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Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 20 апр 2017 23:28
wish I had those after HDD crash some time ago. Someone might still.
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Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 20 апр 2017 23:38
cybdmn писал(а):
Does anybody have the stuff Caesar007 uploaded to filedropper, and can send me the stuff? The links are all dead. I would like to take a look at his work. I for myself did something similar back then.
Seems he was able to identify where the bsp in the cachemaps are to find.
I would like to try to extract these, maybe it is possible to decompile them with some trickery. I guess it is worth a try.


Like N3rwitz, I used to have the stuff that Caesar007 uploaded here, but I removed them from my PC thinking that there wasn't anything useful that I could do with them. :(

It's a damn shame that Caesar007 has apparently stopped the remarkable work that he was doing.
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Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 21 апр 2017 07:48
My idea is, to isolate the bsp out of these chachemaps, and try to decompile these. This would give a good starting point for recreating them.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 21 апр 2017 15:16
ja exactly, where Caesar is when you need Caesar... grrrr
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You can find me on...
Splatterladder: URL (Often but not so :D)
SplashDamage Forum: URL (Not so often :D)
Discord: N3rwitZ/Nerwitz#8444 (Quite often :D)
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 22 апр 2017 10:11
I took a look at the Xbox files, which i hadn't do since a long time. I think, that these are something like a tarball archive. The problem is, that the files inside seems to miss their typical file headers.
I am able to find some of the map scripts, and the approximate beginning of the bsp.

Ceasar could really help here, as well as the one user in the splash damage forum who was able to extract the shotgun model.

My idea is to extract the bsp, adding the header by hand, and try to decompile it, using q3map2.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 22 апр 2017 13:51
cybdmn писал(а):
My idea is to extract the bsp, adding the header by hand, and try to decompile it, using q3map2.

I tried to do it, it does not work
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Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 22 апр 2017 14:18
How did you do it?
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 22 апр 2017 16:40
Eugeny писал(а):
cybdmn писал(а):
My idea is to extract the bsp, adding the header by hand, and try to decompile it, using q3map2.

I tried to do it, it does not work


Sad news. :(
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My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 22 апр 2017 16:43
cybdmn писал(а):
How did you do it?

in HEX editor
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Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 22 апр 2017 18:43
With XNA, at least for the XBox 360 it is possible to stream contents from an LZ compressed archive, maybe these chachemaps are something similar. I tried some LZ tools without success.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 25 апр 2017 11:46
Tried Caesar007s tool, but it has massive problems, it does not split the files right.

Just an example, that happens throughout all tga files:

Изображение

The difference in size ist obvious. Sometimes the files are smaller, sometimes they are bigger.

So, no success, unfortunately.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 25 апр 2017 12:19
Oh, and forgot one thing. The tool creates many files called _lightmapXX. I think these should be tga files too. That means that RtCW ToW uses Wolfenstein Enemy Territory like maps.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 25 апр 2017 12:20
^ Muhhhh crap, Microsoft does bitchy file protections ffs.

p.s.: Wait Caesar007 alone just logged on-line > 25 Apr 2017 10:46 :+:
_________________
You can find me on...
Splatterladder: URL (Often but not so :D)
SplashDamage Forum: URL (Not so often :D)
Discord: N3rwitZ/Nerwitz#8444 (Quite often :D)
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 25 апр 2017 13:13
N3rwitZ писал(а):
^ Muhhhh crap, Microsoft does bitchy file protections ffs.

p.s.: Wait Caesar007 alone just logged on-line > 25 Apr 2017 10:46 :+:


I guess those files aren't protected, i guess they are compressed. While trying out some tools, while none of the typical LZ-capable decomression tools (like expand command in windows) where able to decompress anything, one of these tool printed out a message about the compression rate, which was under one per cent. Compression could be the reason, why there are none of the typical file headers, for these are easy to compress.

And it seems to be logic, that these files, while built for a microsoft console, are something similiar as windows cab files, which uses LZ file compression. Microsoft uses them for various stuff. Files for Windows Installer packages (msi) uses internal or external cab files, if not uncompressed. And cab files was used for install packages for old Windows CE devices aswell.

I think that luxox, the user from splash damage forum could be useful, for he was able to successfully extract the shotgun model from ToW. And hopefully Caesar007 could help too.

At least just hex edit based ripping alone don't seem to work out.
Заголовок сообщения: Re: Return to Castle Wolfenstein: Tides of War (Xbox)
СообщениеДобавлено: 25 апр 2017 14:26
cybdmn писал(а):
N3rwitZ писал(а):
^ Muhhhh crap, Microsoft does bitchy file protections ffs.

p.s.: Wait Caesar007 alone just logged on-line > 25 Apr 2017 10:46 :+:


I guess those files aren't protected, i guess they are compressed. While trying out some tools, while none of the typical LZ-capable decomression tools (like expand command in windows) where able to decompress anything, one of these tool printed out a message about the compression rate, which was under one per cent. Compression could be the reason, why there are none of the typical file headers, for these are easy to compress.

And it seems to be logic, that these files, while built for a microsoft console, are something similiar as windows cab files, which uses LZ file compression. Microsoft uses them for various stuff. Files for Windows Installer packages (msi) uses internal or external cab files, if not uncompressed. And cab files was used for install packages for old Windows CE devices aswell.

I think that luxox, the user from splash damage forum could be useful, for he was able to successfully extract the shotgun model from ToW. And hopefully Caesar007 could help too.

At least just hex edit based ripping alone don't seem to work out.

Models in mdc format can be extract via HEX editor
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