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The Witcher 3 Wild Hunt (*.cache*.bundle)

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The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by ShivShubh » Tue May 12, 2015 7:20 am

Samples below :-

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http://www.solidfiles.com/d/c7620a6bdb/Witch3.7z
Please take a loot at the archives !

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by michalss » Tue May 12, 2015 8:29 am

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http://aluigi.org/papers/bms/others/witcher3.bms
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by shakotay2 » Tue May 12, 2015 8:40 am

ShivShubh wrote:Please take a loot at the archives !
I surely will NOT. Neither "loot" nor look.
The loader (*.exe, downloader Morstar?) from that page is (or contains or loads) a PUP
Witch3.7z.exe-virus.JPG
edit:

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This software is not a virus or a Trojan. It is detected as a "potentially unwanted program" (PUP). PUPs are any piece of software that a reasonably security- or privacy-minded computer user may want to be informed of and, in some cases, remove. PUPs are often made by a legitimate corporate entity for some beneficial purpose, but they alter the security state of the computer on which they are installed, or the privacy posture of the user of the system, such that most users will want to be aware of them.
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by ShivShubh » Tue May 12, 2015 9:31 am

@shakotay2, mate you have click on wrong download link that's why it gave you an exe file to download instead of an 7z file.

BTW thanks @Michaelss for the bms link !

edit: bms script seems to work only with .bundle files

any way out for .cache files ?

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by shakotay2 » Tue May 12, 2015 9:47 am

ShivShubh wrote:@shakotay2, mate you have click on wrong download link that's why it gave you an exe file to download instead of an 7z file.
and you, mate, are contributing spreading PUPs:
howTpSpreadPUPs.JPG
There are dozens of file hosters that do not.
Why not use them?
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by stalja » Tue May 12, 2015 10:08 am

Anyone found the location of localization files. I'd like to get started on that.

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by shakotay2 » Tue May 12, 2015 10:57 am

stalja wrote:Anyone found the location of localization files. I'd like to get started on that.
speaking of which?
*.w2strings or *.sqlite not contained in blob.bundle.

cutscenes not to be loaded into W2 cutscenes editor:
Version 162 is not supported. Highest supported version is 115.
Failed to load '..\cs001_little_ciri_intro\cs001_little_ciri_intro.w2cutscene'.

No usable w2mesh files found.

This is what I could retrieve:
cave_entrance_proxy_d.jpg
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by Lord Vaako » Tue May 12, 2015 1:01 pm

anyone found ingame zone maps textures?

shakotay2: how did you convert w3 texture (wbx?) to dds?

is w2 redkit working with w3 files?

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by shakotay2 » Tue May 12, 2015 3:51 pm

Lord Vaako wrote:shakotay2: how did you convert w3 texture (wbx?) to dds?
just loading a DXT1 without a header (it was an xbm texture file).
is w2 redkit working with w3 files?
AFAICS it does not with the files I tested (w2mesh, w2cutscene, w2scene).
("Warning Version 162 is not supported.")

(When faking them from version 0xA2 to version 0x59 or 0x73 the REDkit crashed to desktop.)
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extracting simple models: viewtopic.php?f=29&t=10894
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by Lord Vaako » Tue May 12, 2015 5:40 pm

shakotay2 wrote:just loading a DXT1 without a header (it was an xbm texture file).
One more noob question :-) - so I have to strip xbm header and add dds one? Am I right or wrong?

is this xbm file?

