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[Request] Guild Wars 2 DAT

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evilwind
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Re: [Request] Guild Wars 2 DAT

Post by evilwind »

also when exporting models, i think the textures should follow with also :)
Rhoot
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Re: [Request] Guild Wars 2 DAT

Post by Rhoot »

evilwind wrote:also when exporting models, i think the textures should follow with also :)
It's been on the TODO list for a while. Second to last item. ;)
mtew
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Re: [Request] Guild Wars 2 DAT

Post by mtew »

Nimba wrote:Here is the file. Hopefully it is what you are looking for. Seems to have some kind of Manifest info in it at the bottom. Anyways, GL!
Thanks for the effort on GW2Unpacker. I am running a Fedora system and it runs well under wine. Since I do not have a windows system, I can not rebuild the executable, so I will not (at least for now) try making corrections myself, but I have some notes on what might be added.

I tried it on the Local.dat file and found some interesting information:

Executable files (.dll,.exe,.ctx and so on) start with the two letters 'MZ'.

The master file table (MFT) can also have the tag 'Mft'.

There are 'PF' sub-types 'ARMFARMF' and 'ARMFMFST'.
Rhoot
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Re: [Request] Guild Wars 2 DAT

Post by Rhoot »

mtew wrote:Executable files (.dll,.exe,.ctx and so on) start with the two letters 'MZ'.
Aye, and they are identified as such by the browser.
mtew wrote:The master file table (MFT) can also have the tag 'Mft'.
"Also?" The MFT always has the magic id 'Mft'.
mtew wrote:There are 'PF' sub-types 'ARMFARMF' and 'ARMFMFST'.
There are far more subtypes than that. For those specific ones however, only 'ARMF' describes the file type. The second 'ARMF, as well as 'MFST' are the ids for the first chunk within those files.

EDIT: It seems you've only used the unpacker. I haven't changed anything at all in it since I created it (yes I, not Nimba :P), so it's very outdated. I would suggest checking out the browser instead. Binaries, Source. (Granted that is getting severely outdated as well.)
jeckerson
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Re: [Request] Guild Wars 2 DAT

Post by jeckerson »

Could you explain please, what type of data is located in "Maps" folder, with PF header?
Rhoot
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Re: [Request] Guild Wars 2 DAT

Post by Rhoot »

jeckerson wrote:Could you explain please, what type of data is located in "Maps" folder, with PF header?
Those files are just what they sound like. They contain the in-game maps, most of it anyway. Some of the maps data are in other files (such as the prlt files) but terrains, lights, etc are in the files in the Maps "folder". I just haven't written a renderer for them yet. Not sure if I will either, I'm losing interest in both the gw2 files and the browser now that there's not much left undiscovered. :/
jeckerson
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Re: [Request] Guild Wars 2 DAT

Post by jeckerson »

Are you sure? There are much undiscovered data left, like for example: map layers, links for items data, npc stats etc...
Loumie
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Re: [Request] Guild Wars 2 DAT

Post by Loumie »

Everything has been figured out, at least everything has been unpacked in structure format or XML, it just hasn't been released yet publicly. The only things left are unrelevant stuff like fonts/etc...

@developers: I will soon do a last update on https://github.com/ahom/gw2DatTools, to clean up some stuff then leave it like this. Feel free to fork on it if you wish to add other stuff, but the basics on dat/texture decompressions are all here, plus some hidden goodies for those knowing what is IDA and what are idc scripts ;D
ral
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Re: [Request] Guild Wars 2 DAT

Post by ral »

Too bad you guys want to stop working on it but I still want to thank you a lot. Your code really helped me to learn and understand a lot of stuff.
I'll take a look at stuff you released and soon I have more time again. Maybe if I have the time and the knowledge I make some Tools for stuff I'm interested in or improve stuff.
Thanks again for everything :)
Loumie
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Re: [Request] Guild Wars 2 DAT

Post by Loumie »

Actually there was a heavy hint on IDA and idc scripts in my repo, if you dig it you'll find lot's of stuff, the other part though, I can't say more as I'm not the one who found it and it's meant to be kept private for now.
ral
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Re: [Request] Guild Wars 2 DAT

Post by ral »

I just saw it (that's why i edited my post incase you saw the old one). That's really a lot of info. Great job ;)
Demonsangel
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Re: [Request] Guild Wars 2 DAT

Post by Demonsangel »

howfie wrote:Model format looked really easy.
Well I hope it is, the GW1 format was my worst nightmare, it was asif they had 3k formats in one. They had certain flags that I had to check each time and add to a list of possible parsingmethods.

I haven't looked through the entire thread, but if anyone can give me a global idea of the format I'll see if I can cook anything up for Noesis in the future.
ral
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Re: [Request] Guild Wars 2 DAT

Post by ral »

Demonsangel wrote: I haven't looked through the entire thread, but if anyone can give me a global idea of the format I'll see if I can cook anything up for Noesis in the future.
Just take a look at the ModelReader.cpp of the Gw2Browser. That should give you all info to get started.
https://github.com/rhoot/Gw2Browser/blo ... Reader.cpp
jeckerson
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Re: [Request] Guild Wars 2 DAT

Post by jeckerson »

Loumie wrote:Everything has been figured out, at least everything has been unpacked in structure format or XML
Which type of data is unpacked in XML format?

Btw, there are some problem with some DDS map files rendering.
184851.png
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Loumie
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Re: [Request] Guild Wars 2 DAT

Post by Loumie »

jeckerson wrote:
Loumie wrote:Everything has been figured out, at least everything has been unpacked in structure format or XML
Which type of data is unpacked in XML format?
I'm not able to answer this. You will have to figure it out yourselves or the author will himself talk about it.

Anyway, I'm working on a small python project that will dump content of the PF files in XML format, that seems interesting ;D. I hope that with this available, peoples will be able to do their own specific viewer tools, as the format will be really straight forward.

Maybe peoples could even help Rhoot with: https://github.com/rhoot/Gw2Browser, I'm sure he will be happy to have help to implement new stuff.
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