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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

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

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.