

kiwidog
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http://allenthinks.com
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kiwidoggie
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Male
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Washington, DC
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Reverse Engineering, Modeling, Movie Production, Programming
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Thank goodness, I think I may have given you a call awhile ago. I'm glad that the forum is back and I'm also available if you need someone to help manage/backup the site.
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Just some more information that I had a realization about today when working on IceEditor. The archives that normally start with either 0x81 or 0x82 is a logical or operator. If we look at the structures that you can pull out of the exe that look similar to. public enum DbObjectType : byte { Eoo = 0x00, InternalMin = 0x00, Array = 0x01, Object = 0x02, HomoArray = 0x03, Null = 0x04, ObjectId = 0x05, Bool = 0x06, String = 0x07, Integer = 0x08, Long = 0x09, VarInt = 0x0A, Float = 0x0B, Double = 0x0C, Timestamp = 0x0D, RecordId = 0x0E, Guid = 0x0F, SHA1 = 0x10, Matrix44 = 0x11, Vector4 = 0x12, Blob = 0x13, Attachment = 0x14, Timespan = 0x15, StringAtom = 0x16, TypedBlob = 0x17, Environment = 0x18, InternalMax = 0x1F, Mask = 0x1F, TaggedField = 0x40, Anonymous = 0x80 } The Anonymous field means that there is no "data name" to it. That means something like this "should" work to parse everything correctly. I still have not debugged enough to know what it means if something is not anonymous. Probably just to continue extraction like it was before with IceEditor. This was a "bug" in IceEditor that I would ignore to get the files I wanted but now that my understanding of it has changed it may mean a small step closer to a public release. if (p_Reader.BaseStream.Length - p_Reader.BaseStream.Position < 2) throw new IndexOutOfRangeException(); // This should fix the error reading anonymous types byte s_typedType = p_Reader.ReadByte(); bool s_isNamed = Convert.ToBoolean((s_typedType & ((byte)DbObjectType.Anonymous))); if (s_isNamed) s_typedType = Convert.ToByte((s_typedType & ((byte)~DbObjectType.Anonymous))); DbObjectType s_type = (DbObjectType)s_typedType; m_element = new DbObjectElement(ref p_Reader, s_type); Like I said, I just wrote that without actually testing (I need to finish coding the rest of the classes and reverse some more DbObject classes from BF3/MOHW)
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You can generate your own ITexture resource based off of my classes. Just read the dds header generate the itexture format, remove dds header from file leaving data.
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Here is my contribution, Extracts as far as I know 100% working DDS DXT1,3,5 Images. CTexture.cs - IceEditor's code for creating new DDS files. /* * CTexture.cs * By: kiwidog * Generation of RAW/DDS file formats from the Frostbite 2 ITexture/Chunk Data * http://allenthinks.com * kiwidoggie productions (c) 2012-2013 */ using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.IO; using EndianIO; using zlib; namespace IceEditor.Editor { class CTexture { enum D3DFORMAT : uint { D3DFMT_UNKNOWN = 0, D3DFMT_R8G8B8 = 20, D3DFMT_A8R8G8B8 = 21, D3DFMT_X8R8G8B8 = 22, D3DFMT_R5G6B5 = 23, D3DFMT_X1R5G5B5 = 24, D3DFMT_A1R5G5B5 = 25, D3DFMT_A4R4G4B4 = 26, D3DFMT_R3G3B2 = 27, D3DFMT_A8 = 28, D3DFMT_A8R3G3B2 = 29, D3DFMT_X4R4G4B4 = 30, D3DFMT_A2B10G10R10 = 31, D3DFMT_A8B8G8R8 = 32, D3DFMT_X8B8G8R8 = 33, D3DFMT_G16R16 = 34, D3DFMT_A2R10G10B10 = 35, D3DFMT_A16B16G16R16 = 36, D3DFMT_A8P8 = 40, D3DFMT_P8 = 41, D3DFMT_L8 = 50, D3DFMT_A8L8 = 51, D3DFMT_A4L4 = 52, D3DFMT_V8U8 = 60, D3DFMT_L6V5U5 = 61, D3DFMT_X8L8V8U8 = 62, D3DFMT_Q8W8V8U8 = 63, D3DFMT_V16U16 = 64, D3DFMT_A2W10V10U10 = 67, D3DFMT_UYVY = 0x59565955, D3DFMT_R8G8_B8G8 = 0x47424752, D3DFMT_YUY2 = 0x32595559, D3DFMT_G8R8_G8B8 = 0x42475247, D3DFMT_DXT1 = 0x31545844, D3DFMT_DXT2 = 0x32545844, D3DFMT_DXT3 = 0x33545844, D3DFMT_DXT4 = 0x34545844, D3DFMT_DXT5 = 0x35545844, D3DFMT_D16_LOCKABLE = 70, D3DFMT_D32 = 71, D3DFMT_D15S1 = 73, D3DFMT_D24S8 = 75, D3DFMT_D24X8 = 77, D3DFMT_D24X4S4 = 79, D3DFMT_D16 = 80, D3DFMT_D32F_LOCKABLE = 82, D3DFMT_D24FS8 = 83, D3DFMT_D32_LOCKABLE = 84, D3DFMT_S8_LOCKABLE = 85, D3DFMT_L16 = 81, D3DFMT_VERTEXDATA =100, D3DFMT_INDEX16 =101, D3DFMT_INDEX32 =102, D3DFMT_Q16W16V16U16 =110, D3DFMT_MULTI2_ARGB8 = 0x3154454D, D3DFMT_R16F = 111, D3DFMT_G16R16F = 112, D3DFMT_A16B16G16R16F = 113, D3DFMT_R32F = 114, D3DFMT_G32R32F = 115, D3DFMT_A32B32G32R32F = 116, D3DFMT_CxV8U8 = 117, D3DFMT_A1 = 118, D3DFMT_A2B10G10R10_XR_BIAS = 119, D3DFMT_BINARYBUFFER = 199, D3DFMT_FORCE_DWORD =0x7fffffff } enum DDSFLAGS : uint { DDSD_CAPS = 0x1, DDSD_HEIGHT = 0x2, DDSD_WIDTH = 0x4, DDSD_PITCH = 0x8, DDSD_PIXELFORMAT = 0x1000, DDSD_MIPMAPCOUNT = 0x20000, DDSD_LINEARSIZE = 0x80000, DDSD_DEPTH = 0x800000 } enum DDSCAPS : uint { DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000 // Required } enum DDSCAPS2 : uint { DDSCAPS2_CUBEMAP = 0x200, DDSCAPS2_CUBEMAP_POSITIVEX = 0x400, DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800, DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000, DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000, DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000, DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000, DDSCAPS2_VOLUME = 0x200000 } enum DDSPXLFMTFLAGS : uint { DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000 } class DDSPixelFormat { public uint m_size; public