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  1. #1
    Cromon's Avatar Legendary


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    Wildstar Beta - File Explorer

    Hello

    Yesterday ive got the client for Wildstar from Master674 and i took the time to reverse the archive file format used in the game. I plan to write a little wiki with the information when ive got more time, so far i have created a little browser that lets you browse and extract files from the ClientData.archive.

    How to:
    1. Open the program, File -> Open File, Select the ClientData.index (the other ones are not opened as they do not contain any archived data).
    2. Browse through the folders and files (double click on a folder -> enter the folder, "Up" -> go to parent folder, double click a file -> extract it to the current directory)
    3. Select a bunch of folders/files and drag them to the disc where they should be created (according to their root folder structure) WARNING: Folders are searched recursively and huge data may block the program for a while (like 25gb art folder takes about 10 minutes on my system)
    4. ???
    5. Profit

    PIX:


    Download:
    File-Upload.net - WildstarBrowser.exe

    Have fun and greetings
    Cromon

    Wildstar Beta - File Explorer
  2. #2
    Master674's Avatar Elite User
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    Awesome work as always
    Nobody else working on wildstar? Thats disappointing... it's gonna be the next great mmo

  3. #3
    kogakoga's Avatar Member
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    thanks for the explorer, anyone know if theres a way to actually view the files in someway or another?

  4. #4
    wesq's Avatar Private
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    Great, I tried to do so, but my lack of knowledge/experience held me back
    AWESOME !
    EDIT:
    So, the .tex files are actually .dds files but with a generic header?
    What I've seen upto here is promising, but still not wat I expected, so I'm open to anysort of help.
    the actual file .tex with an 0x80 offset looks like this
    Wildstar Beta - File Explorer-platinum-png

    format is 256*256 / 24bpp
    the image seems to repeat it self, offset prob?
    Diggin'...

    EDIT 2:
    So 0x80 first bytes are DDS file header. Still have to match data in order to make files the size I want?
    I've looked for the offset problem, after a few try & fail, it whenever You truncate the file at the beginning (after 0x80)
    you start to delete pixels from the Top left corner (which is obviously normal, since this si an image)
    Once Truncate of it 0x9700 first bytes, the file looks like this.
    Wildstar Beta - File Explorer-9700-png
    Now looking for the header
    Attached Thumbnails Attached Thumbnails Wildstar Beta - File Explorer-948299eshara-png  
    Last edited by wesq; 05-14-2013 at 05:43 PM.

  5. #5
    kogakoga's Avatar Member
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    Originally Posted by wesq View Post
    Great, I tried to do so, but my lack of knowledge/experience held me back
    AWESOME !
    EDIT:
    So, the .tex files are actually .dds files but with a generic header?
    What I've seen upto here is promising, but still not wat I expected, so I'm open to anysort of help.
    the actual file .tex with an 0x80 offset looks like this
    Wildstar Beta - File Explorer-platinum-png

    format is 256*256 / 24bpp
    the image seems to repeat it self, offset prob?
    Diggin'...

    EDIT 2:
    So 0x80 first bytes are DDS file header. Still have to match data in order to make files the size I want?
    I've looked for the offset problem, after a few try & fail, it whenever You truncate the file at the beginning (after 0x80)
    you start to delete pixels from the Top left corner (which is obviously normal, since this si an image)
    Once Truncate of it 0x9700 first bytes, the file looks like this.
    Wildstar Beta - File Explorer-9700-png
    Now looking for the header
    nice, any luck with the model files? there listed as .m3 but everything ive tried that is used to open .m3 has failed misserably
    Last edited by kogakoga; 05-14-2013 at 08:58 PM.

  6. #6
    wesq's Avatar Private
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    If you're using SC2 model viewer, I'm not sure but I think he's not made for rendering a huge 1.3 mo file (I guess).
    I'm not sure but I think I'll have to make my own model renderer. Since I've never done it, might take some time.
    Any other dev's into wildstar are appreciated =)

  7. #7
    kogakoga's Avatar Member
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    yeah tried that starcraft thing among a bunch of others/scripts etc for .m3 but none worked so yeah it may have to be a custom program or max script etc

  8. #8
    Master674's Avatar Elite User
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    Originally Posted by wesq View Post
    Great, I tried to do so, but my lack of knowledge/experience held me back
    AWESOME !
    EDIT:
    So, the .tex files are actually .dds files but with a generic header?
    What I've seen upto here is promising, but still not wat I expected, so I'm open to anysort of help.
    the actual file .tex with an 0x80 offset looks like this
    Wildstar Beta - File Explorer-platinum-png

    format is 256*256 / 24bpp
    the image seems to repeat it self, offset prob?
    Diggin'...

