Reflections CHUNK File Format
Posted: Wed Nov 21, 2012 5:28 am
Since DRIV3R, Reflections has used a form of this "CHUNK PACKAGE" file format that is basically a unified package containing everything from models to textures, positions in the game world, flags...everything you could possibly think of. It is important to note that the content inside these archives (if they are even archives) are not compressed in any way, shape, or form - one of the major aspects of these files is that there are offsets EVERYWHERE. The very beginning of the files define offsets and block size - there are even sub-chunks inside the big chunk that have offsets as well. Essentially what's going on is each chunk is like a tupperware container with smaller containers inside of it. Once the chunk format is decoded in DRIV3R, we can move onto other games such as DPL or even DSF! The format is exactly the same, the only differences are the new file formats inside of these chunks. Not a big deal, but having chunks out of the way would be nice!
There is no one specific file extension, as it varies depending on what it does. My research here is based on DRIV3R for the PC, and I essentially have no experience in programming myself, which is why I've taken up this project!
Here's some decoding of the CHUNK based file format, using MIAMI_DAY_PC/SuperRegions.pcs as an example:

NOTE: This image has outdated information. To be used for reference only!
CHUNK files have "PCMP" sections that hold DDS textures. It contains complex offsets (to me, at least) describing where each new DDS begins and how long it is. A good friend of mine helped me decode the headers a bit, here's what we came up with (sorry if it's not very specific, I didn't make this picture but will when further documentation arises):

UPDATE 11/22/2012: New organization, more info added.
There is no one specific file extension, as it varies depending on what it does. My research here is based on DRIV3R for the PC, and I essentially have no experience in programming myself, which is why I've taken up this project!
Here's some decoding of the CHUNK based file format, using MIAMI_DAY_PC/SuperRegions.pcs as an example:

NOTE: This image has outdated information. To be used for reference only!
CHUNK files have "PCMP" sections that hold DDS textures. It contains complex offsets (to me, at least) describing where each new DDS begins and how long it is. A good friend of mine helped me decode the headers a bit, here's what we came up with (sorry if it's not very specific, I didn't make this picture but will when further documentation arises):

UPDATE 11/22/2012: New organization, more info added.