DDSPXLFMTFLAGS m_flags; public D3DFORMAT m_fourCC; // DXT1 public uint m_rgbBitCount; public uint m_rBitMask; // Red public uint m_gBitMask; // Green public uint m_bBitMask; // Blue public uint m_aBitMask; // Alpha public DDSPixelFormat() { m_size = 32; } } class DDSHeader { public uint m_magic; // "DDS " or 0x44445320 public uint m_size; // Always 124 public uint m_flags; // public uint m_height; public uint m_width; public uint m_pitchOrLinearSize; // Big Endian public uint m_depth; // 0? public uint m_mipMapCount; // 1? public byte[] m_reserved; // Size=0x2C, its unused so we can put text here public DDSPixelFormat m_fmt; public DDSCAPS m_caps; public uint m_caps2; public uint m_caps3; public uint m_caps4; public uint m_reserved2; // Unused public DDSHeader() { m_magic = 0x20534444; // "DDS " m_size = 124; m_reserved2 = 0; m_fmt = new DDSPixelFormat(); } } class ImageChunk { public uint m_uncompressedSize; // Non Compressed Size public uint m_compressedSize; public byte[] m_data; public ImageChunk(Stream stream) { EndianReader br = new EndianReader(stream, EndianType.BigEndian); m_uncompressedSize = br.ReadUInt32(); m_compressedSize = br.ReadUInt32(); m_data = br.ReadBytes((int)m_compressedSize); } } List<ImageChunk> m_chunks = new List<ImageChunk>(); /// <summary> /// Reads out of a chunk file, uses the resource data to generate a working DDS file /// Assumes that the only type used in Frostbite 2 is DXT1 /// </summary> /// <param name="chunkFile">File path to the chunk file (resource.id chunk)</param> /// <param name="outputFile">File path to the final output .dds file</param> public void GenerateDDSFile(string chunkFile, string outputFile, ITexture info) { EndianReader br = new EndianReader(new FileStream(chunkFile, FileMode.Open, FileAccess.Read), EndianType.BigEndian); while (br.BaseStream.Position < br.BaseStream.Length) { m_chunks.Add(new ImageChunk(br.BaseStream)); } br.Close(); BinaryWriter bw = new BinaryWriter(new FileStream(outputFile, FileMode.Create, FileAccess.Write)); // Generate the Header and PixelFormatData DDSHeader dds = new DDSHeader(); dds.m_flags = (uint)(DDSFLAGS.DDSD_CAPS | DDSFLAGS.DDSD_HEIGHT | DDSFLAGS.DDSD_WIDTH | DDSFLAGS.DDSD_PIXELFORMAT); // Default, others can be added later dds.m_height = info.m_height; dds.m_width = info.m_width; dds.m_pitchOrLinearSize = info.m_pitch; dds.m_depth = info.m_depth; dds.m_mipMapCount = 15; dds.m_reserved = new byte[4*11]; dds.m_fmt.m_flags = DDSPXLFMTFLAGS.DDPF_FOURCC; // Texture Specific Settings switch ((TextureFormat)info.m_format) { case TextureFormat.TextureFormat_DXT1: dds.m_fmt.m_fourCC = D3DFORMAT.D3DFMT_DXT1; break; case TextureFormat.TextureFormat_DXT3: dds.m_fmt.m_fourCC = D3DFORMAT.D3DFMT_DXT3; break; case TextureFormat.TextureFormat_DXT5: dds.m_fmt.m_fourCC = D3DFORMAT.D3DFMT_DXT5; break; default: break; } // General Texture Settings switch ((TextureFormat)info.m_format) { case TextureFormat.TextureFormat_DXT1: case TextureFormat.TextureFormat_DXT3: case TextureFormat.TextureFormat_DXT5: dds.m_fmt.m_flags |= DDSPXLFMTFLAGS.DDPF_RGB; dds.m_fmt.m_rgbBitCount = 32; dds.m_fmt.m_rBitMask = 0x000000FF; dds.m_fmt.m_gBitMask = 0x0000FF00; dds.m_fmt.m_bBitMask = 0x00FF0000; dds.m_fmt.m_aBitMask = 0xFF000000; break; default: break; } dds.m_caps = DDSCAPS.DDSCAPS_TEXTURE; dds.m_caps2 = 0; dds.m_caps3 = 0; dds.m_caps4 = 0; bw.Write(dds.m_magic); bw.Write(dds.m_size); bw.Write(dds.m_flags); bw.Write(dds.m_height); bw.Write(dds.m_width); bw.Write(dds.m_pitchOrLinearSize); bw.Write(dds.m_depth); bw.Write(dds.m_mipMapCount); bw.Write(dds.m_reserved); bw.Write(dds.m_fmt.m_size); bw.Write((uint)dds.m_fmt.m_flags); bw.Write((uint)dds.m_fmt.m_fourCC); bw.Write(dds.m_fmt.m_rgbBitCount); bw.Write(dds.m_fmt.m_rBitMask); bw.Write(dds.m_fmt.m_gBitMask); bw.Write(dds.m_fmt.m_bBitMask); bw.Write(dds.m_fmt.m_aBitMask); bw.Write((uint)dds.m_caps); bw.Write(dds.m_caps2); bw.Write(dds.m_caps3); bw.Write(dds.m_caps4); bw.Write(dds.m_reserved2); // Loop through all the chunks foreach (ImageChunk img in m_chunks) { if (img.m_compressedSize == img.m_uncompressedSize) bw.Write(img.m_data); else { Stream m_final = new MemoryStream(); ZOutputStream outStream = new ZOutputStream(m_final); MemoryStream compressedData = new MemoryStream(img.m_data); try { CResource.CopyStream(compressedData, outStream); } finally { compressedData.Close(); //outStream.Close(); } m_final.Position = 0; BinaryReader brx = new BinaryReader(m_final); bw.Write(brx.ReadBytes((int)brx.BaseStream.Length)); brx.Close(); } } bw.Close(); } } } ITexture.cs - Bad Company 2/Battlefield 3 format for Texture Resources /* * ITexture.cs * By: kiwidog * Frostbite 2 ITexture data structure * http://allenthinks.com * kiwidoggie productions (c) 2012-2013 */ using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.IO; namespace IceEditor.Editor { // also for the FourCC code look at http://msdn.microsoft.com/en-us/library/windows/desktop/bb172558%28v=vs.85%29.aspx enum TextureFormat : uint // found by searching pastebin for Bad Company 2 ITexture resources { TextureFormat_DXT1 = 0x0, TextureFormat_DXT3 = 0x1, TextureFormat_DXT5 = 0x2, TextureFormat_DXT5A = 0x3, TextureFormat_DXN = 0x4, TextureFormat_RGB565 = 0x5, TextureFormat_RGB888 = 0x6, TextureFormat_ARGB1555 = 0x7, TextureFormat_ARGB4444 = 0x8, TextureFormat_ARGB8888 = 0x9, TextureFormat_L8 = 0xA, TextureFormat_L16 = 0xB, TextureFormat_ABGR16 = 0xC, TextureFormat_ABGR16F = 0xD, TextureFormat_ABGR32F = 0xE, TextureFormat_R16F = 0xF, TextureFormat_R32F = 0x10, TextureFormat_NormalDXN = 0x11, TextureFormat_NormalDXT1 = 0x12, TextureFormat_NormalDXT5 = 0x13, TextureFormat_NormalDXT5RGA = 