/// <summary> /// Reads a material for the given surface and its associated images /// </summary> public static WavefrontOBJ.Material ReadMaterial(ProcessReader reader, long address) { // Read Material var material = reader.ReadStruct <Material>(address); // Create new OBJ Image var objMaterial = new WavefrontOBJ.Material(Path.GetFileNameWithoutExtension(reader.ReadNullTerminatedString(reader.ReadInt32(address)).Replace("*", ""))); // Loop over images for (byte i = 0; i < material.ImageCount; i++) { // Read Material Image var materialImage = reader.ReadStruct <MaterialImage32B>(material.ImageTablePointer + i * Marshal.SizeOf <MaterialImage32B>()); // Check for color map for now if (materialImage.SemanticHash == 0xA0AB1041) { objMaterial.DiffuseMap = reader.ReadNullTerminatedString(reader.ReadInt32(materialImage.ImagePointer + 0x1C)); } else if (materialImage.SemanticHash == 0x59D30D0F) { objMaterial.NormalMap = reader.ReadNullTerminatedString(reader.ReadInt32(materialImage.ImagePointer + 0x1C)); } else if (materialImage.SemanticHash == 0x34ECCCB3) { objMaterial.SpecularMap = reader.ReadNullTerminatedString(reader.ReadInt32(materialImage.ImagePointer + 0x1C)); } } // Done return(objMaterial); }
public unsafe static List <IDictionary> CreateXModelDictionary(ProcessReader reader, long address, int count, List <IDictionary> MapEntities) { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US"); // Read buffer var byteBuffer = reader.ReadBytes(address, count * Marshal.SizeOf <GfxStaticModel>()); // Loop number of models we have List <IDictionary> MapModels = new List <IDictionary>(count); for (int i = 0; i < count; i++) { Dictionary <string, string> ModelData = new Dictionary <string, string>(); List <double> Position = new List <double>(); List <double> angles = new List <double>(); // Read Struct var staticModel = ByteUtil.BytesToStruct <GfxStaticModel>(byteBuffer, i * Marshal.SizeOf <GfxStaticModel>()); // Model Name var modelName = reader.ReadNullTerminatedString(reader.ReadInt32(staticModel.ModelPointer)); var matrix = new Rotation.Matrix(); // Copy X Values matrix.Values[0] = staticModel.Matrix[0]; matrix.Values[1] = staticModel.Matrix[1]; matrix.Values[2] = staticModel.Matrix[2]; // Copy Y Values matrix.Values[4] = staticModel.Matrix[3]; matrix.Values[5] = staticModel.Matrix[4]; matrix.Values[6] = staticModel.Matrix[5]; // Copy Z Values matrix.Values[8] = staticModel.Matrix[6]; matrix.Values[9] = staticModel.Matrix[7]; matrix.Values[10] = staticModel.Matrix[8]; // Convert to Euler var euler = matrix.ToEuler(); // Add it if (string.IsNullOrEmpty(modelName) == true || modelName.Contains("?") == true || modelName.Contains("'") == true || modelName.Contains("\\") == true || modelName.Contains("fx") == true || modelName.Contains("viewmodel") == true || staticModel.ModelScale < 0.001 || staticModel.ModelScale > 10) { } else { ModelData.Add("Name", CleanInput(modelName)); ModelData.Add("PosX", string.Format("{0:0.0000}", staticModel.X)); ModelData.Add("PosY", string.Format("{0:0.0000}", staticModel.Y)); ModelData.Add("PosZ", string.Format("{0:0.0000}", staticModel.Z)); ModelData.Add("RotX", string.Format("{0:0.0000}", (float)Rotation.ToDegrees(euler).X).ToString(CultureInfo.InvariantCulture)); ModelData.Add("RotY", string.Format("{0:0.0000}", (float)Rotation.ToDegrees(euler).Y).ToString(CultureInfo.InvariantCulture)); ModelData.Add("RotZ", string.Format("{0:0.0000}", (float)Rotation.ToDegrees(euler).Z).ToString(CultureInfo.InvariantCulture)); ModelData.Add("Scale", string.Format("{0:0.0000}", staticModel.ModelScale).ToString(CultureInfo.InvariantCulture)); MapModels.Add(new Dictionary <string, string>(ModelData)); } } foreach (IDictionary entity in MapEntities) { MapModels.Add(entity); } // Done return(MapModels); }
