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Heroes of the Storm Alpha Research!

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ehnoah
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Heroes of the Storm Alpha Research!

Post by ehnoah »

Greetings,

so Heroes of the Storm Alpha Client is out, I want to start the Research here.

Right now, the Format is changed from MPQ to a unknown Format.

There are tons of DATA Files from data.000 to data.if1 same with a DATA.SMEM

The Folder above contain some INDEX Files.

The only way I know, is to open the .000 with a ISO Editor (which is working slightly). Image Recovery find some OGG / WAV Files. But that are usless, as this Files are ~ 600 MB which isn't sure the correct File.

Download can be found here:

https://mega.co.nz/#!zEEkTCIK!zDGxmcRRn ... E28frJmQeg

http://www.magnetdl.com/file/1062931/he ... ha-client/
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Re: Heroes of the Storm Alpha Research!

Post by chrrox »

its zlib compressed chunks.
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Re: Heroes of the Storm Alpha Research!

Post by freakshow »

chroxx what does it mean when some files are zlib compressed? that they are impossible to extract? because ive seen it on some threads mentioned and then everyone drops interest
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Re: Heroes of the Storm Alpha Research!

Post by ehnoah »

Zlib is normaly just Winrar/7zip as I understood.

But that isn't working. MMO Champion got it, as we see, but no Idea how to continue!
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Re: Heroes of the Storm Alpha Research!

Post by chrrox »

run offzip on the file.
offzip.exe -1 -a c:\file.dat c:\extract_folder 0
then run a file scan program on the dat file you get like
blog/?p=62
Image
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Re: Heroes of the Storm Alpha Research!

Post by ehnoah »

NVM. j ust not use the 2 GB big file :P
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Re: Heroes of the Storm Alpha Research!

Post by TaylorMouse »

Alright, finally decided to check into this.. happy to actually find something usefull here :)

I ran the extract command ( offzip.exe -1 a "data.000" "d:\extracted" 0)

got a huge file with a dat extension

run the Jaeder Naub tool

but... how did you get that Nova model ? -> never mind :) it is just a texture, anyone found the models ?

T.
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Re: Heroes of the Storm Alpha Research!

Post by TaylorMouse »

Hey guys I found a CASC Explorer for Warlords Of Draenor and also a C# script that extracts objects from the these new CASC files.

So I extracted all the dds files and the M3 files from it and succeeded in writing an import script for 3DS Max.(download in attachment)

The script imports the models in submeshes, bones, skins and even uses the StarCraft 2 Art Tools attachments( so you need to have the Art Tools installed, if you don't just remove these lines from the script )

But now I'm bumping into the animations :/ I'm not that good in understanding and extracting animation information...

So some help would be appreciated.

T.
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Re: Heroes of the Storm Alpha Research!

Post by TaylorMouse »

Here is a model example

T.
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Re: Heroes of the Storm Alpha Research!

Post by rexil »

TaylorMouse wrote:Hey guys I found a CASC Explorer for Warlords Of Draenor and also a C# script that extracts objects from the these new CASC files.

So I extracted all the dds files and the M3 files from it and succeeded in writing an import script for 3DS Max.(download in attachment)

The script imports the models in submeshes, bones, skins and even uses the StarCraft 2 Art Tools attachments( so you need to have the Art Tools installed, if you don't just remove these lines from the script )

But now I'm bumping into the animations :/ I'm not that good in understanding and extracting animation information...

So some help would be appreciated.

T.
Could you share or link to the script to extract the CASC files?
Thanks.
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Re: Heroes of the Storm Alpha Research!

Post by TaylorMouse »

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Re: Heroes of the Storm Alpha Research!

Post by shakotay2 »

Walk animation of Storm_Pet_AbathurLocust_Base.m3, 0xC140 Walk_full

For .x animation files the frame count for each bone normally is the same
but for the Storm_Pet .m3 file it is not.
Each bone should have a table for his positions and one for his rotations
but here it seems to be 11 tables (pos) versa 18 tables (rot).

So I don't get it since from your script the pet seems to have 19 bones.


(Following data maybe faulty since it was derived manually.)