0x14, TextureFormat_RG8 = 0x15, TextureFormat_GR16 = 0x16, TextureFormat_GR16F = 0x17, TextureFormat_D16 = 0x18, TextureFormat_D24S8 = 0x19, TextureFormat_D24FS8 = 0x1A, TextureFormat_D32F = 0x1B, TextureFormat_ABGR32 = 0x1C, TextureFormat_GR32F = 0x1D, }; enum TextureType : uint // pastebin { TextureType_1d = 0x5, TextureType_1dArray = 0x4, TextureType_2d = 0x0, TextureType_2dArray = 0x3, TextureType_Cube = 0x1, TextureType_3d = 0x2, }; class ITexture { public uint m_version; public uint m_type; // TextureType enum public uint m_format; // TextureFormat enum public uint m_flags; public ushort m_width; public ushort m_height; public ushort m_depth; public ushort m_sliceCount; public uint m_pitch; // BigEndian Pitch public byte[] m_id; // Len=16 public uint[] m_mipMapSizes; // DWORD[15] public uint m_mipMapChainSize; public uint m_resourceNameHash; // same as h32 in Resource Chunk Data, fnvHash of the resFilePath [2:42:07 PM] Frank: weapons/a91/a91_d = 1494063087L public string m_textureGroup; // char[16] public CTexture m_outputFile; // Create a usable file out of this bullshit we got. public ITexture(Stream stream) { BinaryReader br = new BinaryReader(stream); m_version = br.ReadUInt32(); m_type = br.ReadUInt32(); m_format = br.ReadUInt32(); m_flags = br.ReadUInt32(); m_width = br.ReadUInt16(); m_height = br.ReadUInt16(); m_depth = br.ReadUInt16(); m_sliceCount = br.ReadUInt16(); m_pitch = br.ReadUInt32(); m_id = br.ReadBytes(16); List<uint> m_mipMaps = new List<uint>(); for (int i = 0; i < 15; i++) m_mipMaps.Add(br.ReadUInt32()); m_mipMapSizes = m_mipMaps.ToArray(); m_mipMapChainSize = br.ReadUInt32(); m_resourceNameHash = br.ReadUInt32(); m_textureGroup = new string(br.ReadChars(16)); } } }
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Algor - Battlefield Bad Company 2 Mod Tools
kiwidog replied to kiwidog's topic in Bad Company 2 Discussion Main
I think I have been looking at your python script for editing the xml. I figured out most of it by myself, but I'm still stuck on figuring out the string table to whatever the garbage at the bottom is. I have this so far struct dbx_entry // 128 Bit (16 Bytes), This is not the actual structure. Just Internal to dbx.cs { public int szPrefix; // 8bit public int szType; // 4bit High public int szNumAtrributes; // 4bit Low public List<dbx_element> szElements; // loop through number of elements public byte m_null; // random? sometimes null sometimes not } class dbx_element { public string m_attribute; public string m_contents; } But how do I link up the attribute/contents based on index inside of the string table? I'm quite stuck at this point. EDIT: Is it for each number of attributes you read out a byte for the index inside of the string table? -
Such As The Nexus Bfbc2 Editor V0.1 Will The Increase Map Vehicles
kiwidog replied to pilots-zw's topic in Bad Company 2 Discussion Main
I misread his post, I thought he wanted to add new content to the game which you cannot do at this point, but it surely is possible with a correct set of tools. -
Such As The Nexus Bfbc2 Editor V0.1 Will The Increase Map Vehicles
kiwidog replied to pilots-zw's topic in Bad Company 2 Discussion Main
At this point you cannot add any vehciles to any maps, due to the reliance on bms/python scripts that are incorrectly made. The underlying tools do not recompile the map from scratch but instead it just overwrites sections. I am working on proper recompiling of maps now. -
Algor - Battlefield Bad Company 2 Mod Tools
kiwidog replied to kiwidog's topic in Bad Company 2 Discussion Main
Thanks for the explanation I can't understand python. I had to script in it for a quarter at uni...Lets say I got a D+ which was passing. But Java I got a A- And the if dump[-5] would mean check the last 5 bytes of the file?. EDIT: ExtentionOffset, I think a more proper term would be dataTypeOffset from what I am looking at in the executable -
Not sure if anyone gives an actual fuck. From my upcoming mod tools, a little sneak peak. I know its pretty "rigged" I plan on spending more time researching and reversing Battlefield 3 to get back at DICE for not letting me have my Mod Tools and BattleRecorder when the community asked nicely. VenicePkg.cs /* * VenicePkg.cs - Mini Tool set for extracting files from the cat/cas combo package * By: kiwidog * Website: http://allenthinks.com * If you want to use this shizzle right here, please contact me first (I will probably agree), Don't steal my shit people. Thats what * kills communities. I could finish all of Battlefield 3, show off the tools and say fuck you... You wouldn't want that would you? */ using System; using System.Collections.Generic; using System.Text; using System.IO; using VenicePackage.Structures; namespace VenicePackage { public class VenicePkg { private List<CatEntry> pkgEntries; private string catFilePath; private string casFolderPath; private BinaryReader catReader; private BinaryReader casReader; public const uint CAS_HEADER = 0xF00FCEFA; // Cas FACEOFF private CatHeader catHeader; private uint currentOpenedCas = 0; // must be 1 or bigger private enum DiceFileType : uint { DICE = 0x0FB2D1CE, // DiceFile - Little Endian ZLIB = 0x100, // Zlib - Big Endian WEAPON = 0x640E0000, // Zlib - Big Endian UNKNOWN_01 = 0xF0270000, // Zlib - Big Endian UNKNOWN_02 = 0xC0790000, // Zlib - Big Endian UNKNOWN_03 = 0xD04B0000, // Zlib - Big Endian UNKNOWN_04 = 0xE09E0000, // Zlib - Big Endian UNKNOWN_05 = 0x1001, // ZLib - Big Endian UNKNOWN_06 = 0x0c000048, // idk wtf } /// <summary> /// Creates the readers for the .cat and .cas files and preps them for reading /// </summary> /// <param name="CatFile">Input