format. Seems to store buffers using some form of block compression, but I haven't got too far with working that out yet.
Did you already take a look at the DDS file format? IIRC during the alpha they we're still using an DDS like format with custom headers. I don't remember exactly how, but I managed to manually extract some simple icon files from these file during the alpha. Only couldn't get the colors right (guess I used the wrong color format?) and it contained some weird vertical lines (could be some extra pixel data, maybe some kind of extension to allow bumpmaps within the same texture or something? Just a brainfart though). Not sure if it's still the same, but I guess they didn't change their format after the alpha. It might also be usefull to take a look at RCT3 tools.
.....
I think when we encrypted the init overlays any asset packages or prefabs should have been moved in to the equivalent main overlays.
Cheers
Andy
Does that mean that, unlike at Elite Dangerous where all files recently appear to have been encrypted, Planet Coaster will only be partly encrypted to still allow modding? So the encryption is only used for things like anti-"free DLC hacks" and not to prevent modding? If so, that sounds amazing!
Edit: Maybe like mentioned earlier, we should set up some Discord group or whatever to create a collaborative file format solving group instead of just posting random bits about the format in this topic?
For any other interested people, you can find some info here (not by me):
https://github.com/fesh0r/010editor/blob/master/010 Templates/OVL.bt
https://github.com/fesh0r/010editor/blob/master/010 Templates/OVLT.bt
(The OVLT is about the compressed part)
And some outdated research by myself (2 years old, don't know what's still used in current OVL versions):
https://github.com/joeywp/cobra-overlay-format-blueprint/blob/master/ovltemplate.bt
And some research by Rick (also from the RCT3 scene) about the audiobanks:
https://github.com/rickvg/Wwise-audiobanks-wem-format-blueprints
This, if used properly, can be used to extract all audio from the game. Unless also outdated because we did the research quite a while ago now already