Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
Posted: Sun Dec 24, 2017 9:22 pm
by "the attached version on ealayer3" i meant the one just attached
Game Research Forum
https://forum.xentax.com/
lol, yeah, I realized second time I read the text, I'm like silly me, duuuh, loldaemon1 wrote:by "the attached version on ealayer3" i meant the one just attached
@daemon1, you happen to know what resType these are? the letters in front are from the games I came across.daemon1 wrote:Sure:elementofprgress wrote:If you have any updated resTypes or something is wrong, let me know.
0xf04f0c81:".Dx11ShaderProgramDatabase",
0x9C4FAA17:".HeightfieldDecal"
0x957C32B1:".AtlasTexture",
0xC6CD3286:".EnlightenStaticDatabase",
0xA23E75DB:".TerrainLayerCombinations",
0xE36F0D59:".HavokClothPhysicsData",
0x6BDE20BA:".Texture",
0x9D00966A:".UITtfFontFile",
0xC611F34A:".MeshEmitterResource",
Here's all your unknown types, if you have something else unknown, let me know.
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0x24A019CC:".DAI_resType24A019CC",
0x5E862E05:".DAI_resType5E862E05",
0x59C79990:".DAI_resType59C79990",
0x76742DC8:".DAI_resType76742DC8",
0x41759364:".NFSP_resType41759364",
0x2EBF5E85:".NFSR_resType2EBF5E85",
0x8D9E6F01:".MEA_resType8d9e6f01",
0xAD1AC4FD:".MEA_resTypeAD1AC4FD",
0xCB8BCD07:".MEA_resTypeCB8BCD07",
0xBA02FEE0:".MEA_resTypeBA02FEE0",
0x52EE0D39:".MEA_resType52EE0D39",
mono24 wrote: @daemon1, you happen to know what resType these are? the letters in front are from the games I came across.
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8D9E6F01 PcaComponentWeightsResource
AD1AC4FD LargeParticleCloud
BA02FEE0 MeshAdjacencyResource
52EE0D39 PlayerPresetResource
41759364 PhysicsResource
5E862E05 LocalizedStringResource
59C79990 FaceFXResource
Now that was fast, thank you.daemon1 wrote:I can't get the others because i dont have these games EXE's right now
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0x76742DC8:".DAI_resType76742DC8",
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0x76742DC8
yes its a hash of the actual name, but you wont find it is the EXE, because its not there. But if you take all string constants from the EXE, and calculate their hashes, some of them will be these numbers. The names are scattered across the data segment, so just hash them all and you'll find what you need. Good idea is to use some tool to do it for you automaticallymono24 wrote:inside the executable of the game, then in front or after there is a hash of the actual name?
For your information, 6BDE20BA is just "Texture", not dx12 or anything elseCZW wrote:Daemon1 , my question is ... you export DX11 texture
Do you export DX12 textures ? As the option exist into the game .. CAS files have them ?
frostbite engine have this entrie if I’m right
0x6BDE20BA: ".Dx12Texture"
LOL, you sneaky devil, hehehe, you do realize that just like yourself I too have English as "second" language, like most in here I assume, anyway not like its an excuse, but in past few days, I got as far as looking for and installing Explorer Suite and IDA, because obviously I never even heard of them yet alone know how to use them as should, hehe, but trying to learn, it fascinates me to the point I cant sleep at times from all this stuff.daemon1 wrote:yes its a hash of the actual name, but you wont find it is the EXE, because its not there. But if you take all string constants from the EXE, and calculate their hashes, some of them will be these numbers. The names are scattered across the data segment, so just hash them all and you'll find what you need. Good idea is to use some tool to do it for you automatically
What are you talking about?Paja913 wrote:I'm looking for a sound extractor with guide. Can you help me?
Because I can't get sound files by UFE0.2.
it seems you know nothing about hashes. ok i can tell you. there are many hash algorythms, but frostbite is not using any standard ones, they did their own, which works like this:mono24 wrote:I had to Google "hash calculation"
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Traceback (most recent call last):
File "D:\BF4_dump\bf4dumper.py", line 244, in <module>
if "tocRoot2" in locals(): dumpRoot(tocRoot2)
File "D:\BF4_dump\bf4dumper.py", line 234, in dumpRoot
dump(fname,targetDirectory)
File "D:\BF4_dump\bf4dumper.py", line 185, in dump
LZ77.decompressUnknownOriginalSize(sbPath,entry.offset,entry.size,targetPath)
ArgumentError: argument 2: <type 'exceptions.OverflowError'>: long int too long to convert
>>>
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for entry in toc.chunks:
if hexlify(entry.id)=="2550ad6e0c4d281384a6bf767bb7a959 <-replace it with the chunk hash that causes the error" : continue
No.mono24 wrote:So I assume there must be an argument to add in the script, that makes the extraction to continue with out excluding any chunks from the process.
Oh, ok, understood, then is there any other .dll I can use you might know of, both 32bit or 64bit, I'd definitely like to try it out?daemon1 wrote:There is no argument in 32-bit .DLL to pass 64-bit offset to it. In theory you can make this, but you have to make a new .DLL for that.
Battlefield Hardline:daemon1 wrote:p.s. whats the game using 4gb files?