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Extracted The Fbrb Frostbite Files

#31 User is offline   UberWazuSoldier Icon

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Posted 29 January 2010 - 07:26 PM

View PostPiratePlunder, on Jan 30 2010, 12:42 AM, said:

You know you can download the client anyway from anywhere, just can't play it without the key. I havent bothered to play it yet and I even have a key!

If you want it head over to www.battlefieldbadcompany2.com/beta or just straight to http://www.fileplane...00/209408.shtml


Beast! Thanks man! By the way, we're going to need to write a better converter for those fbrb files if we want to ENcode it as well. I was having a go, but the CRC-32 in the header is like a kick to the groin. It makes it easy to decode (just ignore the CRC), but if you can't encode that, the game will think it's corrupted. At the moment that's the biggest problem, let alone the huffman trees and such.

This post has been edited by UberWazuSoldier: 29 January 2010 - 07:27 PM

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#32 Guest_Sir. bzb_*

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Posted 29 January 2010 - 09:12 PM

View PostUberWazuSoldier, on Jan 29 2010, 07:26 PM, said:

Beast! Thanks man! By the way, we're going to need to write a better converter for those fbrb files if we want to ENcode it as well. I was having a go, but the CRC-32 in the header is like a kick to the groin. It makes it easy to decode (just ignore the CRC), but if you can't encode that, the game will think it's corrupted. At the moment that's the biggest problem, let alone the huffman trees and such.


Whilst probably not of use I did notice that EA and DICE use Perforce to manage files. Im not entirely sure how it works but it might be what inserts the extras.
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#33 User is offline   PiratePlunder Icon

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Posted 29 January 2010 - 09:24 PM

Also perhaps of little use, but i remember seeing in a DICE presentation that the Forstbite Editor was written in C#.
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#34 Guest_loosebruce_*

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Posted 29 January 2010 - 09:28 PM

Hi there,

I was wondering how I can extract the Sound Files from BFBC2. I keeps saying there is not enough memory in QuickBMS.

Could someone provide me with a solution please, or possibly host the sound files on a filehost? please.

Also thankyou so far for the work you are doing which is very much pioneering and interesting, if only I had the talent and knowledge you guys have.

Regards,

loosebruce
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#35 User is offline   UberWazuSoldier Icon

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Posted 29 January 2010 - 09:28 PM

Okay, about to install. - I may as well join in as well eh?

EDIT: Haha, looks like DICE still likes to model with Maya.


Okay, the heightmaps:

MP_012.Heightfield-000 is the biggest, and so that would be the central one. The other 12 would be surrounding, right? Now, interesting that they have 12: it means they must be having 4 on each side rather than the current 3. Essentially this makes each map a quarter of the area of the main one (and much lower res).

This post has been edited by UberWazuSoldier: 29 January 2010 - 09:39 PM

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#36 Guest_Sir. bzb_*

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Posted 29 January 2010 - 09:34 PM

Actually, http://www.perforce....dref/print.html or to save time "- q Suppress the one-line file header normally added by Perforce. ", not sure how that fits in with the movie thing but does suggest the possibility of a source of garbage.
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#37 User is offline   UberWazuSoldier Icon

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Posted 29 January 2010 - 09:41 PM

Okay, the heighmap is definitely 16-bit. For fast loading, I'd expect it's uncompressed too.

48 byte header.

This post has been edited by UberWazuSoldier: 29 January 2010 - 09:44 PM

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#38 User is offline   Sir. bzb Icon

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Posted 29 January 2010 - 09:52 PM

View Postloosebruce, on Jan 29 2010, 09:28 PM, said:

I was wondering how I can extract the Sound Files from BFBC2. I keeps saying there is not enough memory in QuickBMS.


Run QuickBMS from a cmd prompt, it has instructions from there as to what paths etc you need to use. Takes a while to do the sound files.
I havent got anything sound orientated installed, the files seem to take the form of BU_Img_MG36_Reloas_3p_WaveDataSns.res, there are a lot of them! I tried renaming them to .wav, .mp3 and .ogg but mediaplayer isnt really the ideal tool.
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#39 User is offline   UberWazuSoldier Icon

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Posted 29 January 2010 - 09:54 PM

More on heightmaps; it's 1024*1024 for the main heightmap. (might be 1025*1025, but I don't think it is)

64*64 for each surrounding heightmap. - That's VERY low res.

