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Modding and Data Structure


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106 réponses à ce sujet

#26
LordThanos

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I wonder how hair works on models.

Is there a separate hair and body mesh? Do they get combined in-game?



#27
Sylvius the Mad

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I wonder how hair works on models.
Is there a separate hair and body mesh? Do they get combined in-game?

Given that the hair disappears when you equip a helmet, I expect they are separate.

Qunari hair may be less editable, though.

#28
Phnx

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Does anyone have any more information on the TOC file format? That WoW apparently uses a similar format is interesting to me.

I know that file format from ME3. Maybe the guys over there can help?

 

http://me3explorer.freeforums.org



#29
shubnabub

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GODSPEED MODDERS!


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#30
Semipro

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I actually saw on some forums, a process of decompilation of the exe file. Shown different classes, etc.

A lot of modding often uses exe modifications. Especially the process of adding stuff, not only reskins, etc.

 

Don't forget Mass Effect, it's possible to decompile stuff from it, Unreal is VERY user friendly, with geniouses that can virtually do everything with it... But you can't compile your own stuff back.

 

So, I hope that modding is possible. I am just not very optimistic about it.

I actually thing that would be the only hope for de-consolification of the game :)

 

Uh no, you don't modify an executable to mod. I'm not sure what planet you've been doing your modding on but the only thing that you'd ever modify an executable with is command line instructions.

 

The data structure of DA:I is actually condusive to file overrides but I think the primary concern isn't the file formats and how to start opening them up but whether the update folder would be read for override data at all.

 

The Infinity and Lyrium Engines were specifically written to accept the same file as a base resource file, as an override, if it was in the override directory, this is how the engines were designed....I am not entirely sure you can rig up the same scenario with Frostbite 3 in its current state because I don't think the boot sequence for the client even checks for data in update.

 

So even if we can break open the resources and even if we can recompile modified resources...can the client even read it...is the question.



#31
Guest_TrillClinton_*

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Interesting. The .sb and .TOC files seem to be holding metadata. Example.

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Notice how there is a continuous array of elements with variables

 

name 

size

offset

path

salt(of the encryption used)

 

in the file? If my suspicions are right, they are assets spread all over the file system and these .sb or .toc include metadata for sequential loading. Which, if we were to find out how to reverse engineer the polygon and texture data of this elements we would potentially just dump them in a file and add a bit of the meta data to these resources. 

 

Interesting, I need to dig some more.


  • Clarian, Lilaeth, Jeremiah12LGeek et 2 autres aiment ceci

#32
Semipro

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That does seem like we could build a file override that takes priority over the base resource in loading sequence.

 

This is promising.


  • Clarian aime ceci

#33
Guest_TrillClinton_*

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Sweet So I found this.

name Sda3/layouts/valroyeaux/val_vivienne_bedroom/val_vivienne_bedroom/description_win32 sha1 4O´ZÁbš¥w—š œ]Ï8
	size ù
      	originalSize ð       ‚§

name of the asset, what the asset is encrypted with and the size of the asset.

 

Encrypted with sha1 and that "4O´ZÁbš¥w—š œ]Ï8"  is probably the salt. 


  • Jeremiah12LGeek et OriginOfWaves aiment ceci

#34
Guest_TrillClinton_*

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Since this is loaded from a file, I assume this starts from the reading from the first to the file into a bounderless datastructure(like an arraylist). This way improvements can just be made into the file without actually modifying the code.


  • OriginOfWaves aime ceci

#35
Jeremiah12LGeek

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Since this is loaded from a file, I assume this starts from the reading from the first to the file into a bounderless datastructure(like an arraylist). This way improvements can just be made into the file without actually modifying the code.

 

Wait! Wait Wait!

 

Wai..........t!

 

Yep, I understood this post (mostly.)



#36
Guest_TrillClinton_*

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.sb and .toc files are for metadata and recognizability in the system.

 

The meat of the modding is found in these CAS files probably. http://en.wikipedia....essable_storage

 

Da3 seems moddable from what I have seen so far. I expected them to use some in RAM security or something.

 

Goodluck modders, I wish I had time to help but I am working on a few crazy projects at the moment.


  • Terodil et OriginOfWaves aiment ceci

#37
OriginOfWaves

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Thanks Obi Wan your insights have given me much hope for the future of modding in DA: I ☺

Think it's only a matter of time until break open those CAS files.

#38
Melchizedek

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Modders to the rescue yes!!!!!!



#39
mft-dev

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Sweet So I found this.

name Sda3/layouts/valroyeaux/val_vivienne_bedroom/val_vivienne_bedroom/description_win32 sha1 4O´ZÁbš¥w—š œ]Ï8
	size ù
      	originalSize ð       ‚§

name of the asset, what the asset is encrypted with and the size of the asset.

 

Encrypted with sha1 and that "4O´ZÁbš¥w—š œ]Ï8"  is probably the salt. 

 

SHA1 is not used for encryption, it is a hashing algorithm used for verification, probably so that the game can verify that the files it is loading has not been corrupted. I'll look into it some more once I get home.