a valid .cat file</param> public VenicePkg(string CatFile) { catFilePath = CatFile; casFolderPath = CatFile.Replace("cas.cat", ""); catReader = new BinaryReader(new FileStream(catFilePath, FileMode.Open, FileAccess.Read)); } /// <summary> /// Reads the contents of a valid .cat file /// </summary> public void ReadPackage() { pkgEntries = new List<CatEntry>(); catHeader = new CatHeader(); catHeader.nyan = catReader.ReadChars(16); if (new string(catHeader.nyan) != "NyanNyanNyanNyan") throw new Exception("Invalid .cat header"); // Read from the catalog file while (catReader.BaseStream.Position < catReader.BaseStream.Length) { CatEntry catEntry = new CatEntry(); catEntry.hash = catReader.ReadBytes(20); // Length of SHA1 Hash catEntry.diceFileOffset = catReader.ReadUInt32(); catEntry.diceFileSize = catReader.ReadUInt32(); catEntry.fileNumber = catReader.ReadUInt32(); pkgEntries.Add(catEntry); } for (int i = 0; i < pkgEntries.Count; i++) { // We have to switch to the cas file that the offset is in. Thanks Dice! :3 if (currentOpenedCas != pkgEntries[i].fileNumber) { currentOpenedCas = pkgEntries[i].fileNumber; if (casReader != null) casReader.Close(); casReader = new BinaryReader(new FileStream(casFolderPath + "cas_" + currentOpenedCas.ToString("D4").Substring(2) + ".cas", FileMode.Open, FileAccess.Read)); } casReader.BaseStream.Position = pkgEntries[i].diceFileOffset - 32; // Subtract the sizeof(CasEntry) CasEntry mCasEntry = new CasEntry(); mCasEntry.magic = casReader.ReadUInt32(); mCasEntry.hash = casReader.ReadBytes(20); // Length of SHA1 mCasEntry.size = casReader.ReadUInt32(); mCasEntry.padding = casReader.ReadUInt32(); if (mCasEntry.magic == CAS_HEADER) { DiceFileType mFileType = (DiceFileType)casReader.ReadUInt32(); casReader.BaseStream.Position -= 4; // Back Up 4 Bytes to figure out what the hell is going on switch (mFileType) { case DiceFileType.DICE: { DiceFile diceFile = new DiceFile(); diceFile.magic = casReader.ReadUInt32(); diceFile.fileNameOffset = casReader.ReadUInt32(); diceFile.unknown_00 = casReader.ReadBytes(24); diceFile.dataContainerLength = casReader.ReadUInt32(); casReader.BaseStream.Position = pkgEntries[i].diceFileOffset + diceFile.fileNameOffset; string fileName = ""; char c; while ((c = casReader.ReadChar()) != '\0') fileName += c; break; } case DiceFileType.ZLIB: { List<ZLibFile> blocks = new List<ZLibFile>(); while (casReader.BaseStream.Position - pkgEntries[i].diceFileOffset < mCasEntry.size) { ZLibFile tFile = new ZLibFile(); tFile.magic = casReader.ReadUInt32(); tFile.size = BitConverter.ToUInt32(EndianSwap(casReader.ReadBytes(4)), 0); // Big Endian Readout. casReader.BaseStream.Position += (long)tFile.size; // Instead of reading skip for now. blocks.Add(tFile); } break; } case DiceFileType.WEAPON: case DiceFileType.UNKNOWN_01: case DiceFileType.UNKNOWN_02: case DiceFileType.UNKNOWN_03: case DiceFileType.UNKNOWN_04: case DiceFileType.UNKNOWN_05: case DiceFileType.UNKNOWN_06: break; default: { casReader.BaseStream.Position += 8; ushort derp = casReader.ReadUInt16(); casReader.BaseStream.Position -= 10; if (derp == 0xDA78) break; // Do Nothing break; } } } } } /// <summary> /// Swaps the Endian Order from Little To Big or Vice Versa /// </summary> /// <param name="input">Input Byte Array to Be Swapped</param> /// <returns>Swapped Byte Array</returns> private byte[] EndianSwap(byte[] input) { Array.Reverse(input); return input; } /// <summary> /// Cleans up the Package /// </summary> public void Close() { if (catReader != null) catReader.Close(); if (casReader != null) casReader.Close(); catFilePath = ""; casFolderPath = ""; pkgEntries.Clear(); } } } Cat.cs /* * cat.cs - Cat file structures reversed soley by myself * By: kiwidog * Website: http://allenthinks.com * If you want to use this shizzle right here, please contact me first (I will probably agree), Don't steal my shit people. Thats what * kills communities. I could finish all of Battlefield 3, show off the tools and say fuck you... You wouldn't want that would you? */ using System; using System.Collections.Generic; using System.Text; using System.Runtime.InteropServices; namespace VenicePackage.Structures { public struct CatHeader { public char[] nyan; // "NyanNyanNyanNyan" } public struct CatEntry { public byte[] hash; public uint diceFileOffset; // Offset in .cas File public uint diceFileSize; public uint fileNumber; } } Cas.cs /* * cas.cs - Cas file structures reversed soley by myself * By: kiwidog * Website: http://allenthinks.com * If you want to use this shizzle right here, please contact me first (I will probably agree), Don't steal my shit people. Thats what * kills communities. I could finish all of Battlefield 3, show off the tools and say fuck you... You wouldn't want that would you? */ using System; using System.Collections.Generic; using System.Text; namespace VenicePackage.Structures { public struct CasEntry { public uint magic; // 0xFACE0FF0 public byte[] hash; public uint size; public uint padding; } public struct DiceFile { public uint magic; public uint fileNameOffset; // Start of DiceFile + fileNameOffset = Offset public byte[] unknown_00; public uint dataContainerLength; } public struct ZLibFile { public uint magic; public uint size; // BIG ENDIAN BYTE ORDER! public byte[] data; // byte[size]; } }
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kiwidog started following Algor - Battlefield Bad Company 2 Mod Tools