public static void ExportLuaFIles(ProcessReader reader, long assetPoolsAddress, long assetSizesAddress, string gameType) { // Found the game Console.WriteLine("Found supported game: Call of Duty: Black Ops 2"); // Validate by XModel Name if (reader.ReadNullTerminatedString(reader.ReadInt32(reader.ReadInt32(assetPoolsAddress + 0x14) + 4)) == "defaultvehicle") { var AssetPoolOffset = reader.ReadStruct <Int32>(assetPoolsAddress + (4 * 41)) + 4; var poolSize = reader.ReadStruct <Int32>(assetSizesAddress + (4 * 41)); Directory.CreateDirectory("t6_luafiles"); int filesExported = 0; for (int i = 0; i < poolSize; i++) { var data = reader.ReadStruct <LuaFile>(AssetPoolOffset + (i * 12)); if (!(data.AssetSize != 0)) { continue; } filesExported++; var RawData = reader.ReadBytes(data.RawDataPtr, data.AssetSize); string exportName = Path.Combine("t6_luafiles", reader.ReadNullTerminatedString(data.NamePtr)); if (Path.GetExtension(exportName) != ".lua" || File.Exists(exportName) && new FileInfo(exportName).Length == data.AssetSize) { continue; } Directory.CreateDirectory(Path.GetDirectoryName(exportName)); File.WriteAllBytes(exportName, RawData); } Console.WriteLine("Exported {0} files", filesExported); } else { Console.WriteLine("Unsupported version of game found"); } }
/// <summary> /// Reads Static Models /// </summary> public unsafe static List <IWMap.Entity> ReadStaticModels(ProcessReader reader, long address, int count) { // Resulting Entities List <IWMap.Entity> entities = new List <IWMap.Entity>(count); // Read buffer var byteBuffer = reader.ReadBytes(address, count * Marshal.SizeOf <GfxStaticModel>()); // Loop number of models we have for (int i = 0; i < count; i++) { // Read Struct var staticModel = ByteUtil.BytesToStruct <GfxStaticModel>(byteBuffer, i * Marshal.SizeOf <GfxStaticModel>()); // Model Name var modelName = reader.ReadNullTerminatedString(reader.ReadInt32(staticModel.ModelPointer)); // New Matrix var matrix = new Rotation.Matrix(); // Copy X Values matrix.Values[0] = staticModel.Matrix[0]; matrix.Values[1] = staticModel.Matrix[1]; matrix.Values[2] = staticModel.Matrix[2]; // Copy Y Values matrix.Values[4] = staticModel.Matrix[3]; matrix.Values[5] = staticModel.Matrix[4]; matrix.Values[6] = staticModel.Matrix[5]; // Copy Z Values matrix.Values[8] = staticModel.Matrix[6]; matrix.Values[9] = staticModel.Matrix[7]; matrix.Values[10] = staticModel.Matrix[8]; // Convert to Euler var euler = matrix.ToEuler(); // Add it if (string.IsNullOrEmpty(modelName) == true || modelName.Contains("?") == true || modelName.Contains("'") == true || modelName.Contains("\\") == true || modelName.Contains("fx") == true || modelName.Contains("viewmodel") == true || staticModel.ModelScale < 0.001 || staticModel.ModelScale > 10) { } else { entities.Add(IWMap.Entity.CreateMiscModel(modelName, new Vector3(staticModel.X, staticModel.Y, staticModel.Z), Rotation.ToDegrees(euler), staticModel.ModelScale)); } } // Done return(entities); }
