Staredit Network > Forums > Modding Discussion > Topic: 1.18 + 1.19 Data Mining
1.18 + 1.19 Data Mining
Mar 30 2017, 4:34 am
By: Corbo
Pages: 1 2 3 >
 

Mar 30 2017, 4:34 am Corbo Post #1

ALL PRAISE YOUR SUPREME LORD CORBO

If there's one thing I've learned from SCII release is that data mining stuff is great and fun and tedious.

So ITT we dust WinMPQ and open the MPQ or whatever the hell is new and post results and cool stuff in here. I posted this in modding because it's not particulary traditional mapping but everyone should feel free to post their findings about the latest patch and Starcraft: Remastered too.

In case you've not found out yet you can access a PTR in here: https://d8un0y0mnd29o.cloudfront.net/public/Starcraft+1.18+PTR+1202.zip

ATM I am just installing it, Farty has already installed it and is playing with it ATM So I'll try to keep this topic up to date.

Post has been edited 1 time(s), last time on Jul 28 2017, 1:43 am by Corbo.



fuck you all

Mar 30 2017, 4:51 am Corbo Post #2

ALL PRAISE YOUR SUPREME LORD CORBO

After a quick glance I can see that there are a few small details added.

You can now track things like APM, under video you can select to have it windowed mode.

New font is obvious, or at least same font but the anti aliasing seems to be different. Also when chatting a black shading box appears to easy readability.

Now to actually open MPQS ;o

Post has been edited 1 time(s), last time on Mar 30 2017, 5:19 am by Corbo.



fuck you all

Mar 30 2017, 5:13 am Corbo Post #3

ALL PRAISE YOUR SUPREME LORD CORBO

NEW content seems to be underthe /assets/ subfolders

Some SMK files seem to be .webm files now. You will manage to open some of them with VLC.



fuck you all

Mar 30 2017, 5:16 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Export .dds.grp files!

Drag & drop a .dds.grp onto the EXE and it will export all the dds files and a .lst file. Currently doesn't support recompiling the list, that will come later. :P

EDIT:
Here's the format:

Code
Header:
 u32 filesize
 u16 frame count
 u16 unknown (file version?) -- value appears to always be 0x1001 in the files I've seen.

which is immediately followed by a series of File Entries

File Entry:
 u32 unk -- always zero?
 u16 width
 u16 height
 u32 size
 u8[size] DDS file


EDIT:
.dds.vr4 are apparently the same format.

Attachments:
ddsgrp.exe
Hits: 19 Size: 20.19kb

Post has been edited 3 time(s), last time on Mar 30 2017, 5:42 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 30 2017, 5:24 am Corbo Post #5

ALL PRAISE YOUR SUPREME LORD CORBO

thanks!



fuck you all

Mar 30 2017, 5:28 am Corbo Post #6

ALL PRAISE YOUR SUPREME LORD CORBO

UI Items seem to be HTML/JS





fuck you all

Mar 30 2017, 5:37 am O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

The .dds.vr4 seem to the same format. I'll need to adjust my program for this!

Every tile is apparently a separate and unique image! xD


SPK format was updated. Stars are now in a .dds.grp. I'll look in to that tomorrow. Probably just doesn't have bmps in it anymore

Post has been edited 1 time(s), last time on Mar 30 2017, 5:47 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 30 2017, 5:49 am Corbo Post #8

ALL PRAISE YOUR SUPREME LORD CORBO

I have decompiled a terrain tileset. I'm currently working on putting it together for you guys to see.

Will report back with results



fuck you all

Mar 30 2017, 6:40 am Corbo Post #9

ALL PRAISE YOUR SUPREME LORD CORBO

Here are the tilesets found under /Assets/TileSet/:

Platform:
http://imgur.com/2Ir1wkn

Badlands:
http://imgur.com/a/C0X5d

Post has been edited 1 time(s), last time on Mar 30 2017, 7:17 am by Corbo.



fuck you all

Mar 30 2017, 7:26 am Pr0nogo Post #10



What's with the shopping carts?




