![]() fsm/persistent_characters/martinez_inactive fsm/persistent_characters/martinez_active fsm/persistent_characters/maria_inactive fsm/persistent_characters/marcano_inactive fsm/persistent_characters/marcano_active fsm/persistent_characters/mack_quest_inactive fsm/persistent_characters/mack_quest_active fsm/persistent_characters/donovan_inactive fsm/persistent_characters/donovan_active fsm/persistent_characters/doctor_inactive fsm/persistent_characters/danny_quest_inactive fsm/persistent_characters/danny_quest_active fsm/persistent_characters/creed_inactive ![]() fsm/persistent_characters/clayton_inactive fsm/persistent_characters/clayton_active fsm/persistent_characters/cesar_inactive fsm/persistent_characters/biaggio_inactive fsm/persistent_characters/biaggio_active fsm/persistent_characters/alvarez_inactive fsm/persistent_characters/alvarez_active xbin/charactertable_cinematics_group.xbin xbin/generic_speech_variations_group.xbin xbin/generic_speech_situations_group.xbin I'm used to reverse engineer and mod games, this is the first time I'm trying to 'reverse' the files format and create a tool for it Thanks for you help guys, really apprechiate it. I don't know how I should figure out what's a child node, what's an attribute etc.Īgain, here's the source (Just based of Rick's Mafia 2 tool) (in case someone of you wants to try it out etc.) ![]() So basically there's always a 4 between all nodes (maybe seperator? idk) String (length is not written in memory, you have to check for null terminator) The structure is weird because it looks like this: With this file, it's not working because there are node attributes (see xsi:type is a node instead of attribute) The Problem right now is that I'm not able to say that the next node in memory is an attribute of a node, is a value, a child, or another node.įor example, with this file it's working because the values are only numeric (I'm using a hack at the moment to detect values inside nodes -> TryDouble) Again, unfortunately, the format has changed in Mafia 3. (Also extracting is kind of a problem as there are +4 bytes infront of the magic DDs identifier of the file, so external DDs viewer will fail to load the image)Īlso I've modified the XML reading and get now 'readable' XML content. Unfortunately DDs file in Mafia 3 can have the compression types ATI and DXT10, I'm not quite sure how to fix those decompressions with the texture viewer, but that's just a minor problem. Hey man do you have a compiled version? it wont compile for me for some reason in visual studioĪlright, thanks to your help guys, really apprechiate it! Short bufferSize // this might be an int, but unlikely Short unk_0A // number of something? (this format is confusing) Int memorySize_2 // SDSData.unk_04 again? Int bufferOffset // offset to start of data Int unk_04 // 0x10000? (never seems to change)Ĭhar dataType // reference to SDSDataInfo.dataType Int reserved // possibly a guard? (always zero?) Int typeIndex // local index to reference this typeĬhar typeName // no null-terminator Int count // how many data types there are Int reserved // checksum, hash, or key of some sort? Int chunkCount // how many data chunks? (educated guess) Int unk_24 // offset / size of something? Int unk_1C // offset / size of something? * These are ASSUMED, I only have the PC version */
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |