[Non-WOW] Analyze a files structure menu

Shout-Out

User Tag List

Results 1 to 4 of 4
  1. #1
    streppel's Avatar Active Member
    Reputation
    78
    Join Date
    Mar 2007
    Posts
    196
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    [Non-WOW] Analyze a files structure

    Hey

    yeah,it's me again
    first of all, merry christmas to all of you

    so after the latest threads created by tanaris4 i decided to take a look at recast and detour myself. i was kinda amazed how great the navigation worked with it and decided to implement it in my bot too
    now the problem is,there are lots of wow-examples where the structure of all files is know(thanks to all the great people in this community), where in the game i'm writing a bot for, i can't seem to find any information about how to open the map files.
    hell i don't even know yet if the files i have there are the mapfiles i could use for navigation.
    so how do you start on doing something like this?
    i tryed to load the files in blender with every possible extension, but had no success there(would be too easy, i know) and i took a look at it with a hex editor,found out about 4 header bytes and that's about it

    thanks and enjoy those days with your family

    [Non-WOW] Analyze a files structure
  2. #2
    namreeb's Avatar Legendary

    Reputation
    668
    Join Date
    Sep 2008
    Posts
    1,029
    Thanks G/R
    8/222
    Trade Feedback
    0 (0%)
    Mentioned
    9 Post(s)
    Tagged
    0 Thread(s)
    Generally the approach I would use is looking for the functions within the game which parse the files, and reverse those to define the file format.

  3. #3
    sitnspinlock's Avatar Elite User CoreCoins Purchaser
    Reputation
    398
    Join Date
    Sep 2010
    Posts
    439
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    what namreeb said. In most cases developers will write functions to wrap the NtCreateFile and NtReadFile/NtWriteFile (which are already wrapped in kernel32) for example the fstream library, which i noticed swtor uses.

    but those functions will always give you a good starting point, because you can just walk the call stack from there.

  4. #4
    streppel's Avatar Active Member
    Reputation
    78
    Join Date
    Mar 2007
    Posts
    196
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    ok thanks for your help,i just started doing it this way and will try to get it working, but now i'll relax a little,some big headache is killing me

Similar Threads

  1. WoW WOTLK Map Files
    By Ballwinkle in forum World of Warcraft Emulator Servers
    Replies: 11
    Last Post: 07-22-2008, 05:04 PM
  2. Model Gallery (Non-WoW related)
    By SuPa- in forum Community Chat
    Replies: 0
    Last Post: 06-01-2008, 06:38 PM
  3. Non wow related guides
    By Acespades in forum Suggestions
    Replies: 10
    Last Post: 12-24-2007, 07:28 PM
  4. WoW's .pub files
    By m0rbidang3l in forum World of Warcraft General
    Replies: 0
    Last Post: 04-23-2007, 12:06 AM
All times are GMT -5. The time now is 03:20 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search