Mar 30 2017, 9:40 am Lanthanide Post #11



It's for micro transactions. You have to pay to unlock different height layers on the maps.



None.

Mar 30 2017, 1:13 pm Corbo Post #12

ALL PRAISE YOUR SUPREME LORD CORBO

Lmao xD

They are just replacements that the shitty program I got to stitch the files made since I got the free version xD



fuck you all

Mar 31 2017, 4:38 am O)FaRTy1billion[MM] Post #13

👻 👾 👽 💪

Started working on the .anim file. It looks like this replaces images.dat and all of the GRPs.

Right now the program only extracts the DDS files. There are some BMP masks, but they're raw BMPs without a header so they aren't useful right away. I imagine these are the player color masks, but that is just a hunch.

I'll work on finishing the rest of this file this weekend. I haven't looked in to the unkptr data, but it is my guess that it points to the frame data for the DDS. Based on it being called "anim", I wouldn't be surprised if there is iscript data in here somewhere.

But for now, enjoy looking at the new graphics!

EDIT: it looks like some images come out broken, I'll look in to that later. Looks like they might have different entry formats -- I just assumed they were all the same. Well most work, so who cares :wob:

EDIT2:
Use download 2 posts down.

Post has been edited 2 time(s), last time on Mar 31 2017, 5:36 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 31 2017, 4:44 am Corbo Post #14

ALL PRAISE YOUR SUPREME LORD CORBO

For those who are just too lazy I will be updating the album I created earlier today where I was posting the images I had extracted with the ones I was missing. They'll be uploading here:

http://imgur.com/a/oc5PB

Share your finds and theories!



fuck you all

Mar 31 2017, 5:38 am O)FaRTy1billion[MM] Post #15

👻 👾 👽 💪

I updated the extractor to not break on some files. I guess there was no real reason to do this, because they are duplicate entries. :P

Also I'm dumb, the "flags?" or "type?" or whatever is the frame count. :P

Post has been edited 2 time(s), last time on Apr 1 2017, 6:07 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Apr 1 2017, 4:47 am Moose Post #16

We live in a society.

