The Division SDF Archive Format

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m0xf
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Re: The Division SDF Archive Format

Post by m0xf » Mon Mar 21, 2016 6:26 pm

Compressed data block represents binary search tree (for strings), with files in leaves.
sdftoc file has folowing structure:

Code: Select all

struct header
{
    int32 tag;
    int32 ver;
    int32 decomp_size;
    int32 comp_size;
    int32 zero; //??
    int32 block1count;
    int32 block2count;
}
struct ddsblock
{   
    int32 used_bytes;
    byte data[0x94];
}
struct sdf_id
{
    int64 ubisoft;
    int8 data[0x20];
    int64 massive;
};
struct sdftoc_file
{
    header h;
    sdf_id id;
    byte flag1;
    if flag1
    {
        byte unk[0x140]; //signature??
    }
    int32 block1_1[header.block1count];
    sdf_id block1_2[header.block1count];

    ddsblock block2_1[header.block2count];
    byte zlib_bst[header.comp_size]
    sdf_id id_;
}
See attachment for extraction tool.
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AnonBaiter
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Re: The Division SDF Archive Format

Post by AnonBaiter » Mon Mar 21, 2016 7:48 pm

redspike474 wrote:50$ for the first person who makes a tool that works!
:)
If I were you, I wouldn't give money for someone who develops said tool. Just saying.

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shakotay2
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Re: The Division SDF Archive Format

Post by shakotay2 » Tue Mar 22, 2016 9:41 am

is it worth to deal with? Since the offzip-created 3ds meshes seem to be "fragmented", too:
0000e649_3ds_2SM.jpg
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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
"You quoted the whole thing, what a mess."

Sir Kane
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Re: The Division SDF Archive Format

Post by Sir Kane » Tue Mar 22, 2016 1:31 pm

What's that supposed to be?

Gh0stBlade
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Re: The Division SDF Archive Format

Post by Gh0stBlade » Tue Mar 22, 2016 2:50 pm

shakotay2 wrote:is it worth to deal with? Since the offzip-created 3ds meshes seem to be "fragmented", too:
0000e649_3ds_2SM.jpg
There shouldn't be anything wrong with the meshes, they look fine to me. They're split into small chunks so you'll have to load them all.
Click the thanks button if I helped!

j0r
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Re: The Division SDF Archive Format

Post by j0r » Tue Mar 22, 2016 7:22 pm

m0xf wrote:Compressed data block represents binary search tree (for strings), with files in leaves.
sdftoc file has folowing structure:

Code: Select all

struct header
{
    int32 tag;
    int32 ver;
    int32 decomp_size;
    int32 comp_size;
    int32 zero; //??
    int32 block1count;
    int32 block2count;
}
struct ddsblock
{   
    int32 used_bytes;
    byte data[0x94];
}
struct sdf_id
{
    int64 ubisoft;
    int8 data[0x20];
    int64 massive;
};
struct sdftoc_file
{
    header h;
    sdf_id id;
    byte flag1;
    if flag1
    {
        byte unk[0x140]; //signature??
    }
    int32 block1_1[header.block1count];
    sdf_id block1_2[header.block1count];

    ddsblock block2_1[header.block2count];
    byte zlib_bst[header.comp_size]
    sdf_id id_;
}
See attachment for extraction tool.
if i edit a file like change language.. how compress again in original file?

lunger
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Re: The Division SDF Archive Format

Post by lunger » Wed Mar 23, 2016 10:44 pm

m0xf wrote:Compressed data block represents binary search tree (for strings), with files in leaves.
sdftoc file has folowing structure:

Code: Select all

struct header
{
    int32 tag;
    int32 ver;
    int32 decomp_size;
    int32 comp_size;
    int32 zero; //??
    int32 block1count;
    int32 block2count;
}
struct ddsblock
{   
    int32 used_bytes;
    byte data[0x94];
}
struct sdf_id
{
    int64 ubisoft;
    int8 data[0x20];
    int64 massive;
};
struct sdftoc_file
{
    header h;
    sdf_id id;
    byte flag1;
    if flag1
    {
        byte unk[0x140]; //signature??
    }
    int32 block1_1[header.block1count];
    sdf_id block1_2[header.block1count];

    ddsblock block2_1[header.block2count];
    byte zlib_bst[header.comp_size]
    sdf_id id_;
}
See attachment for extraction tool.
I am assuming this is C++? Could you share your exe's entire source, I am curious to understand how the algorithm works. Also, thank you very much! :)

Bladers
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Re: The Division SDF Archive Format

Post by Bladers » Tue Mar 29, 2016 6:08 am

Suspicious.Cloud.Gen!c
HEUR/QVM10.1.0000.Malware.Gen
Suspicious.Cloud.5

virus scan on that file is going off. why?

marked
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Re: The Division SDF Archive Format

Post by marked » Wed Mar 30, 2016 10:38 pm

Edit: Solved my problem.

luxox18
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Re: The Division SDF Archive Format

Post by luxox18 » Sun Apr 03, 2016 5:56 am

I have a problem with the extractor posted by m0xf.
some textures are incomplete.

Image

( the black part in a hex editor are 00's)

I used the extractor in the beta and final versions of the game, but the problem with textures is present in exactly the same files regardless of the version of the game.
for example, the texture "cn_jtf_pops_head_n.dds" in the path rogue\baked\art\[characters]\[npc]\[jtf]\cn_jtf_pops is incomplete in the beta and final version using the corresponding sdf.sdftoc.
Can someone bypass this problem?

m0xf
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Re: The Division SDF Archive Format

Post by m0xf » Sun Apr 03, 2016 9:48 am

luxox18 wrote: some textures are incomplete.
It's my bug. Try new version of extractor.
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luxox18
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Re: The Division SDF Archive Format

Post by luxox18 » Sun Apr 03, 2016 11:05 am

m0xf wrote: It's my bug. Try new version of extractor.
Perfect! thanks a lot!

Sefer
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Re: The Division SDF Archive Format

Post by Sefer » Sun Apr 03, 2016 1:20 pm

m0xf wrote:
luxox18 wrote: some textures are incomplete.
It's my bug. Try new version of extractor.
Is it somehow possible to extract the map from the files? Which tool do I need to view the files?

EDIT: and how to use your tool?
EDIT2: nvm, know how to extract :-)
EDIT3: Maybe someone is able to rebuild the ingame map. A lot of ppl would love to get hand on it since all available are stitched screenshots

Tw0F1sh
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Re: The Division SDF Archive Format

Post by Tw0F1sh » Sun Apr 03, 2016 8:18 pm

Sefer wrote: EDIT: and how to use your tool?
EDIT2: nvm, know how to extract :-)
EDIT3: Maybe someone is able to rebuild the ingame map. A lot of ppl would love to get hand on it since all available are stitched screenshots

-> Open CMD
-> cd to roug_sdf.exe
-> type rouge_sdf.exe <.sdftoc path> <output directory>
-> Press Enter
-> Done

kaffeblask
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Re: The Division SDF Archive Format

Post by kaffeblask » Mon Apr 04, 2016 10:11 am

Hi

Not a programmer, to be onoest im more of a interested hobbyist on modding. i can parse out all the files using the rouge extractor but how do i find the art, textures, all i find is the mphys files and mmb files. I dont know how to find the art files like DDS or the 3D files.

i really do appreciate the knowledge of people here. Hopefully someone can give me a poke to right direction


//cheers

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