public static void ExportLuaFIles(ProcessReader reader, long assetPoolsAddress, long assetSizesAddress, string gameType) { // Found the game Console.WriteLine("Found supported game: Call of Duty: World War II"); // Validate by XModel Name if (reader.ReadNullTerminatedString(reader.ReadInt64(reader.ReadInt64(reader.GetBaseAddress() + assetPoolsAddress + 0x50) + 8)) == "empty_model") { // Get Base Address for ASLR and Scans long baseAddress = reader.GetBaseAddress(); var AssetPoolOffset = reader.ReadStruct <Int64>(baseAddress + assetPoolsAddress + (8 * 69)); var poolSize = reader.ReadStruct <UInt32>(AssetPoolOffset + 4 * 69); Directory.CreateDirectory("s2_luafiles"); int filesExported = 0; for (int i = 0; i < poolSize; i++) { var data = reader.ReadStruct <LuaFile>(AssetPoolOffset + 8 + (i * 24)); if (!(data.DataSize != 0 && data.DataSize2 == 2)) { continue; } filesExported++; var RawData = reader.ReadBytes(data.startLocation, data.DataSize); string exportName = Path.Combine("s2_luafiles", reader.ReadNullTerminatedString(data.NamePtr)); if (File.Exists(exportName) && new FileInfo(exportName).Length == data.DataSize) { continue; } Directory.CreateDirectory(Path.GetDirectoryName(exportName)); File.WriteAllBytes(exportName, RawData); } Console.WriteLine("Exported {0} files", filesExported); } else { Console.WriteLine("Unsupported version of game found"); } }
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 4"); // Get Base Address for ASLR and Scans long baseAddress = reader.GetBaseAddress(); // Validate by XModel Name if (reader.ReadUInt64(reader.ReadStruct <AssetPool>(baseAddress + assetPoolsAddress + 0x20 * 0x4).PoolPointer) == 0x04647533e968c910) { AssetPool LuaPoolData = reader.ReadStruct <AssetPool>(baseAddress + assetPoolsAddress + 0x20 * 0x67); long address = LuaPoolData.PoolPointer; long endAddress = LuaPoolData.PoolSize * LuaPoolData.AssetSize + address; Directory.CreateDirectory("t8_luafiles"); int filesExported = 0; for (int i = 0; i < LuaPoolData.PoolSize; i++) { var data = reader.ReadStruct <LuaFile>(address + (i * LuaPoolData.AssetSize)); if (data.NullPointer != 0 || data.Hash == 0) { continue; } if (data.Hash >= address && data.Hash <= endAddress) { continue; } filesExported++; var RawData = reader.ReadBytes(data.startLocation, data.DataSize); ulong assetHash = (ulong)data.Hash & 0xFFFFFFFFFFFFFFF; string HashString, fileName; //if (!Program.AssetNameCache.Entries.TryGetValue(assetHash, out HashString)) fileName = String.Format("t8_luafiles\\LuaFile_{0:x}.lua", assetHash); //else //fileName = String.Format("t8_luafiles\\{0}.lua", HashString); if (File.Exists(fileName) && new FileInfo(fileName).Length == data.DataSize) { continue; } File.WriteAllBytes(fileName, RawData); } Console.WriteLine("Exported {0} files", filesExported); } else { Console.WriteLine("Unsupported version of game found"); } }
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 3"); // Get Base Address for ASLR and Scans long baseAddress = reader.GetBaseAddress(); // Validate by XModel Name if (reader.ReadNullTerminatedString(reader.ReadInt64(reader.ReadInt64(baseAddress + assetPoolsAddress + 0x80))) == "void") { AssetPool LuaPoolData = reader.ReadStruct <AssetPool>(baseAddress + assetPoolsAddress + 0x20 * 47); long address = LuaPoolData.PoolPointer; long endAddress = LuaPoolData.PoolSize * LuaPoolData.AssetSize + address; Directory.CreateDirectory("t7_luafiles"); int filesExported = 0; for (int i = 0; i < LuaPoolData.PoolSize; i++) { var data = reader.ReadStruct <LuaFile>(address + (i * LuaPoolData.AssetSize)); if (!(data.AssetSize != 0)) { continue; } filesExported++; var RawData = reader.ReadBytes(data.RawDataPtr, data.AssetSize); string exportName = Path.Combine("t7_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 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: Modern Warfare Remastered"); // Validate by XModel Name var baseAddr = reader.GetBaseAddress(); var si = reader.ReadInt64(reader.ReadInt64(baseAddr + assetPoolsAddress + 0x38) + 8); var po = reader.ReadNullTerminatedString(si) == "fx"; if (po) { // Load BSP Pools (they only have a size of 1 so we don't care about reading more than 1) var gfxMapAsset = reader.ReadStruct <GfxMap>(reader.ReadInt64(reader.GetBaseAddress() + assetPoolsAddress + 0xF8)); // 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", "modern_warfare_rm", 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, (int)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, (int)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(); // 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)); } // Dump it File.WriteAllText(outputName + "_search_string.txt", searchString); // 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("Converted to OBJ in {0:0.00} seconds.", stopWatch.ElapsedMilliseconds / 1000.0)); } } else { printCallback?.Invoke("Call of Duty: Modern Warfare Remastered is supported, but this EXE is not."); } }