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I had been looking at these files for quite a long time. I never knew that they were just simply gzipped. Once I figured that out from aluigi's script I quickly got lost after that since the script is complete poop in my opinion (Don't get me wrong I love all of his work). I started working on a set of mod tools to replace the python/bms stuff on my own since 1. I can't read or understand python or bms. 2. Everything looks wrong (only extracts ~39 files???? aka ~10mb, while the gzip decompress is ~90) I started with some basic research and reverse engineering in the executable and that did not grant me any huge wishes like it did for my Battlefield 3 toolset (will have more on that later when its closer to release) http://allenthinks.com/pub/Algor_Working.rar That is everything that I have extracted with some basic help from the bms script. I don't know how I am going to do xml yet. Also scripts suck. They plain do. This code can be converted to Mono or C++ with ease and its a lot easier to read. Currently my structures are incorrect with the naming, but I really don't know what else to call them since the BMS script has them mislabeled. I will take a deeper look inside of the game's executable for more clues. struct fbrb_header { public char[] m_magic; // "FbRB" public int m_firstFileSize; } struct fbrb_containerHeader { public int m_version; public int m_fileNameTableSize; // String Data Here public int m_numFiles; // Not part of struct, adding for ease public List<containerHeader_Item> szItems; } struct containerHeader_Item { public int m_fileNameOffset; // only correct thing public int m_padding; // Not always 0's like many bms scripts claim. maybe flags public int m_fileDataOffset; // Inside Data Container when m_padding == 65536 public int m_fileDataSize; // Inside Data Container when m_padding == 65536 public int m_unknown; // Unknown, maybe flags of some kind? Its also sometimes the same size as m_fileNameLength public int m_fileNameLength; // yeah gtfo, this isan't filenamelen. // Not part of struct, adding for ease public string szFileName; } Hope that clears some stuff up for people. Now here is the spitout from my logging. Index: 566 FileNameOffset: 34905 Padding: 65536 FileDataOffset: 0 FileDataSize: 18808 Unknown: 18808 FileNameLength: 34945 FileName: Objects/Objects/IndSign01/IndSign01.dbx Index: 567 FileNameOffset: 34960 Padding: 65536 FileDataOffset: 18808 FileDataSize: 81934 Unknown: 81934 FileNameLength: 34945 FileName: Objects/Buildings/IND_Factory/IND_Factory.dbx Index: 568 FileNameOffset: 35006 Padding: 65536 FileDataOffset: 100742 FileDataSize: 348678 Unknown: 348678 FileNameLength: 35048 FileName: Levels/MP_001/ForestEntity_HavokAsset.res Index: 569 FileNameOffset: 35065 Padding: 65536 FileDataOffset: 449420 FileDataSize: 14929 Unknown: 14929 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/RU_shg_Saiga12/RU_shg_Saiga12_Assault_FRAG.dbx Index: 570 FileNameOffset: 35137 Padding: 65536 FileDataOffset: 464349 FileDataSize: 17332 Unknown: 17332 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_rif_G3/BU_rif_G3.dbx Index: 571 FileNameOffset: 35186 Padding: 65536 FileDataOffset: 481681 FileDataSize: 63371 Unknown: 63371 FileNameLength: 34945 FileName: Objects/Vehicles/Land/AA-BMD3/AA-BMD3.dbx Index: 572 FileNameOffset: 35228 Padding: 65536 FileDataOffset: 545052 FileDataSize: 18154 Unknown: 18154 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/RU_at_RPG7/RU_at_RPG7.dbx Index: 573 FileNameOffset: 35279 Padding: 65536 FileDataOffset: 563206 FileDataSize: 6204 Unknown: 6204 FileNameLength: 34945 FileName: Objects/Vehicles/Common/smoke_launcher_sfx_Firing.dbx Index: 574 FileNameOffset: 35333 Padding: 65536 FileDataOffset: 569410 FileDataSize: 32935 Unknown: 32935 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/M1garand/3P/StandAltDeploy.res Index: 575 FileNameOffset: 35408 Padding: 65536 FileDataOffset: 602345 FileDataSize: 670 Unknown: 670 FileNameLength: 34945 FileName: Levels/MP_001/shaders.dbx Index: 576 FileNameOffset: 35434 Padding: 65536 FileDataOffset: 603015 FileDataSize: 10629 Unknown: 10629 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/MEC_rif_9A91/MEC_rif_9A91_Firing.dbx Index: 577 FileNameOffset: 35496 Padding: 65536 FileDataOffset: 613644 FileDataSize: 869 Unknown: 869 FileNameLength: 34945 FileName: Decals/LargeDecalTemplate.dbx Index: 578 FileNameOffset: 35526 Padding: 65536 FileDataOffset: 614513 FileDataSize: 97724 Unknown: 97724 FileNameLength: 34945 FileName: Objects/Vehicles/Land/M3A3/M3A3.dbx Index: 579 FileNameOffset: 35562 Padding: 65536 FileDataOffset: 712237 FileDataSize: 10724 Unknown: 10724 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_sni_VSSVintores/BU_sni_VSSVintores_FiringAuto.dbx Index: 580 FileNameOffset: 35640 Padding: 65536 FileDataOffset: 722961 FileDataSize: 15262 Unknown: 15262 FileNameLength: 35706 FileName: Objects/Weapons/Handheld/BU_rif_G3/BU_rif_G3_Mesh3p_lod2_data.res Index: 581 FileNameOffset: 35715 Padding: 65536 FileDataOffset: 738223 FileDataSize: 10418 Unknown: 10418 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_sni_M95/BU_sni_M95_Firing.dbx Index: 582 FileNameOffset: 35773 Padding: 65536 FileDataOffset: 748641 FileDataSize: 7022 Unknown: 7022 FileNameLength: 34945 FileName: Objects/Vehicles/Air/UAV/UAV_MG_Firing.dbx Index: 583 FileNameOffset: 35816 Padding: 65536 FileDataOffset: 755663 FileDataSize: 27369699 Unknown: 27369699 FileNameLength: 35854 FileName: Levels/mp_001/Shaders/Dx11_Single.res Index: 584 FileNameOffset: 35873 Padding: 65536 FileDataOffset: 28125362 FileDataSize: 1105 Unknown: 1105 FileNameLength: 34945 FileName: Characters/US/US_Models/US_01_Face_Support.dbx Index: 585 FileNameOffset: 35920 Padding: 65536 FileDataOffset: 28126467 FileDataSize: 788 Unknown: 788 FileNameLength: 35976 FileName: Objects/Weapons/Handheld/BU_rif_G3/BU_rif_G3_Mesh3p.res Index: 586 FileNameOffset: 35991 Padding: 65536 FileDataOffset: 28127255 FileDataSize: 10581 Unknown: 10581 FileNameLength: 34945 FileName: Sound/VO_triggers/MP/RU/VO_MP_RU_SDM.dbx Index: 587 FileNameOffset: 36032 Padding: 65536 FileDataOffset: 28137836 FileDataSize: 220718 Unknown: 220718 FileNameLength: 35706 FileName: Objects/Weapons/Handheld/Beach/M1Garand/M1Garand_Mesh3p_lod1_data.res Index: 588 FileNameOffset: 36102 Padding: 65536 FileDataOffset: 28358554 FileDataSize: 1984 Unknown: 1984 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/Beach/M1911A1/US_M1911_Mesh.dbx Index: 589 FileNameOffset: 36159 Padding: 65536 FileDataOffset: 28360538 FileDataSize: 3906 Unknown: 3906 FileNameLength: 34945 FileName: Objects/Street_Objects/RoadsideRailEndL_t01v01/RoadsideRailEndL_t01v01.dbx Index: 590 FileNameOffset: 36234 Padding: 65536 FileDataOffset: 28364444 FileDataSize: 4852 Unknown: 4852 FileNameLength: 34945 FileName: Terrains/SP_03/Props/Stone_Formation_01_Opt/Stone_Formation_01_Opt.dbx Index: 591 FileNameOffset: 36305 Padding: 65536 FileDataOffset: 28369296 FileDataSize: 2012 Unknown: 2012 FileNameLength: 34945 FileName: Effects/Weapons/SoundEffects/RU_sni_SV98_Fire_Sound.dbx Index: 592 FileNameOffset: 36361 Padding: 65536 FileDataOffset: 28371308 FileDataSize: 10734 Unknown: 10734 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/US_sni_M24/US_sni_M24_Firing.dbx Index: 593 FileNameOffset: 36419 Padding: 65536 FileDataOffset: 28382042 FileDataSize: 1697 Unknown: 1697 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_rif_G3/BU_rif_G3_Mesh3p.dbx Index: 594 FileNameOffset: 36475 Padding: 65536 FileDataOffset: 28383739 FileDataSize: 12183 Unknown: 12183 FileNameLength: 34945 FileName: levels/MP_001/fx/weapons/misc/flamethrower/emitters/em_impact_flame_bigfireshortlived.dbx Index: 595 FileNameOffset: 36565 Padding: 65536 FileDataOffset: 28395922 FileDataSize: 1623 Unknown: 1623 FileNameLength: 34945 FileName: Effects/Weapons/SoundEffects/UL_sni_SVU_Fire_Sound.dbx Index: 596 FileNameOffset: 36620 Padding: 65536 FileDataOffset: 28397545 FileDataSize: 44408 Unknown: 44408 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/M1garand/3P/StandReload.res Index: 597 FileNameOffset: 36676 Padding: 65536 FileDataOffset: 28441953 FileDataSize: 19096 Unknown: 19096 FileNameLength: 34945 FileName: Objects/Soldiers/RU/UPG_Demolition.dbx Index: 598 FileNameOffset: 36715 Padding: 65536 FileDataOffset: 28461049 FileDataSize: 746 Unknown: 746 FileNameLength: 34945 FileName: Objects/Objects/Ship_System/Ship_front_lodsettings.dbx Index: 599 FileNameOffset: 36770 Padding: 65536 FileDataOffset: 28461795 FileDataSize: 15428 Unknown: 15428 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_rif_G3/BU_rif_G3_Assault.dbx Index: 600 FileNameOffset: 36827 Padding: 65536 FileDataOffset: 28477223 FileDataSize: 10732 Unknown: 10732 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_rif_AN94Abakan/BU_rif_AN94Abakan_Firing.dbx Index: 601 FileNameOffset: 36899 Padding: 65536 FileDataOffset: 28487955 FileDataSize: 30411 Unknown: 30411 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/M1911A1/3P/StandDeploy.res Index: 602 FileNameOffset: 36954 Padding: 65536 FileDataOffset: 28518366 FileDataSize: 765 Unknown: 765 FileNameLength: 34945 FileName: Decals/Metal/Decal_ThinMetal_S_01.dbx Index: 603 FileNameOffset: 36992 Padding: 65536 FileDataOffset: 28519131 FileDataSize: 38337 Unknown: 38337 FileNameLength: 34945 FileName: Objects/Buildings/IND_ConstructionSite/IND_ConstructionSite.dbx Index: 604 FileNameOffset: 37056 Padding: 65536 FileDataOffset: 28557468 FileDataSize: 1104 Unknown: 1104 FileNameLength: 34945 FileName: Textures/Effects/Debris/Debris_Glass_01_2x2_C.dbx Index: 605 FileNameOffset: 37106 Padding: 65536 FileDataOffset: 28558572 FileDataSize: 1638 Unknown: 1638 FileNameLength: 34945 FileName: Effects/Weapons/SoundEffects/UL_lmg_FNMinimi_Fire_Sound.dbx Index: 606 FileNameOffset: 37166 Padding: 65536 FileDataOffset: 28560210 FileDataSize: 5802 Unknown: 5802 FileNameLength: 34945 FileName: Input/InputMappings/BFBC2AirInputMapping.dbx Index: 607 FileNameOffset: 37211 Padding: 65536 FileDataOffset: 28566012 FileDataSize: 3556 Unknown: 3556 FileNameLength: 34945 FileName: Objects/Soldiers/Common/DefaultHaloAimer.dbx Index: 608 FileNameOffset: 37256 Padding: 65536 FileDataOffset: 28569568 FileDataSize: 29829 Unknown: 29829 FileNameLength: 34945 FileName: Objects/Soldiers/US/Assault.dbx Index: 609 FileNameOffset: 37288 Padding: 65536 FileDataOffset: 28599397 FileDataSize: 25770 Unknown: 25770 FileNameLength: 34945 FileName: Input/BFBC2SoldierInputConcepts.dbx Index: 610 FileNameOffset: 37324 Padding: 65536 FileDataOffset: 28625167 FileDataSize: 94563 Unknown: 94563 FileNameLength: 34945 FileName: Objects/Buildings/IND_Warehouse/IND_Warehouse.dbx Index: 611 FileNameOffset: 37374 Padding: 65536 FileDataOffset: 28719730 FileDataSize: 1211 Unknown: 1211 FileNameLength: 34945 FileName: Characters/US/US_Models/US_04_Face_Support.dbx Index: 612 FileNameOffset: 37421 Padding: 65536 FileDataOffset: 28720941 FileDataSize: 11677 Unknown: 11677 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/US_at_M136/US_at_M136_Firing.dbx Index: 613 FileNameOffset: 37479 Padding: 65536 FileDataOffset: 28732618 FileDataSize: 6816 Unknown: 6816 FileNameLength: 34945 FileName: Objects/Vehicles/Common/t90_coax_firing.dbx Index: 614 FileNameOffset: 37523 Padding: 65536 FileDataOffset: 28739434 FileDataSize: 18647 Unknown: 18647 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_sni_M95/BU_sni_M95_Frag.dbx Index: 615 FileNameOffset: 