EDIT: Okay, I can load it up.

EDIT2: The easiest thing to do by far is to knock off all that header and just save as a RAW though.


Byte 24 and 25 (and possible more afterwards; usually it's 4 bytes - but that's way more than needed) is the width and height, since they're the same.

The surrounding terrain seems to be laid out like this (bearing in mind that up/down may be flipped, and so may left-right - so think of it as a jigsaw with blank pieces, nobody knows which way it goes up until you can see it in-game)


[01][02][04][05]
[03][xx][xx][06]
[07][xx][xx][10]
[08][09][11][12]

[xx] Is the main terrain, the numbers are the number of the heightmap.


EDIT: After speaking to CrazyIvan, it sounds like I had it flipped vertically.

EDIT2: I'll throw together a converter of sorts...

EDIT3: Done. I can't make one that goes back the other way until I can test I've got the header right. Okay, having trouble uploading this to filefront.




EDIT: At the menu you see they are licensed to use MP3 - so I'm thinking a lot of sound files in there are MP3 with weird headers.

EDIT2: Most of them read like 32-bit PCMs.... Well, not when you get further into the file.

This post has been edited by UberWazuSoldier: 30 January 2010 - 03:03 AM

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#40 User is offline   KNG Icon

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Posted 03 February 2010 - 11:48 PM

i have some problems extracting the file: ondemand_awards-00.fbrb

with quickbms and the fbrb.bms i always get some weird error. all the other .fbrb files seem to unpack fine.

has anyone else problems extracting the file? or did i something wrong?

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#41 User is offline   UberWazuSoldier Icon

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Posted 04 February 2010 - 06:35 AM

You're not alone, it wasn't on that one but another archive that this happened to me too. Actually, the first couple I tried were like that, so I was feeling deflated (HAHA, clever pun!)
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#42 User is offline   Remdul Icon

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Posted 04 February 2010 - 03:43 PM

The error code -5 (Z_BUF_ERROR) indicates (afaik) that zlib has run out of buffer space to decompress, successive calls should continue decompression. I'm not familiar with BMS scripts, if someone does you can probably throw it in a loop.

Or perhaps someone more familiar with BMS can translate this to C code? I wouldn't mind writing a resource browser.
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#43 User is offline   KNG Icon

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Posted 04 February 2010 - 06:21 PM

View PostRemdul, on Feb 4 2010, 04:43 PM, said:

The error code -5 (Z_BUF_ERROR) indicates (afaik) that zlib has run out of buffer space to decompress, successive calls should continue decompression. I'm not familiar with BMS scripts, if someone does you can probably throw it in a loop.

Or perhaps someone more familiar with BMS can translate this to C code? I wouldn't mind writing a resource browser.



i've contacted the author of quickbms and the bms script files - he updated the fbrb.bms file and the unpack should now run fine.

get it here: http://aluigi.org/papers/bms/fbrb.bms

EDIT:

ok - now i unpacked the ondemand_awards-00.fbrb file

and it contains excatly what i thought of....

it's full of the ingame images used for weapons, awards, pins, etc.

every file is an .res file, but i can not open any of them using Remdul's Texture Converter. Maybe Remdul you can check this on your own and maybe find out why i cannot open any .res file.

cya

This post has been edited by KNG: 04 February 2010 - 06:25 PM

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#44 User is offline   xeq Icon

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Posted 04 February 2010 - 09:11 PM

View PostKNG, on Feb 4 2010, 08:21 PM, said:

every file is an .res file, but i can not open any of them using Remdul's Texture Converter. Maybe Remdul you can check this on your own and maybe find out why i cannot open any .res file.

cya

Same problem here, I think these files may be in PNG or different format.
Anyway, I've found something interesting in there:
Posted Image
Loadingscreens for 12 multiplayer levels.


Btw hello, Im not completely new here. I just forgot password for my old(really old:P) account.

This post has been edited by xeq: 04 February 2010 - 09:26 PM

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#45 User is offline   KNG Icon

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Posted 04 February 2010 - 09:43 PM

View Postxeq, on Feb 4 2010, 10:11 PM, said:

Same problem here, I think these files may be in PNG or different format.
Anyway, I've found something interesting in there:
Posted Image
Loadingscreens for 12 multiplayer levels.


