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Search found 7 matches
- 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!
- 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 ...
- 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 ...
- 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....
- 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...
- 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...
- 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...