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Search found 7 matches

by lunger
Mon Mar 11, 2019 12:54 pm
Forum: Game Archive
Topic: Tom Clancy’s The Division 2 - SDFDATA / SDFTOC archive
Replies: 18
Views: 13088

Re: The Division 2

Nice work Sir Kane!
by lunger
Thu Feb 07, 2019 2:55 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 137
Views: 77576

Re: The Division SDF Archive Format

hello , the tool doent work with the division 2 file, its the same format but we get an error. Error: Unexcepted byte in file tree It only appears to be the same format. The file structure is the same, however the compressed data has changed and we have yet to identify how it has changed to update ...
by lunger
Tue Feb 05, 2019 4:27 am
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 137
Views: 77576

Re: The Division SDF Archive Format

I do know this much about the Alpha files: - 0x685F6 is the start of the compressed binary search tree for the alpha files - the only data after the compressed data is the ID block which is 0x30 bytes long - They added 5 new uint32 values to the header - The compression ratio is about 1% worse than ...
by lunger
Tue Apr 05, 2016 5:28 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 137
Views: 77576

Re: The Division SDF Archive Format

Since the DDS format is BC7 compression, i found a plugin Intel has made that works for latest Photoshop CC versions. This can read the file into photoshop. link: http://gametechdev.github.io/Intel-Texture-Works-Plugin/ direct: https://github.com/GameTechDev/ITW-Beta-Test/releases/download/ITW_1.0....
by lunger
Wed Mar 23, 2016 10:44 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 137
Views: 77576

Re: The Division SDF Archive Format

Compressed data block represents binary search tree (for strings), with files in leaves. sdftoc file has folowing structure: struct header { int32 tag; int32 ver; int32 decomp_size; int32 comp_size; int32 zero; //?? int32 block1count; int32 block2count; } struct ddsblock { int32 used_bytes; byte da...
by lunger
Wed Mar 02, 2016 10:59 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 137
Views: 77576

Re: The Division SDF Archive Format

After a little more digging, it appears that there is a more specific pattern at play. In hex: 42 __ __ AE 1E 00 __ The 42 is what generates the ASCII 'B' at the end of every visible path. 1E is technically considered a Record Separator. Since AE and 1E are always paired, I am assuming that they sym...
by lunger
Wed Mar 02, 2016 8:12 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 137
Views: 77576

Re: The Division SDF Archive Format

Names, offsets, sdfdata indices and all that are in the TOC file's zlib compressed chunk. That 0x140 bytes block is probably some signature or something like that. I wasn't able to get clean enough data to determine that, unless I am not viewing it properly... I used offzip to unzip the sdftoc. The...