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| Mod CoD4 :: Forums :: Modding COD4 :: FF and IWD Files |
| COD4 ff file format research | << Previous thread | Next thread >> | ||
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Moderators: Mod CoD4 Admin, Sounds, Seven, Smitty1258, ShadowGunner
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| Author | Post | ||
| gzz100 |
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![]() Registered Member #721 Posts: 1 | remove 12 byte head(49 57 66 66 75 31 30 30 05 00 00 00). rest is zlib compressed. after uncompressed you can get a block file,but i have no idea for extract file from block file.(only konw the 4 bytes at begin of the uncompressed data is the uncompressed data size) I upload the uncompressed file of "mp_bog_load.ff","ui.ff" and "code_post_gfx_mp.ff" who konw the format of it? is there anyone konw how to extract file from this file? cod4.zip | ||
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| zeroy |
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![]() Registered Member #183 Posts: 21 | sounds promising :) ~~ZeRoY~~ Tactical Night Mod Home | ||
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| CoDEmanX |
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![]() Registered Member #68 Posts: 299 | extracting models would be sooooo cool! http://www.diegologic.net/CoD/XmodelExporter.htm it may help to wait for the modtools, so you/we can do better researches, eg. a single cube as map, cube as model etc. then a small change and rebuild to determine what happens to ff-file. i guess the data inside is like the cod4 engines needs it, cause fastfiles getting loaded straight to memory. so this might become a cod4 engine reverse engineering challenge. ![]() -=][ If it bores we can mod it ][=- | ||
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| novemberdobby |
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![]() Registered Member #81 Posts: 24 | you can see some cfg's in there the same way as we did for the memory dumps | ||
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| CoDEmanX |
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![]() Registered Member #68 Posts: 299 | first bytes of cod2 xmodels: 1400 0000 - part 1400 0001 - model 1400 0100 - surf ![]() -=][ If it bores we can mod it ][=- | ||
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| ramirez_ |
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![]() Registered Member #625 Posts: 1 | how can i uncompress the FF files? I removed the 12 Bytes and now? | ||
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| CoDEmanX |
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![]() Registered Member #68 Posts: 299 | you can decompress it using zlib, but thats all. you will get a block file where you can extract plain text from gsc scripts, but nothing else. everything is in a format, that can be loaded directly to memory and used by the cod4 engine. if you are a talented reverse engineer you might be able to code a converter, that gives you the xmodels etc. but it's a waste of time, IW is going to give us the xmodels with the mod tools and everything we'll need for modding (menu files, gsc scripts, maya plugins, model source examples of viewsleeves, weapons etc.) what we need when we got the xmodels is CoD4 support for XmodelExporter: http://www.diegologic.net/CoD/XmodelExporter.htm (currently supported: CoD, CoD:UO and CoD2) ![]() -=][ If it bores we can mod it ][=- | ||
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| custard |
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![]() Registered Member #681 Posts: 2 | I am also waiting for a .ff file converter so i can start modding SAS and ARABS skins for MP i have already found the USMC 1's but waiting for the others [ Edited Wed Jan 09 2008, 11:08AM ] | ||
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| custard |
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![]() Registered Member #681 Posts: 2 | gzz100 wrote ... remove 12 byte head(49 57 66 66 75 31 30 30 05 00 00 00). rest is zlib compressed. after uncompressed you can get a block file,but i have no idea for extract file from block file.(only konw the 4 bytes at begin of the uncompressed data is the uncompressed data size) I upload the uncompressed file of "mp_bog_load.ff","ui.ff" and "code_post_gfx_mp.ff" who konw the format of it? is there anyone konw how to extract file from this file? cod4.zipit came out as a .bin and i cant read it any 1 know how to make it readable? | ||
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| Sounds |
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![]() ![]() Registered Member #2 Posts: 81 | header for cod4 xmodels is 19 00 00 | ||
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