/// <summary> /// Reads BSP Data /// </summary> public static void ExportBSPData(ProcessReader reader, long assetPoolsAddress, long assetSizesAddress, string gameType, Action <object> printCallback = null) { // Found her printCallback?.Invoke("Found supported game: Call of Duty: Black Ops"); // Get XModel Name var firstXModelName = reader.ReadNullTerminatedString(reader.ReadInt32(reader.ReadInt32(assetPoolsAddress + 0x14) + 4)); // Validate by XModel Name if (firstXModelName == "void" || firstXModelName == "defaultactor" || firstXModelName == "defaultweapon") { // Load BSP Pools (they only have a size of 1 so we have no free header) var gfxMapAsset = reader.ReadStruct <GfxMap>(reader.ReadInt32(assetPoolsAddress + 0x44)); // Name string gfxMapName = reader.ReadNullTerminatedString(gfxMapAsset.NamePointer); string mapName = reader.ReadNullTerminatedString(gfxMapAsset.MapNamePointer); // Verify a BSP is actually loaded (if in base menu, etc, no map is loaded) if (String.IsNullOrWhiteSpace(gfxMapName)) { printCallback?.Invoke("No BSP loaded. Enter Main Menu or a Map to load in the required assets."); } else { // New IW Map var mapFile = new IWMap(); // Print Info printCallback?.Invoke(String.Format("\n--------------------------\n")); printCallback?.Invoke(String.Format("Loaded Gfx Map - {0}", gfxMapName)); printCallback?.Invoke(String.Format("Loaded Map - {0}", mapName)); printCallback?.Invoke(String.Format("Vertex Count - {0}", gfxMapAsset.GfxVertexCount)); printCallback?.Invoke(String.Format("Indices Count - {0}", gfxMapAsset.GfxIndicesCount)); printCallback?.Invoke(String.Format("Surface Count - {0}", gfxMapAsset.SurfaceCount)); printCallback?.Invoke(String.Format("Model Count - {0}", gfxMapAsset.GfxStaticModelsCount)); // Build output Folder string outputName = Path.Combine("exported_maps", "black_ops", gameType, mapName, mapName); Directory.CreateDirectory(Path.GetDirectoryName(outputName)); // Stop watch var stopWatch = Stopwatch.StartNew(); // Read Vertices printCallback?.Invoke("Parsing vertex data...."); var vertices = ReadGfxVertices(reader, gfxMapAsset.GfxVerticesPointer, gfxMapAsset.GfxVertexCount); printCallback?.Invoke(String.Format("Parsed vertex data in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); // Reset timer stopWatch.Restart(); // Read Indices printCallback?.Invoke("Parsing surface indices...."); var indices = ReadGfxIndices(reader, gfxMapAsset.GfxIndicesPointer, gfxMapAsset.GfxIndicesCount); printCallback?.Invoke(String.Format("Parsed indices in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); // Reset timer stopWatch.Restart(); // Read Indices printCallback?.Invoke("Parsing surfaces...."); var surfaces = ReadGfxSufaces(reader, gfxMapAsset.GfxSurfacesPointer, gfxMapAsset.SurfaceCount); printCallback?.Invoke(String.Format("Parsed surfaces in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); // Reset timer stopWatch.Restart(); // Write OBJ printCallback?.Invoke("Generating map files..."); // Create new OBJ var obj = new WavefrontOBJ(); // Append Vertex Data foreach (var vertex in vertices) { obj.Vertices.Add(vertex.Position); obj.Normals.Add(vertex.Normal); obj.UVs.Add(vertex.UV); } // Image Names (for Search String) HashSet <string> imageNames = new HashSet <string>(); // Append Faces foreach (var surface in surfaces) { // Create new Material var material = ReadMaterial(reader, surface.MaterialPointer); // Add to images imageNames.Add(material.DiffuseMap); // Add it obj.AddMaterial(material); // Add points for (ushort i = 0; i < surface.FaceCount; i++) { // Face Indices var faceIndex1 = indices[i * 3 + surface.FaceIndex] + surface.VertexIndex; var faceIndex2 = indices[i * 3 + surface.FaceIndex + 1] + surface.VertexIndex; var faceIndex3 = indices[i * 3 + surface.FaceIndex + 2] + surface.VertexIndex; // Validate unique points, and write to OBJ if (faceIndex1 != faceIndex2 && faceIndex1 != faceIndex3 && faceIndex2 != faceIndex3) { // new Obj Face var objFace = new WavefrontOBJ.Face(material.Name); // Add points