XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Fri Oct 20, 2017 8:16 am

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 63 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Thu Jul 18, 2013 7:26 pm 
Offline
beginner

Joined: Sun Jul 14, 2013 10:28 pm
Posts: 37
Has thanked: 6 times
Have thanks: 14 times

have you found anything?

You can make the ads go away by registering



Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Tue Jul 23, 2013 9:57 pm 
Offline
n00b

Joined: Mon May 28, 2012 12:40 am
Posts: 13
Has thanked: 1 time
Have thanks: 5 times
Wow, I didn't know, that my topic has grown up :) Anyway, I've found out all of this back in June. I have even linked data from zosft (Zenimax Online Studios File Table btw) file from game000.dat with some other files from game000.dat (~1500 files), but I still don't know, how to find other filenames. Also I don't know, how to find filenames of files from eso0xxx.dat, even with zosft file. I was too busy to research more at the last weeks, but I will try more in the future. Also look at zosft file - it contains a lot of zlibed blocks.


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Tue Jul 23, 2013 10:37 pm 
Offline
beginner

Joined: Sun Jul 14, 2013 10:28 pm
Posts: 37
Has thanked: 6 times
Have thanks: 14 times
just an idea: maybe they use "human readable" filenames just for files used by lua scripts/interface/xml and "internal names/indexes" for other files?


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Wed Jul 24, 2013 7:11 am 
Offline
n00b

Joined: Mon May 28, 2012 12:40 am
Posts: 13
Has thanked: 1 time
Have thanks: 5 times
Lord Vaako wrote:
just an idea: maybe they use "human readable" filenames just for files used by lua scripts/interface/xml and "internal names/indexes" for other files?

I don't think so. There is zosft file in eso0002.dat and it contains a lot of names of models and textures instead of scripts/xml.


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 12, 2013 9:00 pm 
Offline
ultra-n00b

Joined: Mon Aug 12, 2013 6:54 pm
Posts: 4
Has thanked: 4 times
Have thanks: 0 time
Ahh this thread seems dead :(
I've been looking for weeks for someone smart enough to help me create a server emulation allowing the ability
to run ESO beta locally on a private server. I thought I was the only one pokin around in the dat files. IM NOT ALONE!
Has anyone found anything related to server checks or anything? I would really like to get this up and running.
The issue I'm having is actually running the game ON the server. Your research as helped me so much! I wanna thank you for all your hard work guys :)


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Thu Aug 15, 2013 6:39 pm 
Offline
n00b

Joined: Mon May 28, 2012 12:40 am
Posts: 13
Has thanked: 1 time
Have thanks: 5 times
kryptanon wrote:
Ahh this thread seems dead :(
I've been looking for weeks for someone smart enough to help me create a server emulation allowing the ability
to run ESO beta locally on a private server. I thought I was the only one pokin around in the dat files. IM NOT ALONE!
Has anyone found anything related to server checks or anything? I would really like to get this up and running.
The issue I'm having is actually running the game ON the server. Your research as helped me so much! I wanna thank you for all your hard work guys :)

Well, I have unpacked encrypted launcher. Do you need it?


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Sun Aug 18, 2013 12:55 am 
Offline
ultra-n00b

Joined: Mon Aug 12, 2013 6:54 pm
Posts: 4
Has thanked: 4 times
Have thanks: 0 time
Sure! I have eso.exe disassembled but not the launcher. Do you have any reverse-engineering experience or any coding experience? We could use some help if your interested!