0xC200 unknown Array of 11 x 8 DWords
(each 1st and 6th value is the frame count, 5th value is the maximum frame time offset)

11 tables (for 11 bones?) to follow:

1. table, 0xC360 33 frame time offsets [ms?]
0 33 66 100 133 166 200 233 266 300 333 366 400 433 466 500
533 566 600 633 666 700 733 766 800 833 866 900 933 966 1000 1033 1066

0xC3F0 33 frames x 12 bytes (3 floats, position?)

1. 0000 -0.042748 -0.050062 0.436773
2. 0033 -0.041306 -0.043050 0.440469
3. 0066 -0.037569 -0.036517 0.437106
...
31. 1000 -0.038585 -0.065343 0.429404
32. 1033 -0.041611 -0.057529 0.438589
33. 1066 -0.042748 -0.050062 0.436773


2nd table, 0xC580 31 frame time offsets
C600 31 x 12

C780 3 tables with 2 frames each

6th table, 0xC810 33
C8A0 33 x 12

CA30 29
CAB0 29 x 12

CC10 28
CC80 28 x 12

9th table, 0xCDD0 11 frame time offsets
CE00 11 x 12

CE90 2 tables with 2 frames each

------------------------------

0xCEF0 unknown Array of 18 x 8 DWords
(each 1st and 6th value is the frame count, 5th value is the maximum frame time offset)

18 tables (for 18 bones?) to follow:

1st table, 0xD130 32 frame time offsets
0 33 66 100 133 166 200 233 266 300 333 366 400 433 466 500
533 566 600 633 666 700 733 766 800 833 866 900 933 1000 1033 1066

0xD1B0 - D3B0 32 frames x 16 bytes (4 floats, rotation?)
1. 0000 0.168332 -0.000626 0.006733 0.985707
2. 0033 0.180361 -0.001735 0.002054 0.983597
3. 0066 0.190348 -0.002788 -0.003073 0.981708
...
30. 1000 0.154780 0.001649 0.012016 0.987874
31. 1033 0.161377 0.000429 0.009110 0.986851
32. 1066 0.168332 -0.000626 0.006733 0.985707

2nd table, 0xD3B0 21
D410 21 x 16

D560 41
D610 41 x 16

D8A0 39
D940 39 x 16

DBB0 39
DC50 39 x 16

DEC0 41
DF70 41 x 16

E200 45
E2C0

E590 45
E650

E920 44
E9D0

10th table, 0xEC90 40
ED30

EFB0 24
F010

F190 16
F1D0

F2D0 27
F340

F4F0 22
F550

F6B0 15
F6F0

F7E0 18
F830

F950 15
F990

18th table, 0xFA80 15 frame time offsets
FAC0 15 frames x 16 bytes (4 floats, rotation?)

------------

0xFBB0 8 unknown DWords
(1st and 6th value is the frame count, 5th value is the maximum frame time offset)

FBD0 27 frame time offsets
FC40 - FF34 756 = 63 * 12 (?)
-------------------------------------

Once we know which table is belonging to which bone you could use the frame counts in the
arrays at 0xC200, 0xCEF0 for your script.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Heroes of the Storm Alpha Research!

Post by TaylorMouse »

This I found through one of my buddies on SC2Mapster:

https://github.com/flo/m3addon/blob/mas ... ctures.xml

But I can't figure out how to convert the content of the m3 file into descent MAX animations ...

T.
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Re: Heroes of the Storm Alpha Research!

Post by raykingnihong »

TaylorMouse wrote:This I found through one of my buddies on SC2Mapster:

https://github.com/flo/m3addon/blob/mas ... ctures.xml

But I can't figure out how to convert the content of the m3 file into descent MAX animations ...

T.
Hello my friends, how to use this software "CASC Explorer", thank you very much for your help.
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Re: Heroes of the Storm Alpha Research!

Post by Researchman »

Try to use CASCExplorer, but got error - "Error Initializing required data files".
As I understand, it happens, because done for latest WoW addons, which has this new filesystem.

Be glad if anyone introduce how to use it on Heroes of the Storm for archive extraction. (plus what means <pattern>, <destination> and <locale> for CASCConsole)
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