    EDIT 2:
    So 0x80 first bytes are DDS file header. Still have to match data in order to make files the size I want?
    I've looked for the offset problem, after a few try & fail, it whenever You truncate the file at the beginning (after 0x80)
    you start to delete pixels from the Top left corner (which is obviously normal, since this si an image)
    Once Truncate of it 0x9700 first bytes, the file looks like this.
    Wildstar Beta - File Explorer-9700-png
    Now looking for the header
    This looks like power of 2 scaled mipmaps?

  9. #9
    wesq's Avatar Private
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    Yes, they are mipmaps, though i've no idea why they'd be ^2 :s
    I'm just a wildstar fan, with a very little knowledge in informatics , so if you're interested in helping, let me know ! =)

    EDIT : If you look at the first picture (the blue one), when ever the file is opened with an hex editor; you'll see a recurring pattern, maybe the file is encrypted?
    Though seems weird because They'd all be...

  10. #10
    Master674's Avatar Elite User
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    Originally Posted by wesq View Post
    Yes, they are mipmaps, though i've no idea why they'd be ^2 :s
    I'm just a wildstar fan, with a very little knowledge in informatics , so if you're interested in helping, let me know ! =)

    EDIT : If you look at the first picture (the blue one), when ever the file is opened with an hex editor; you'll see a recurring pattern, maybe the file is encrypted?
    Though seems weird because They'd all be...
    Graphicscard likes power of 2 scaled textures more, thats why they are scaled like that I guess. :P

  11. #11
    wesq's Avatar Private
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    All right
    Still have to work through the rest ...

  12. #12
    Master674's Avatar Elite User
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    Originally Posted by wesq View Post
    All right
    Still have to work through the rest ...
    Cromon sent me his struct for the header:

    Code:
         struct GfxHeader 
         { 
              uint32 signature; 
              uint32 unk1; 
              uint32 width; 
              uint32 height; 
              uint32 typeIndicator1; 
              uint32 typeIndicator2; // if typeIndicator != 1 or this != 1 it has to be 1 or 6 
              uint32 sizeMod; 
              uint32 counter; // maximum 26 
     
         };
    see here: TEX ? WildstarDev

  13. #13
    wesq's Avatar Private
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    Thanks, but atm I'm more looking into the dds header, which might ba a huge source of problems, if I'm not doing it correctly.
    Code:
    typedef struct {
      DWORD           dwSize;
      DWORD           dwFlags;
      DWORD           dwHeight;
      DWORD           dwWidth;
      DWORD           dwPitchOrLinearSize;
      DWORD           dwDepth;
      DWORD           dwMipMapCount;
      DWORD           dwReserved1[11];
      DDS_PIXELFORMAT ddspf;
      DWORD           dwCaps;
      DWORD           dwCaps2;
      DWORD           dwCaps3;
      DWORD           dwCaps4;
      DWORD           dwReserved2;
    } DDS_HEADER;
    According to the .tex header of all textures in the game archive, these are 0x40000 * 0x40000.
    So I've changed my dds header to get the right size, but it looks like 3rd DWORD isn't the height. It's more likely 4th height and 5th width.
    What's 3rd then? And dwflags is harassing me
    Code:
    44 44 53 20    7c 00 00 00      07 10 0a 00        00 01 00 00
    00 01 00 00    00 00 01 00      00 00 00 00        09 00 00 00
    00 00 00 00    00 00 00 00      00 00 00 00        00 00 00 00
    00 00 00 00    00 00 00 00      00 00 00 00        00 00 00 00
    00 00 00 00    00 00 00 00      00 00 00 00        20 00 00 00
    04 00 00 00    44 58 54 35      00 00 00 00        00 00 00 00
    00 00 00 00    00 00 00 00      00 00 00 00        08 10 40 00
    00 00 00 00    00 00 00 00      00 00 00 00        00 00 00 00

  14. #14
    Cromon's Avatar Legendary


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    Are you reading the header of the file as DDS-Header? If so, its not. sizeMode is used in the client like that:
    width = width >> (sizeMod - 1);
    height = height >> (sizeMod - 1);

    So the sizeMod can also be considered some sort of mip-level indicator.

  15. #15
    wesq's Avatar Private
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    This is the header I have to put before the tex file so that I can view it.
    I don't really understand what you're pointing out ^^

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