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 12:06 pm 
Offline
veteran

Joined: Fri Aug 19, 2005 4:31 pm
Posts: 112
Has thanked: 14 times
Have thanks: 32 times
I've been looking into this as well and have come to the same results: can't find the filenames. I have been manually extracting the files though, and even though I have enough coding experience to write an unpacker myself, I don't have the time lately. I noticed Ekey and perhaps others wrote one, so if anyone would be kind enough to post their unpacker here (source would be great too!) I would be really grateful. It would make doing research on this quite a lot easier ^^


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 7:23 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2152
Location: Nexus, searching for Jim Kirk
Has thanked: 424 times
Have thanks: 1097 times
Lord Vaako wrote:
I did some research myself and so far I've found offsets, sizes of packed and sizes of unpacked data blocks inside game0000.dat but still can't find filenames & directory structure :( I suppose it should be something like EsoUI/Art/Achievements/achievements_points_legendary.dds
Maybe I'm "off track" but this is what I found inside game0000.dat from offset 0x000E with aluigis comtype 1:
Code:
; app UI files
EsoUI\App\LoadingScreen\LoadingScreen.lua
EsoUI\App\LoadingScreen\LoadingScreen.xml


Succeeded by this data (lua-code?):
Code:
local EvtMgr = GetEventManager()

local SYSTEM_GRANULARITY = 100
local NUM_SYSTEMS = GetNumLoadingSubsystems()
local BAR_MAX = SYSTEM_GRANULARITY * NUM_SYSTEMS
local DEFAULT_TEXTURE = "EsoUI/Art/Screens/area_load.dds"

local g_loadStatus
local g_numSystemsRemaining = -1
local g_isReloadingUI

local TEXTURE_WIDTH = 1680
local TEXTURE_HEIGHT = 1050
local TEXTURE_ASPECT_RATIO = TEXTURE_WIDTH / TEXTURE_HEIGHT

local function SizeLoadingTexture()
[...]
function InitLoadScreen(self)
    LoadingScreenBar:SetMinMax(0, BAR_MAX)

    local r, g, b, a = GetInterfaceColor(INTERFACE_COLOR_TYPE_LOADING_SCREEN, LOADING_SCREEN_COLOR_BAR_START)
    local r1, g1, b1, a1 = GetInterfaceColor(INTERFACE_COLOR_TYPE_LOADING_SCREEN, LOADING_SCREEN_COLOR_BAR_END)
    LoadingScreenBar:SetGradientColors(r, g, b, a, r1, g1, b1, a1)
   
    EvtMgr:RegisterForEvent("LoadingScreen_AreaLoadStarted", EVENT_AREA_LOAD_STARTED, OnAreaLoadStarted)
    EvtMgr:RegisterForEvent("LoadingScreen_SizeLoadingTexture", EVENT_SCREEN_RESIZED, SizeLoadingTexture)
    EvtMgr:RegisterForEvent("LoadingScreen_OnReloadGui", EVENT_RELOAD_GUI, OnReloadGui)
    EvtMgr:RegisterForEvent("LoadingScreen_OnPrepareForJump", EVENT_PREPARE_FOR_JUMP, OnPrepareForJump)
    EvtMgr:RegisterForEvent("LoadingScreen_OnJumpFailed", EVENT_JUMP_FAILED, OnJumpFailed)

    local function OnSubsystemLoadComplete(eventCode, system)
        UpdateLoadingBar(system, 1.0)
        g_numSystemsRemaining = g_numSystemsRemaining - 1
        if g_numSystemsRemaining == 0 then
            OnLoadingCompleted()
        end
    end

    EvtMgr:RegisterForEvent("LoadingScreen_OnSubsystemLoadComplete", EVENT_SUBSYSTEM_LOAD_COMPLETE, OnSubsystemLoadComplete)

    SizeLoadingTexture()
end

_________________
"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 7:32 pm 
Offline
ultra-n00b

Joined: Mon Aug 12, 2013 6:54 pm
Posts: 4
Has thanked: 4 times
Have thanks: 0 time
shakotay2 wrote:
Lord Vaako wrote:
I did some research myself and so far I've found offsets, sizes of packed and sizes of unpacked data blocks inside game0000.dat but still can't find filenames & directory structure :( I suppose it should be something like EsoUI/Art/Achievements/achievements_points_legendary.dds
Maybe I'm "off track" but this is what I found inside game0000.dat from offset 0x000E with aluigis comtype 1:
Code:
; app UI files
EsoUI\App\LoadingScreen\LoadingScreen.lua
EsoUI\App\LoadingScreen\LoadingScreen.xml


