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Reverse engineering
#1
mitsuhiko Wrote:Hey lads.
In case you did not know, some of us are sitting in #nyannyannyannyan on irc.freenode.net and white room reverse engineering the Battlefield 3 file formats.
As it stands right now the libary can expose most data files, but due to how the engine works we can't determine the file types of the things we're unpacking and we also need help with parsing some of the other file formats that are in used in the engine.

What we can do right now:
-Decrypt most data files
-Read the catalog files
-Read the CAS files
-Read the .toc and .sb files
-Unpack all CAS files to the filesystem
-Read the fb2.bom file (whatever it does)
-Read the configuration file format for the game

What do we hope to accomplish?
-While it's unlikely that the weapon stats for the multiplayer are in those data files, we might be able to extract the singleplayer files
-It could be useful to find the meshes, textures, sound files and whatnot
-It exposes the Lua scripts that are used to bootstrap the engine, might be interesting for scripting
-Maybe it serves a foundation for people doing some more interesting things with the engine

What is needed?
-We currently cannot read the definition file formats that are in use by the dogtag definitions and some other things
-Walk over the extracted files and determine their file types. We already know what is used for the video files but not for the rest

How can you help?
-join #nyannyannyannyan on irc.freenode.net
-fork the project on github and help out
-walk through the data files and see if you can find something

This could bring modding 1 step closer, I'm hoping for at least some lua script support.

note: I did not write this (obviously).
[Image: MaEIQ.png]
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#2
Interesting, Thanks for posting!
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#3
Mods section is for released mods, this is news. Topic moved to news.
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