Code: Select all

00000000h: 43 52 32 57 A2 00 00 00 00 00 00 00 00 A0 F1 7D ; CR2W˘........ ń}
00000010h: 69 38 FB 02 92 C5 0D 00 5A 05 00 00 5A 05 00 00 ; i8ű.’Ĺ..Z...Z...
00000020h: 3F 67 A6 90 06 00 00 00 A0 00 00 00 9E 00 00 00 ; ?g¦.... ...ž...
00000030h: 98 E3 DA A2 3E 01 00 00 0E 00 00 00 B6 CE 0F 56 ; ˜ăÚ˘>.......¶Î.V
00000040h: 00 00 00 00 00 00 00 00 00 00 00 00 AE 01 00 00 ; ............®...
00000050h: 01 00 00 00 55 4B BB EC BE 01 00 00 01 00 00 00 ; ....UK»ěľ.......
00000060h: CB 46 96 44 00 00 00 00 00 00 00 00 00 00 00 00 ; ËF–D............
00000070h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; ................
00000080h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; ................
00000090h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; ................
000000a0h: 00 43 42 69 74 6D 61 70 54 65 78 74 75 72 65 00 ; .CBitmapTexture.
000000b0h: 77 69 64 74 68 00 55 69 6E 74 33 32 00 68 65 69 ; width.Uint32.hei
000000c0h: 67 68 74 00 63 6F 6D 70 72 65 73 73 69 6F 6E 00 ; ght.compression.
000000d0h: 45 54 65 78 74 75 72 65 43 6F 6D 70 72 65 73 73 ; ETextureCompress
000000e0h: 69 6F 6E 00 54 43 4D 5F 44 58 54 4E 6F 41 6C 70 ; ion.TCM_DXTNoAlp
000000f0h: 68 61 00 74 65 78 74 75 72 65 47 72 6F 75 70 00 ; ha.textureGroup.
00000100h: 43 4E 61 6D 65 00 43 68 61 72 61 63 74 65 72 44 ; CName.CharacterD
00000110h: 69 66 66 75 73 65 00 72 65 73 69 64 65 6E 74 4D ; iffuse.residentM
00000120h: 69 70 49 6E 64 65 78 00 55 69 6E 74 38 00 74 65 ; ipIndex.Uint8.te
00000130h: 78 74 75 72 65 43 61 63 68 65 4B 65 79 00 00 00 ; xtureCacheKey...
00000140h: 00 00 00 00 00 00 01 00 00 00 08 E5 88 5B 10 00 ; ...........ĺˆ[..
00000150h: 00 00 CD 5A 32 83 16 00 00 00 64 6D 59 16 1D 00 ; ..ÍZ2ƒ....dmY...
00000160h: 00 00 E6 C8 AD BB 24 00 00 00 AF 56 47 9D 30 00 ; ..ćČ­»$...ŻVGť0.
00000170h: 00 00 41 72 E0 07 44 00 00 00 E3 00 C5 57 53 00 ; ..Arŕ.D...ă.ĹWS.

...

00000520h: 57 55 4C 2A CC 01 55 55 5E 53 8D 2A CC 01 5D 71 ; WUL*Ě.UU^SŤ*Ě.]q
00000530h: 69 4D 6D 2A CB 01 51 51 55 55 8D 2A CB 01 45 65 ; iMm*Ë.QQUUŤ*Ë.Ee
00000540h: 7D 55 0C 1A AB 01 CF 2C 34 EF EB 09 CC 09 03 A9 ; }U..«.Ď,4ďë.Ě..©
00000550h: A9 A9 CB 09 CB 09 00 00 00 00                   ; ©©Ë.Ë.....

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by shakotay2 » Tue May 12, 2015 8:31 pm

Lord Vaako wrote:so I have to strip xbm header and add dds one?
yep
is this xbm file?
looks like. Dunno why you posted the hex data since it should be clear from the file extension which is *.xbm for TheWitcher2 textures and for the ones from W3 in the blob.bundle, too.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by Lord Vaako » Tue May 12, 2015 10:40 pm

I tried 3 different scripts to convert xbm (found inside W3 blob.bundle) -> dds but none of them work for me :(
Could you share your script/solution/more details shakotay2?
Thanks in advance :-)

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by shakotay2 » Wed May 13, 2015 7:25 am

Lord Vaako wrote:Could you share your script/solution/more details shakotay2?
Thanks in advance :-)
My solution is a modified DDSWithoutD3DX11.exe (D3D SDK) but it can't add headers atm (button Sxxx without function) so it won't help you.

Here's a modified xbm file from the blob.bundle:
cave_entrance_proxy_d.zip
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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by stalja » Wed May 13, 2015 8:30 am

Concerning XBM - from what I'm seeing it consists of 5 parts: Header, variable list, data1, data2, texture.


Edit: I am apparently wrong ...

I was looking at \environment\architecture\human\common\basement\textures\arc_basement01.xbm and the following seemed to make sense

Header offset 58 holds the address of data2 block in little endian. Data2 block is x bytes long. Second to last 4 bytes (meaning - offset (len(data2)-8) of data2 block) holds the length of texture data. I am guessing the last data is DDS texture without header.

shakotay2 discovered a texture which has the same data structure with data2 block being of different size than the one I was looking at. I am yet to determine how length of data2 is calculated (based on the variable list maybe?)

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Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Post by shakotay2 » Wed May 13, 2015 1:37 pm

stalja wrote:I am yet to determine how length of data2 is calculated (based on the variable list maybe?)
this "data2" block seems to contain a bunch of string table indices which are used to define/group variables/datatypes maybe like this:
width Uint32 (textureGroup?)
height Uint32 (textureGroup?)

TCM_DXTNoAlpha textureGroup
CName ETextureCompression

WorldDiffuse residentMipIndex Uint8
textureCacheKey Uint32 (textureGroup?)

edit: ok, that's not fully correct. It should be something like "textureGroup: WorldDiffuse" for example

In fact it should give some kind of struct type for CBitmapTexture:
struct-CBitmapTexture.JPG
W2 xbm - although it's a Z:\W3_Assets folder (from march 2013)
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Make_H2O-ForzaHor3-jm9.zip
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