Btw hello, Im not completely new here. I just forgot password for my old(really old:P) account.


yea, i found the map names inside the localization files. theres a detailed map description for it,

... there's pretty much dialogue from the singleplayer in there too


EDIT:

10 Multiplayer Maps:

PANAMA CANAL

Units in contact are being rotated out as a result of combat fatigue. Weeks of fighting have left the harbor in ruins and the surrounding area littered with destroyed equipment. Armored movement is hampered and deadly kill zones mare the ground. U.S Forces are staging an assault of the industrial port with the objective to seize, retain and exploit the area. Control of the canal will allow larger-scale Strategic Operations along the South West Pacific coast.

VALPARAISO VILLAGE

The American capture of Valparaiso is the next phase in their strategic plan to repel Russian Forces from Chile. Any U.S. invasion will inevitably consist of a land assault through the outlying jungle areas and an amphibious landing of infantry and armored forces along the coast. The U.S objective is the Power Station on the outskirts of the city. If the installation can be captured and services cut off, the liberation of the city will inevitably follow suit.

LAGUNA ALTA

Several days ago a large Russian counter attack overran U.S. Camp "Christopher" and destroyed a supply train carrying vital equipment. U.S Forces are mustering to recapture the area. They are trying to establish a buffer zone near the woodlands so their Battle Group can move unimpeded across the bridge connecting the opposing high ground. Intelligence reports and Recon patrols have exposed a large number of Russian troops and IFVs that have reinforced the camp since the attack occurred.

ISLA INOCENTES

U.S. Forces are desperate to open a supply route for an Armored Battle Group engaged in fighting further inland.  A Russian Artillery base controls the area and counters any breakout actions launched.  The base is well defended and has been successful in repelling previous attacks. Destruction of the base and control of the woodlands will allow U.S Amphibious Forces to land and open a second front, which is critical in their plan to liberate South America.

ATACAMA DESERT

A Russian Naval Group is preparing a massive amphibious assault. Defending the shore are 3 U.S fortifications and a string of artillery defenses. Should the Russians establish a beachhead and overrun U.S. positions, they will be free to advance further inland. With weather deteriorating and sandstorms approaching, U.S. Command has consolidated all available forces to meet the Russian threat. As a result of the open ground, a large-scale armor battle supported by attack helicopters seems likely.

ARICA HARBOR (ps3 beta map)

Following the results of the armor assault at Atacama, U.S Command insists on a similar action to capture the port of Arica. The assault group will launch a "break through" action directly at the Russian base. If the fight dictates, the Battle Group will cut directly through the town located on the axis of advance. Collateral damage is of no consequence. The Russian base must be destroyed in order to cross the desert and reach the port. Heavy casualties are expected on both sides.

WHITE PASS

As the weather has cleared and snowfall relented, Russian Forces are massing for an assault on White Pass and the satellite relay station located there. The local town has not been attacked, but Russian units have probed defenses in the surrounding woods. The sector has strategic value to U.S Forces as it allows control of inland routes. Should the area fall into Russian hands, a line of advance will present itself directly to Nelson Bay.

NELSON BAY

Winter has hit hard.  The river has frozen allowing heavy equipment and personnel to operate throughout the sector. However, the extreme weather and surrounding woods make it unlikely that any assault will consist of heavy armor. Satellite reconnaissance indicates Russian Special Forces and airborne units have been pulled away from South America and are gathering on mass.  A nighttime assault is eminent. Nelson Bay harbors an underground U.S submarine base that will be defended at all cost.

LAGUNA PRESA

The valley and surrounding mountains possess a strategic value in the battle for South America.  Construction of the nearby Dam was halted when hostilities broke out, but its presence is still a significant factor.  Airborne operations are limited but infantry assault supported by light armor vehicles is likely by both armies. U.S Forces are massing all available units to stage a defense and have wired the dam to prevent it from falling into Russian hands.

PORT VALDEZ
(pc beta map)

Russian Forces are posed to attack the harbor in an attempt to seize the Trans Alaskan Pipeline. Without regard to arctic conditions, the area has been probed by Russian Pathfinders indicating an airborne assault is planned. U.S interrogation of captured Russian paras revealed that MBTs will be, or have been, airlifted into the area. All armor assets and attack helicopters are being diverted to the sector. No fallback exists for either side. This engagement will decide the outcome of the war.



Now Remdul must get his Texture Converter App working then we might have loadingscreens for each description :D

This post has been edited by KNG: 04 February 2010 - 10:25 PM

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