Succeeded by this data (lua-code?):
Code:
local EvtMgr = GetEventManager()

local SYSTEM_GRANULARITY = 100
local NUM_SYSTEMS = GetNumLoadingSubsystems()
local BAR_MAX = SYSTEM_GRANULARITY * NUM_SYSTEMS
local DEFAULT_TEXTURE = "EsoUI/Art/Screens/area_load.dds"

local g_loadStatus
local g_numSystemsRemaining = -1
local g_isReloadingUI

local TEXTURE_WIDTH = 1680
local TEXTURE_HEIGHT = 1050
local TEXTURE_ASPECT_RATIO = TEXTURE_WIDTH / TEXTURE_HEIGHT

local function SizeLoadingTexture()
[...]
function InitLoadScreen(self)
    LoadingScreenBar:SetMinMax(0, BAR_MAX)

    local r, g, b, a = GetInterfaceColor(INTERFACE_COLOR_TYPE_LOADING_SCREEN, LOADING_SCREEN_COLOR_BAR_START)
    local r1, g1, b1, a1 = GetInterfaceColor(INTERFACE_COLOR_TYPE_LOADING_SCREEN, LOADING_SCREEN_COLOR_BAR_END)
    LoadingScreenBar:SetGradientColors(r, g, b, a, r1, g1, b1, a1)
   
    EvtMgr:RegisterForEvent("LoadingScreen_AreaLoadStarted", EVENT_AREA_LOAD_STARTED, OnAreaLoadStarted)
    EvtMgr:RegisterForEvent("LoadingScreen_SizeLoadingTexture", EVENT_SCREEN_RESIZED, SizeLoadingTexture)
    EvtMgr:RegisterForEvent("LoadingScreen_OnReloadGui", EVENT_RELOAD_GUI, OnReloadGui)
    EvtMgr:RegisterForEvent("LoadingScreen_OnPrepareForJump", EVENT_PREPARE_FOR_JUMP, OnPrepareForJump)
    EvtMgr:RegisterForEvent("LoadingScreen_OnJumpFailed", EVENT_JUMP_FAILED, OnJumpFailed)

    local function OnSubsystemLoadComplete(eventCode, system)
        UpdateLoadingBar(system, 1.0)
        g_numSystemsRemaining = g_numSystemsRemaining - 1
        if g_numSystemsRemaining == 0 then
            OnLoadingCompleted()
        end
    end

    EvtMgr:RegisterForEvent("LoadingScreen_OnSubsystemLoadComplete", EVENT_SUBSYSTEM_LOAD_COMPLETE, OnSubsystemLoadComplete)

    SizeLoadingTexture()
end




What did you use to unpack this?


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 7:41 pm 
Offline
n00b

Joined: Mon May 28, 2012 12:40 am
Posts: 13
Has thanked: 1 time
Have thanks: 5 times
kryptanon wrote:
Sure! I have eso.exe disassembled but not the launcher. Do you have any reverse-engineering experience or any coding experience? We could use some help if your interested!

http://yadi.sk/d/4n_Ubuw085cTf I have some coding experience (actually I have written almost working unpacker back in june), but don't have any reverse-engineering experience :(

kryptanon wrote:
What did you use to unpack this?

It's just zlibed block from game0000.dat


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 7:46 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2152
Location: Nexus, searching for Jim Kirk
Has thanked: 424 times
Have thanks: 1097 times
quickbms

next file is
Code:
<GuiXml>
    <Controls>
        <TopLevelControl name="LoadingScreen" mouseEnabled="true" keyboardEnabled="true">
            <AnchorFill />


this is the bms:
set i long 1
comtype i

set NAME string "test.txt"
#clog NAME 0 ZSIZE SIZE
#set ZSIZE long 58
#set SIZE long 100
#clog NAME 0+14 ZSIZE SIZE

# lua file
#set ZSIZE long 1682
#set SIZE long 6984
#clog NAME 58+14 ZSIZE SIZE

# xml file
set ZSIZE long 1682
set SIZE long 6984
clog NAME 1740+14 ZSIZE SIZE

(I had the first 14 bytes cut from the original game0000.dat so you'll have to add them for clogs offset.)

edit: okay, too late...