37579 Padding: 65536 FileDataOffset: 28758081 FileDataSize: 7887 Unknown: 7887 FileNameLength: 34945 FileName: Objects/Vehicles/Land/BMD3/BMD3_Firing.dbx Index: 616 FileNameOffset: 37622 Padding: 65536 FileDataOffset: 28765968 FileDataSize: 10667 Unknown: 10667 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/US_hg_M9Beretta/US_hg_M9Beretta_Firing.dbx Index: 617 FileNameOffset: 37690 Padding: 65536 FileDataOffset: 28776635 FileDataSize: 17859 Unknown: 17859 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/MEC_rgl_M203/MEC_shg_M203_Scoped.dbx Index: 618 FileNameOffset: 37752 Padding: 65536 FileDataOffset: 28794494 FileDataSize: 7893 Unknown: 7893 FileNameLength: 34945 FileName: Objects/Vehicles/Land/M3A3/M3A3_Firing.dbx Index: 619 FileNameOffset: 37795 Padding: 65536 FileDataOffset: 28802387 FileDataSize: 117962 Unknown: 117962 FileNameLength: 34945 FileName: Levels/MP_001/StaticModelGroupEntity_HavokAsset.dbx Index: 620 FileNameOffset: 37847 Padding: 65536 FileDataOffset: 28920349 FileDataSize: 7129 Unknown: 7129 FileNameLength: 34945 FileName: Objects/Vehicles/Land/T90/T90_hmg_Firing.dbx Index: 621 FileNameOffset: 37892 Padding: 65536 FileDataOffset: 28927478 FileDataSize: 10629 Unknown: 10629 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_smg_IMIUZI/BU_smg_IMIUZI_Firing.dbx Index: 622 FileNameOffset: 37956 Padding: 65536 FileDataOffset: 28938107 FileDataSize: 27696 Unknown: 27696 FileNameLength: 34945 FileName: Objects/Soldiers/RU/Assault.dbx Index: 623 FileNameOffset: 37988 Padding: 65536 FileDataOffset: 28965803 FileDataSize: 1600 Unknown: 1600 FileNameLength: 34945 FileName: Effects/Weapons/SoundEffects/UAV_Fire_MG_Sound.dbx Index: 624 FileNameOffset: 38039 Padding: 65536 FileDataOffset: 28967403 FileDataSize: 6181 Unknown: 6181 FileNameLength: 34945 FileName: Objects/Vehicles/Common/Horn_Quadbike_Firing.dbx Index: 625 FileNameOffset: 38088 Padding: 65536 FileDataOffset: 28973584 FileDataSize: 6828 Unknown: 6828 FileNameLength: 34945 FileName: Objects/Vehicles/Land/BMD3/BMD3_fpw_firing.dbx Index: 626 FileNameOffset: 38135 Padding: 65536 FileDataOffset: 28980412 FileDataSize: 10711 Unknown: 10711 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/RU_lmg_PKM/RU_lmg_PKM_Firing.dbx Index: 627 FileNameOffset: 38193 Padding: 65536 FileDataOffset: 28991123 FileDataSize: 7692 Unknown: 7692 FileNameLength: 38273 FileName: Animations/Weapons/Handheld/M1911A1/3P/Poses_StandAim_generatedAimAnimation.res Index: 628 FileNameOffset: 38286 Padding: 65536 FileDataOffset: 28998815 FileDataSize: 540 Unknown: 540 FileNameLength: 34945 FileName: Menu/hudlayer_mp_goldrush.dbx Index: 629 FileNameOffset: 38316 Padding: 65536 FileDataOffset: 28999355 FileDataSize: 29913 Unknown: 29913 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/M1garand/3P/CrouchUnDeploy.res Index: 630 FileNameOffset: 38375 Padding: 65536 FileDataOffset: 29029268 FileDataSize: 2458 Unknown: 2458 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/Beach/M1Garand/M1Garand_Mesh.dbx Index: 631 FileNameOffset: 38433 Padding: 65536 FileDataOffset: 29031726 FileDataSize: 6097 Unknown: 6097 FileNameLength: 34945 FileName: Objects/Street_Objects/Lamppost_Metal/Lamppost_metal.dbx Index: 632 FileNameOffset: 38490 Padding: 65536 FileDataOffset: 29037823 FileDataSize: 1093 Unknown: 1093 FileNameLength: 34945 FileName: Awards/images/kitSelection/us_medic_upgrade.dbx Index: 633 FileNameOffset: 38538 Padding: 65536 FileDataOffset: 29038916 FileDataSize: 773 Unknown: 773 FileNameLength: 34945 FileName: Decals/ScorchMark/Decal_ScorchMark_L_01.dbx Index: 634 FileNameOffset: 38582 Padding: 65536 FileDataOffset: 29039689 FileDataSize: 14962 Unknown: 14962 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_rif_G3/BU_rif_G3_Assault_Scoped.dbx Index: 635 FileNameOffset: 38646 Padding: 65536 FileDataOffset: 29054651 FileDataSize: 498 Unknown: 498 FileNameLength: 34945 FileName: Menu/igm_mp.dbx Index: 636 FileNameOffset: 38662 Padding: 65536 FileDataOffset: 29055149 FileDataSize: 765 Unknown: 765 FileNameLength: 34945 FileName: Decals/Concrete/Decal_Concrete_L_01.dbx Index: 637 FileNameOffset: 38702 Padding: 65536 FileDataOffset: 29055914 FileDataSize: 10581 Unknown: 10581 FileNameLength: 34945 FileName: Sound/VO_triggers/MP/US/VO_MP_US_SDM.dbx Index: 638 FileNameOffset: 38743 Padding: 65536 FileDataOffset: 29066495 FileDataSize: 10789 Unknown: 10789 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/US_rgl_XM8/US_rgl_XM8_Firing.dbx Index: 639 FileNameOffset: 38801 Padding: 65536 FileDataOffset: 29077284 FileDataSize: 3110 Unknown: 3110 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_lmg_MG3/KitUpgrade_01B.dbx Index: 640 FileNameOffset: 38856 Padding: 65536 FileDataOffset: 29080394 FileDataSize: 1619 Unknown: 1619 FileNameLength: 34945 FileName: Effects/Weapons/SoundEffects/US_lmg_M8_Fire_Sound.dbx Index: 641 FileNameOffset: 38910 Padding: 65536 FileDataOffset: 29082013 FileDataSize: 17247 Unknown: 17247 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/Beach/M1Garand/M1Garand_Assault.dbx Index: 642 FileNameOffset: 38971 Padding: 65536 FileDataOffset: 29099260 FileDataSize: 37544 Unknown: 37544 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/MEC_sni_GOL/3P/StandBoltAction.res Index: 643 FileNameOffset: 39034 Padding: 65536 FileDataOffset: 29136804 FileDataSize: 598 Unknown: 598 FileNameLength: 34945 FileName: Characters/US/US_Models/US_03_Face_Recon.dbx Index: 644 FileNameOffset: 39079 Padding: 65536 FileDataOffset: 29137402 FileDataSize: 10726 Unknown: 10726 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/MEC_rgl_SteyrAUG/MEC_rgl_SteyrAUG_Firing.dbx Index: 