objFace.Vertices[0] = new WavefrontOBJ.Face.Vertex(faceIndex1, faceIndex1, faceIndex1); objFace.Vertices[2] = new WavefrontOBJ.Face.Vertex(faceIndex2, faceIndex2, faceIndex2); objFace.Vertices[1] = new WavefrontOBJ.Face.Vertex(faceIndex3, faceIndex3, faceIndex3); // Add to OBJ obj.Faces.Add(objFace); } } } // Save it obj.Save(outputName + ".obj"); // Build search strinmg string searchString = ""; // Loop through images, and append each to the search string (for Wraith/Greyhound) foreach (string imageName in imageNames) { searchString += String.Format("{0},", Path.GetFileNameWithoutExtension(imageName)); } // Create .JSON with XModel Data List <IDictionary> ModelData = CreateXModelDictionary(reader, gfxMapAsset.GfxStaticModelsPointer, (int)gfxMapAsset.GfxStaticModelsCount); string xmodeljson = JToken.FromObject(ModelData).ToString(Formatting.Indented); File.WriteAllText(outputName + "_xmodels.json", xmodeljson); // Loop through xmodels, and append each to the search string (for Wraith/Greyhound) List <string> xmodelList = CreateXModelList(ModelData); // Dump it File.WriteAllText(outputName + "_search_string.txt", searchString); File.WriteAllText(outputName + "_xmodelList.txt", String.Join(",", xmodelList.ToArray())); // Read entities and dump to map mapFile.Entities.AddRange(ReadStaticModels(reader, gfxMapAsset.GfxStaticModelsPointer, (int)gfxMapAsset.GfxStaticModelsCount)); mapFile.DumpToMap(outputName + ".map"); // Done printCallback?.Invoke(String.Format("Generated files in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); } } else { printCallback?.Invoke("Call of Duty: Black Ops is supported, but this EXE is not."); } }
/// <summary> /// Reads BSP Data /// </summary> public static void ExportBSPData(ProcessReader reader, long assetPoolsAddress, long assetSizesAddress, string gameType, Action <object> printCallback = null) { // Found her printCallback?.Invoke("Found supported game: Call of Duty: Black Ops 2"); // Validate by XModel Name if (reader.ReadNullTerminatedString(reader.ReadInt32(reader.ReadInt32(assetPoolsAddress + 0x14) + 4)) == "defaultvehicle") { // Load BSP Pools (they only have a size of 1 so we have no free header) var gfxMapAsset = reader.ReadStruct <GfxMap>(reader.ReadInt32(assetPoolsAddress + 0x44)); // Name string gfxMapName = reader.ReadNullTerminatedString(gfxMapAsset.NamePointer); string mapName = reader.ReadNullTerminatedString(gfxMapAsset.MapNamePointer); // Verify a BSP is actually loaded (if in base menu, etc, no map is loaded) if (String.IsNullOrWhiteSpace(gfxMapName)) { printCallback?.Invoke("No BSP loaded. Enter Main Menu or a Map to load in the required assets."); } else { // New IW Map var mapFile = new IWMap(); // Print Info printCallback?.Invoke(String.Format("Loaded Gfx Map - {0}", gfxMapName)); printCallback?.Invoke(String.Format("Loaded Map - {0}", mapName)); printCallback?.Invoke(String.Format("Vertex Count - {0}", gfxMapAsset.GfxVertexCount)); printCallback?.Invoke(String.Format("Indices Count - {0}", gfxMapAsset.GfxIndicesCount)); printCallback?.Invoke(String.Format("Surface Count - {0}", gfxMapAsset.SurfaceCount)); printCallback?.Invoke(String.Format("Model Count - {0}", gfxMapAsset.GfxStaticModelsCount)); // Build output Folder string outputName = Path.Combine("exported_maps", "black_ops_2", gameType, mapName, mapName); Directory.CreateDirectory(Path.GetDirectoryName(outputName)); // Stop watch var stopWatch = Stopwatch.StartNew(); // Read Vertices printCallback?.Invoke("Parsing vertex data...."); var vertexBuffer = reader.ReadBytes(gfxMapAsset.GfxVerticesPointer, gfxMapAsset.GfxVertexBufferSize); printCallback?.Invoke(String.Format("Parsed