_________________
"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 7:50 pm 
Offline
n00b

Joined: Mon May 28, 2012 12:40 am
Posts: 13
Has thanked: 1 time
Have thanks: 5 times
Code:
; app UI files
EsoUI\App\LoadingScreen\LoadingScreen.lua
EsoUI\App\LoadingScreen\LoadingScreen.xml

It is file \esoui\app\app.txt

Code:
local EvtMgr = GetEventManager()

local SYSTEM_GRANULARITY = 100
local NUM_SYSTEMS = GetNumLoadingSubsystems()
local BAR_MAX = SYSTEM_GRANULARITY * NUM_SYSTEMS
local DEFAULT_TEXTURE = "EsoUI/Art/Screens/area_load.dds"

local g_loadStatus
local g_numSystemsRemaining = -1
local g_isReloadingUI

local TEXTURE_WIDTH = 1680
local TEXTURE_HEIGHT = 1050
local TEXTURE_ASPECT_RATIO = TEXTURE_WIDTH / TEXTURE_HEIGHT

local function SizeLoadingTexture()
[...]
function InitLoadScreen(self)
    LoadingScreenBar:SetMinMax(0, BAR_MAX)

    local r, g, b, a = GetInterfaceColor(INTERFACE_COLOR_TYPE_LOADING_SCREEN, LOADING_SCREEN_COLOR_BAR_START)
    local r1, g1, b1, a1 = GetInterfaceColor(INTERFACE_COLOR_TYPE_LOADING_SCREEN, LOADING_SCREEN_COLOR_BAR_END)
    LoadingScreenBar:SetGradientColors(r, g, b, a, r1, g1, b1, a1)
   
    EvtMgr:RegisterForEvent("LoadingScreen_AreaLoadStarted", EVENT_AREA_LOAD_STARTED, OnAreaLoadStarted)
    EvtMgr:RegisterForEvent("LoadingScreen_SizeLoadingTexture", EVENT_SCREEN_RESIZED, SizeLoadingTexture)
    EvtMgr:RegisterForEvent("LoadingScreen_OnReloadGui", EVENT_RELOAD_GUI, OnReloadGui)
    EvtMgr:RegisterForEvent("LoadingScreen_OnPrepareForJump", EVENT_PREPARE_FOR_JUMP, OnPrepareForJump)
    EvtMgr:RegisterForEvent("LoadingScreen_OnJumpFailed", EVENT_JUMP_FAILED, OnJumpFailed)

    local function OnSubsystemLoadComplete(eventCode, system)
        UpdateLoadingBar(system, 1.0)
        g_numSystemsRemaining = g_numSystemsRemaining - 1
        if g_numSystemsRemaining == 0 then
            OnLoadingCompleted()
        end
    end

    EvtMgr:RegisterForEvent("LoadingScreen_OnSubsystemLoadComplete", EVENT_SUBSYSTEM_LOAD_COMPLETE, OnSubsystemLoadComplete)

    SizeLoadingTexture()
end

And this one is \esoui\app\loadingscreen\loadingscreen.lua


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 8:05 pm 
Offline
n00b

Joined: Mon May 28, 2012 12:40 am
Posts: 13
Has thanked: 1 time
Have thanks: 5 times
http://yadi.sk/d/k1X6Iieg85hVl - unpacked game0000.dat (mostly with names)


Top
 Profile  
 
 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Aug 19, 2013 8:18 pm 
Offline
ultra-n00b

Joined: Mon Aug 12, 2013 6:54 pm
Posts: 4
Has thanked: 4 times
Have thanks: 0 time
You guys are awesome! You're really opening some doors on my research on building this thing!
I really thank you guys!


This may be a silly question. I'm no pro by any means but if I were to edit some of those .xml in game0000.dat how would I recompile that back into a .dat file? Is there any software that would do this for me?



Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 63 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group