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Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 7:56 pm
by Coffee
SkaceKachna wrote:I won't be able to progress next few days, need to study. Just note almost every chunk has the more ENTRY_SIZE and ENTRY_COUNT structures with some entries pointing to BWST...
No big.. Like I said.. Education is more important than hacking files.

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:16 pm
by Coffee
Coffee wrote:Nice work..

Here are all the keys for gaf010_FenceTile2.primitives I can find using the .visual as reference
There are 312 found keys matching 37066838 in BWSG
BWSG:
37066838 gaf010_FenceTile2.primitives/vertices
1FEFB938 xyznuvtb

BWST:
93446CBA gaf010_Fence.dds
3BEDC63F gaf010_Fence_NM.dds
250638E5 gaf010_Fence_SM.dds
DB756A17 diffuseMap
74F50CF6 normalMap
B2F70F7B doubleSided
0E5639FE alphaTestEnable
379B7275 alphaReference
DB50B7BF specularMap


138CFE57 normalmap_specmap.fx

Some where all this is tied together.
Interestingly enough, gaf010_FenceTile2.primitives is the crushed version of the model
gaf010_FenceTile1.primitives is the normal version. A9E380CD is it's key.
There is something extremely strange going on. There is only ONE entry for this model in BWSG

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:24 pm
by Coffee
Id like to jump in ensk and take a bunch of screen shots..
Anyone?

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:30 pm
by SkaceKachna
I can join to training battle and be afk if you need, i have the game launched

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:31 pm
by Coffee
SkaceKachna wrote:I can join to training battle and be afk if you need, i have the game launched
prefect
Im in game now

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:36 pm
by Coffee
I'm on the USA East server

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:36 pm
by SkaceKachna
Uh, I'm on the EU server ... that would be a problem :D

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:42 pm
by Coffee
I guess we cant hook up.... We are in the wrong areas.

Re: World of Tanks Map format.

Posted: Fri Jan 22, 2016 9:51 pm
by Coffee
gaf010_fencetile1 contains 97 0x61 polys : 192 0xc0 vertices and : 97 * 3 indices (0x0123 total)
gaf010_fencetile2 contains 118 0x76 polys : 0xF7 247 vertices and : 118 * 3 indices (0x0162 total)

Re: World of Tanks Map format.

Posted: Sat Jan 23, 2016 12:37 am
by Coffee
I have no idea.
Everything is so scrambled.

BSMO has a bunch of matrices at the end and tables that describe how many matrices belong to a item but Im not sure about the item keys or anything else in the file.

BWSG ends with huge blocks split by what the earlier tabled describe but they are still rather large and contain no floats.
This is NOT vertices or indices.. The chunk is to small to be an image. It looks more like a shit load of keys.
For example... If I follow the known data all the way down the file for gaf010_FenceTile2, I wind up with a chunk of data that is 0x12c0 in size (4800 bytes or 1200 uint32s) if these are keys.. It's hopeless to sort this out.

I am lost and with only 2 people working on this.. I don't see this getting solved.
Maybe there is a script in the game data that packs this crap.

Re: World of Tanks Map format.

Posted: Sat Jan 23, 2016 7:24 am
by Coffee
I was expecting to be able to grab the tree string names based on the key in the SpTr section.
This however does not work.

Code: Select all

Id:0008 : key: 15c3bd77 : speedtree/06_Ensk/Bush.spt
	row0   -000.909669    000.000000    000.340237    000.000000
	row1    000.000000    000.971215    000.000000    000.000000
	row2   -000.340237    000.000000   -000.909669    000.000000
	row3   -311.023900    019.951210   -347.169100    001.000000

Id:0009 : key: 15c3bd77 : speedtree/06_Ensk/Bush.spt
	row0   -000.436155    000.037103   -000.202641    000.000000
	row1    000.010645    000.415855    000.053230    000.000000
	row2    000.205643    000.050216   -000.433434    000.000000
	row3   -344.273400    021.634730   -365.479200    001.000000

Id:0010 : key: c69d9b83 : content/Environment/env608_Sovbus/normal/lod0/env608_Sovbus.primitives/indices
	row0    000.885222    000.000000   -000.540578    000.000000
	row1    000.000000    000.762800    000.000000    000.000000
	row2    000.397555    000.000000    000.651013    000.000000
	row3   -337.628200    021.527810   -384.843400    001.000000

Id:0011 : key: f66e46c0 : content/Environment/env420_OldGLightVan/env420_OldGLightVan_01_crash1.dds
	row0    000.020693    000.000000   -000.654109    000.000000
	row1    000.000000    000.654438    000.000000    000.000000
	row2    000.654109    000.000000    000.020693    000.000000
	row3   -372.280200    022.458480   -374.640300    001.000000

Id:0012 : key: bfe9cd95 : content/Railway/rw005_locomotive/rw005_locomotive_crash.dds
	row0    002.814305   -000.088831    000.655548    000.000000
	row1    000.047083    001.839109    000.047083    000.000000
	row2   -000.760707   -000.063910    003.257095    000.000000
	row3   -329.624100    001.430664   -218.848500    001.000000

Id:0013 : key: 15577a9f : content/Environment/envWGL_001_Banner/normal/lod0/WGL_Banner_Stand.primitives/indices
	row0    001.128071   -000.055924   -000.071683    000.000000
	row1    000.044936    000.877621    000.022468    000.000000
	row2    000.070136   -000.032496    001.129086    000.000000
	row3   -340.420100    001.437500   -204.986300    001.000000

Id:0014 : key: bfe9cd95 : content/Railway/rw005_locomotive/rw005_locomotive_crash.dds
	row0    001.546900    000.000000    001.682528    000.000000
	row1    000.000000    001.454906    000.000000    000.000000
	row2   -001.946954    000.000000    001.790011    000.000000
	row3   -317.522700    001.650390   -234.485100    001.000000

Id:0015 : key: bfe9cd95 : content/Railway/rw005_locomotive/rw005_locomotive_crash.dds
	row0   -001.635760   -000.018756    000.732598    000.000000
	row1    000.000000    001.140614    000.029203    000.000000
	row2   -000.848011    000.048446   -001.892215    000.000000
	row3   -309.886900    001.299804   -227.332700    001.000000

Re: World of Tanks Map format.

Posted: Sat Jan 23, 2016 5:20 pm
by SkaceKachna
I had some free time and cracked BSMA:
http://wiki.vbaddict.net/pages/BSMA

Example script:
http://cerno.ch/~kamen/upload/bsma.py

Note that, there is not a single bit undescribed in this chunk :mrgreen:

Re: World of Tanks Map format.

Posted: Sat Jan 23, 2016 5:54 pm
by SkaceKachna
BSMO - this is probably where models are connected to materials and vertices and position matrix
WGSD - Shared decals? This is where decals are defined probably

Re: World of Tanks Map format.

Posted: Sat Jan 23, 2016 6:22 pm
by Coffee
SkaceKachna wrote:BSMO - this is probably where models are connected to materials and vertices and position matrix
WGSD - Shared decals? This is where decals are defined probably
If you seacrh the WorldOfTanks.exe for these section header strings, it will give you an Idea of what they are.

BSMO = BigWorld Static Model Manger

Re: World of Tanks Map format.

Posted: Sat Jan 23, 2016 6:24 pm
by Coffee
Im starting to think they are XOR'ing some of the data.
I know for a fact they are doing this with some data in the .primitives_processed model files.