vertex data in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); // Reset timer stopWatch.Restart(); // Read Indices printCallback?.Invoke("Parsing surface indices...."); var indices = ReadGfxIndices(reader, gfxMapAsset.GfxIndicesPointer, gfxMapAsset.GfxIndicesCount); printCallback?.Invoke(String.Format("Parsed indices in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); // Reset timer stopWatch.Restart(); // Read Indices printCallback?.Invoke("Parsing surfaces...."); var surfaces = ReadGfxSufaces(reader, gfxMapAsset.GfxSurfacesPointer, gfxMapAsset.SurfaceCount); printCallback?.Invoke(String.Format("Parsed surfaces in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); // Reset timer stopWatch.Restart(); // Write OBJ printCallback?.Invoke("Converting to OBJ...."); // Create new OBJ var obj = new WavefrontOBJ(); // Image Names (for Search String) HashSet <string> imageNames = new HashSet <string>(); // Vertex Index Tracker int vertexIndex = 0; // Append Faces foreach (var surface in surfaces) { // Create new Material var material = ReadMaterial(reader, surface.MaterialPointer); // Add to images imageNames.Add(material.DiffuseMap); // Add it obj.AddMaterial(material); // Add points for (ushort i = 0; i < surface.FaceCount; i++) { // Face Indices var faceIndex1 = indices[i * 3 + surface.FaceIndex]; var faceIndex2 = indices[i * 3 + surface.FaceIndex + 1]; var faceIndex3 = indices[i * 3 + surface.FaceIndex + 2]; // Validate unique points, and write to OBJ if (faceIndex1 != faceIndex2 && faceIndex1 != faceIndex3 && faceIndex2 != faceIndex3) { // new Obj Face var objFace = new WavefrontOBJ.Face(material.Name); // Unpack vertices var vertex1 = UnpackVertex(ByteUtil.BytesToStruct <GfxVertex>(vertexBuffer, surface.VertexBufferOffset + (faceIndex1 * 36))); var vertex2 = UnpackVertex(ByteUtil.BytesToStruct <GfxVertex>(vertexBuffer, surface.VertexBufferOffset + (faceIndex2 * 36))); var vertex3 = UnpackVertex(ByteUtil.BytesToStruct <GfxVertex>(vertexBuffer, surface.VertexBufferOffset + (faceIndex3 * 36))); // Add Offsets obj.Vertices.Add(vertex1.Position); obj.Vertices.Add(vertex2.Position); obj.Vertices.Add(vertex3.Position); // Add Normals obj.Normals.Add(vertex1.Normal); obj.Normals.Add(vertex2.Normal); obj.Normals.Add(vertex3.Normal); // Add UVs obj.UVs.Add(vertex1.UV); obj.UVs.Add(vertex2.UV); obj.UVs.Add(vertex3.UV); // Add points objFace.Vertices[0] = new WavefrontOBJ.Face.Vertex(vertexIndex, vertexIndex, vertexIndex); objFace.Vertices[2] = new WavefrontOBJ.Face.Vertex(vertexIndex + 1, vertexIndex + 1, vertexIndex + 1); objFace.Vertices[1] = new WavefrontOBJ.Face.Vertex(vertexIndex + 2, vertexIndex + 2, vertexIndex + 2); // Add to OBJ obj.Faces.Add(objFace); vertexIndex += 3; } } } // Save it obj.Save(outputName + ".obj"); // Build search strinmg string searchString = ""; // Loop through images, and append each to the search string (for Wraith/Greyhound) foreach (string imageName in imageNames) { searchString += String.Format("{0},", Path.GetFileNameWithoutExtension(imageName)); } // Dump it File.WriteAllText(outputName + "_search_string.txt", searchString); // Read entities and dump to map mapFile.Entities.AddRange(ReadStaticModels(reader, gfxMapAsset.GfxStaticModelsPointer, gfxMapAsset.GfxStaticModelsCount)); mapFile.DumpToMap(outputName + ".map"); // Done printCallback?.Invoke(String.Format("Converted to OBJ in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); } } else { printCallback?.Invoke("Call of Duty: Black Ops 2 is supported, but this EXE is not."); } }