#40
Guest_TrillClinton_*

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SHA1 is not used for encryption, it is a hashing algorithm used for verification, probably so that the game can verify that the files it is loading has not been corrupted. I'll look into it some more once I get home.

 

You are right , I was writing so fast and didn't see.



#41
RShara

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Good luck!  I seriously want more perks, and gold, and inventory space, and to check my approval with my companions :D


  • Wolfbrotther aime ceci

#42
Blue_Shayde

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Since I'm not as technical myself, all I can do is wish you all luck and hope for the best. Fight hard, my friends. Nothing is impossible.



#43
ELCID777

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Any news on extracting texture folders/files? A lot of the armors in this game are using really low res textures, typical Bioware crap. It would be amazing if we could extract the textures and create better armors/skins using 4k textures like people did with Mass Effect 3. 

 

Just give me the tools to extract and repack the .cas files and I'll get working on some hi-res retextures.



#44
crusader_bin

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I expect the game to be rather un-moddable.

Reskins, sure. But who really cares for those?



#45
mft-dev

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I expect the game to be rather un-moddable.

Reskins, sure. But who really cares for those?

 

Having looked into it a little bit more last night, I don't think modding is impossible. It will take some time to create the tools needed, namely unpacker and repacker, and quite what is moddable and what is hardcoded is still a question. As far as I can tell, the game uses almost the same data structure as Battlefield4, which someone over on bfeditor.com has put in a lot of effort to decode. The script he has created can handle the audio files in DAI fine, but fails on the actual data files. I suspect that is due to structural changes in the data files, maybe a newer version of the engine or some other setting changed between BF4 and DAI. I'll have more time over the weekend to play around with it, hopefully.

 

It looks like Frostbite 3 is using a virtual file system to hold all of its data, and another path of attack could be to just dump that from the game's memory. I'm not sure how feasible that is yet, and it won't magically give us a repacker, but it could be a start.


  • DarthGizka aime ceci

#46
DarthGizka

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Virtually every game uses a virtual file system; the tricky bit is to find out what gets referenced how and when, and in DAO the toolset helped lot in figuring this out. Apart from that the fastest way to success is static analysis combined with stuffing extracted info into a database (VFP, whatever) to make it easily analysable via SQL and to have access via an easily scriptable system that allows it to formulate hypotheses and to have them verified. The accumulated hypotheses then give a good basis for deciphering the higher level structural properties. This applies to the data as well as - hypothetically - to the binaries.

 

If I were the speculating sort and inclined to look into forbidden places then I'd say that the starting point for making sense of huge binaries is the analysis of static helper structures related to SEH and RTTI. Especially the latter gives you a lot of information about the structure of a program, by way of its class structure, and a lot of info bleeds through by way of the names used. Sometimes people forget to remove debug info, or they leave some of it in place in order to get meaningful names for stack walks. Of course, this applies only to binaries where the licence does not prohibit analysis, or where national law makes such nonsense null and void.

 

However, that's for later. ATM we are all busy playing the hell out of this amazing game... Just give it some time.

 

P.S.: A task of this magnitude requires a lot of tedious groundwork, a couple weekends' worth, before Sherlock Holmes can enter the scene and baffle everyone. His hour will come, but not right now.


  • Wolfbrotther et mft-dev aiment ceci

#47
mft-dev

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P.S.: A task of this magnitude requires a lot of tedious groundwork, a couple weekends' worth, before Sherlock Holmes can enter the scene and baffle everyone. His hour will come, but not right now.

 

:)

 

Seems there is a little bit of progress with the Frostbite3 engine data unpacker in the BF4 community, although it seems like only one guy is working on it. Reverse engineering packed data is not really my thing, I'm more of a memory hack/DLL inject kind of guy. However, over on http://forum.cheaten...der=asc&start=0 they've made quite a bit of progress figuring out where stuff is located in the running binary - among other things, a semi-working zoom for tactical cam.


  • Lilaeth, DarthGizka et OriginOfWaves aiment ceci

#48
Clarian

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apart from maybe the fact that Origin will likely try to patch it so that it is identical to the original.

 

For what it's worth, some nice mods were made for ME3, despite Origin.  But, they required some pretty sophisticated modding tools, which, I think, may have included some processes to prevent Origin from freaking out[?].  But, worth the wait!

 

Don't forget Mass Effect, it's possible to decompile stuff from it, Unreal is VERY user friendly, with geniouses that can virtually do everything with it... But you can't compile your own stuff back.

 

Actually, I thought a method for re-compiling was eventually developed for ME3 - specifically, for DLC content, since you couldn't override DLC stuff in the normal way. (Though, maybe I'm remembering it wrong or don't know what I'm talking about.)

 

Anyway, very encouraging to hear that people are looking into this! I've made some mods myself before, but always using the tools that other people create.  Making the tools themselves, I'd be hopeless at. :)



#49
Pheabus2009

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I have been holding my money since I heard this game is unfortunately a console port, still waiting for their patch to address pc control issues, this is a great news to me.



#50
LexXxich

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Is all this only for assets? Changing models/textures is one thing, but what about mechanics mods? Any insights if mechanics are hard-coded or scripted in an editable way? And UI?