645 FileNameOffset: 39149 Padding: 65536 FileDataOffset: 29148128 FileDataSize: 10624 Unknown: 10624 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/US_rif_XM8c/US_rif_XM8c_Firing.dbx Index: 646 FileNameOffset: 39209 Padding: 65536 FileDataOffset: 29158752 FileDataSize: 8076 Unknown: 8076 FileNameLength: 38273 FileName: Animations/Weapons/Handheld/MEC_sni_GOL/3P/Poses_CrouchAim_generatedAimAnimation.res Index: 647 FileNameOffset: 39294 Padding: 65536 FileDataOffset: 29166828 FileDataSize: 6828 Unknown: 6828 FileNameLength: 34945 FileName: Objects/Vehicles/Land/M3A3/M3A3_pfw_Firing.dbx Index: 648 FileNameOffset: 39341 Padding: 65536 FileDataOffset: 29173656 FileDataSize: 6816 Unknown: 6816 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/US_shg_Remington870MCS/US_shg_Remington870MCS_Firing.dbx Index: 649 FileNameOffset: 39423 Padding: 65536 FileDataOffset: 29180472 FileDataSize: 1636 Unknown: 1636 FileNameLength: 34945 FileName: Effects/Weapons/SoundEffects/Coaxial_HMG_02_Fire_Sound.dbx Index: 650 FileNameOffset: 39482 Padding: 65536 FileDataOffset: 29182108 FileDataSize: 15300 Unknown: 15300 FileNameLength: 34945 FileName: Menu/hud_root.dbx Index: 651 FileNameOffset: 39500 Padding: 65536 FileDataOffset: 29197408 FileDataSize: 29071 Unknown: 29071 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/M1911A1/3P/CrouchDeploy.res Index: 652 FileNameOffset: 39556 Padding: 65536 FileDataOffset: 29226479 FileDataSize: 29215 Unknown: 29215 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/MEC_sni_GOL/3P/CrouchUnDeploy.res Index: 653 FileNameOffset: 39618 Padding: 65536 FileDataOffset: 29255694 FileDataSize: 14813 Unknown: 14813 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/RU_shg_Saiga12/RU_shg_Saiga12_FRAG.dbx Index: 654 FileNameOffset: 39682 Padding: 65536 FileDataOffset: 29270507 FileDataSize: 1101 Unknown: 1101 FileNameLength: 34945 FileName: Awards/images/kitSelection/rus_engineer_upgrade.dbx Index: 655 FileNameOffset: 39734 Padding: 65536 FileDataOffset: 29271608 FileDataSize: 1093 Unknown: 1093 FileNameLength: 34945 FileName: Awards/images/kitSelection/rus_recon_desert.dbx Index: 656 FileNameOffset: 39782 Padding: 65536 FileDataOffset: 29272701 FileDataSize: 10657 Unknown: 10657 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_shg_USAS-12/BU_shg_USAS-12_Firing.dbx Index: 657 FileNameOffset: 39848 Padding: 65536 FileDataOffset: 29283358 FileDataSize: 43590 Unknown: 43590 FileNameLength: 34945 FileName: Objects/Vehicles/Land/QuadBike/QuadBike.dbx Index: 658 FileNameOffset: 39892 Padding: 65536 FileDataOffset: 29326948 FileDataSize: 6193 Unknown: 6193 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/Defibrillator/Defibrilllator_Firing.dbx Index: 659 FileNameOffset: 39957 Padding: 65536 FileDataOffset: 29333141 FileDataSize: 17016 Unknown: 17016 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/Beach/M1Garand/M1Garand.dbx Index: 660 FileNameOffset: 40010 Padding: 65536 FileDataOffset: 29350157 FileDataSize: 7261 Unknown: 7261 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/MortarStrike/MortarStrike_Firing.dbx Index: 661 FileNameOffset: 40072 Padding: 65536 FileDataOffset: 29357418 FileDataSize: 505395 Unknown: 505395 FileNameLength: 35706 FileName: Objects/Weapons/Handheld/BU_rif_G3/BU_rif_G3_Mesh3p_lod0_data.res Index: 662 FileNameOffset: 40138 Padding: 65536 FileDataOffset: 29862813 FileDataSize: 10607 Unknown: 10607 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_sni_QBY88/BU_sni_QBY88_Firing.dbx Index: 663 FileNameOffset: 40200 Padding: 65536 FileDataOffset: 29873420 FileDataSize: 10630 Unknown: 10630 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/BU_smg_PP2000/BU_smg_PP2000_Firing.dbx Index: 664 FileNameOffset: 40264 Padding: 65536 FileDataOffset: 29884050 FileDataSize: 12074 Unknown: 12074 FileNameLength: 34945 FileName: levels/MP_001/fx/weapons/misc/flamethrower/emitters/em_impact_flame_firedsoldier_fire.dbx Index: 665 FileNameOffset: 40354 Padding: 65536 FileDataOffset: 29896124 FileDataSize: 80794 Unknown: 80794 FileNameLength: 34945 FileName: Objects/Vehicles/Land/BMD3/BMD3.dbx Index: 666 FileNameOffset: 40390 Padding: 65536 FileDataOffset: 29976918 FileDataSize: 525 Unknown: 525 FileNameLength: 34945 FileName: Menu/hudlayer_shared.dbx Index: 667 FileNameOffset: 40415 Padding: 65536 FileDataOffset: 29977443 FileDataSize: 29447 Unknown: 29447 FileNameLength: 35392 FileName: Animations/Weapons/Handheld/M1911A1/3P/CrouchUnDeploy.res Index: 668 FileNameOffset: 40473 Padding: 65536 FileDataOffset: 30006890 FileDataSize: 2495 Unknown: 2495 FileNameLength: 34945 FileName: Objects/Street_Objects/OildrumCementFilled_t01v01_Br_Dy/OildrumCementFilled_t01v01_Br_Dy.dbx Index: 669 FileNameOffset: 40566 Padding: 65536 FileDataOffset: 30009385 FileDataSize: 18360 Unknown: 18360 FileNameLength: 34945 FileName: Objects/Soldiers/RU/UPG_Recon.dbx Index: 670 FileNameOffset: 40600 Padding: 65536 FileDataOffset: 30027745 FileDataSize: 16756 Unknown: 16756 FileNameLength: 34945 FileName: Objects/Weapons/Handheld/Defibrillator/Defibrillator.dbx Index: 671 FileNameOffset: 40657 Padding: 65536 FileDataOffset: 30044501 FileDataSize: 1327 Unknown: 1327 FileNameLength: 34945 FileName: Characters/US/US_Models/US_02_Face_Support.dbx Index: 672 FileNameOffset: 40704 Padding: 65536 FileDataOffset: 30045828 FileDataSize: 2546 Unknown: 2546 FileNameLength: 34945 FileName: Objects/Buildings/COM_Bridge_Small/COM_Bridge_Small_Connect.dbx Index: 673 FileNameOffset: 40768 Padding: 65536 FileDataOffset: 30048374 FileDataSize: 87941 Unknown: 87941 FileNameLength: 35392 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