I was able to pull this out of strings in the StarCraft.exe binary, sort them and clean them up. Seems to be a list of source files.
Code
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\lib\rsa\mpuint.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\lib\sfx\foreverb\aSfxDsp.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_async.cpp
d:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_autocleanup.h
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_channelgroupi.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_channelpool.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_codec.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_codec_wav.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_codec_wav_riff.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_downmix_myears.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_chorus.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_codec.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_connectionpool.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_delay.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_echo.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_flange.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dspi.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_itecho.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_pitchshift.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_dsp_resampler.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_file.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_geometry_mgr.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_globals.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_historybuffer_pool.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_memory.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_metadata.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_output.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_output_emulated.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_output_nosound.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_output_nosound_nrt.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_output_software.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_output_wavwriter.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_output_wavwriter_nrt.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_plugin.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_pluginfactory.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_profile_channel.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_profile_codec.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_profile.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_profile_cpu.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_profile_dsp.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_reverbi.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_sample_software.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_soundgroupi.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_soundi.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_speakerlevels_pool.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_string.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_systemi.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\src\fmod_thread.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\asio\asiolist.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\fmod_codec_asf.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\fmod_os_misc.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\fmod_output_asio.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\fmod_output_dsound.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\fmod_output_wasapi.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\fmod_output_winmm.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\fmod\fmod4\win\src\MeteredSection.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Os\OsInput.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Os\W32\Path.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\IOUnit\IOAlignUnit.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\IOUnit\IOARC4Unit.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SBig.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SBmp.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SComp.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SEvt.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SFile2.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SMem3.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SNet.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\SSignature.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\W32\SFile.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\W32\SThread.cpp
D:\jenkins\workspace\starcraft_pipeline\contrib\storm\Source\W32\SVid.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Base\1.4.1.1\noarch\source\base\FileIO.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs CASC\2.7.8.1\noarch\source\BaseIndex.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs CASC\2.7.8.1\noarch\source\KeyMappingTable.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs CASC\2.7.8.1\noarch\source\MultiProcessIndex.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs CASC\2.7.8.1\noarch\source\SharedMemoryFile.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\DownloaderImpl.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\HTTPParser.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\RequestDispatch.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\RequestHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\Socket.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\Source.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\Win32ProxySettings.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Downloader\1.3.8.0\noarch\source\Win32SocketService.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\include\game\tact/PSVReaderWriter.h
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\async\AsyncStreamer.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\async\AsyncTokenTable.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\bndl\BNDLHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\casc\CASCHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\casc\RepairMarker.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\casc\SegmentedStorage.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\client_handler\AccessComponent.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\client_handler\ArchiveComponent.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\client_handler\ClientHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\client_handler\DownloadComponent.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\client_handler\HandlerFactory.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\client_handler\StorageComponent.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\client_handler\StreamingComponent.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\core\BuildConfig.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\core\CdnConfig.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\core\File.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\core\PatchConfig.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\Decoder.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\DecoderCrypt.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\DecoderFrame.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\Encoder.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\EncoderCrypt.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\EncoderFrame.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\EncodingHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\EncodingTable.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\LZ4Decode.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\encoding\LZ4Encode.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\misc_handlers\CompletionHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\misc_handlers\DirectoryTreeHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\patch\BsPatch.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\patch\ClientPatchManifest.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\patch\PatchHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\psv\PSVReaderWriter.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\static_archive\StaticArchiveGroupHandler.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\static_archive\StaticArchiveIndex.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\static_archive\StaticArchiveIndexGroup.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Battle.net Labs Tact\1.14.3.0-2\noarch\source\game\util\PathOps.cpp





Apr 1 2017, 4:47 am Moose Post #17

We live in a society.

Had to split into two posts due to number of characters...
Code
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Blizzard Standard Template Library\2.4.4\noarch\include\blz/func_poly.h
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Blizzard Standard Template Library\2.4.4\noarch\include\blz/mem_alloc.h
D:\jenkins\workspace\starcraft_pipeline\Starcraft\build\package_cache\Blizzard Standard Template Library\2.4.4\noarch\src\format.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\AssetManager.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\battlenet\ClientSdkStatCollection.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\battlenet\Controller.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\battlenet\GameAdvertisementTracker.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\battlenet\ServiceProvider.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\battlenet\UdpServer.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CBullet.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CFlingy.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CImage.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\compress.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\credits.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CSprite.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CThingy.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CtxtHelp.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CUnitInit.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CUnitProtoss.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\CUnitSave.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\cursor.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\dlg\ctrl.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\dlg\str_utf8.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\dlg\timer.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\fd.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\fd_user.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\game.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gamedata.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gametype.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gds\font_book.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gds\font.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gds\image.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gds\vidinimo.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gluCmpgn.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gluError.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\glues\Control.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\glues.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\glues\CreateGameScreen.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\glues\Dialog.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\glues\GameLobbyScreen.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\glues\MinimapPreview.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gluExpCmpgn.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gluLogin.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\gluMain.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\maphdr.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\minimap.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\modeless.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\net_chat_cmds.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\net_mgr.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\net_record.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\okcancel.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\OpenGL\opengl.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\opt_dlgs.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\placebox.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\replay.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\SAI_Banker.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\sai_ContoursCreate.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\sai_LoadSave.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\sai_PathCreate.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\SAI_Scripts.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\saveload.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\statcmd.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\statfluf.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\TAI_Captain.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\Teams.cpp
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D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\uiMulti.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\uiSingle.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\victory.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\lang\WritableBufferTexture.cpp
D:\jenkins\workspace\starcraft_pipeline\Starcraft\SWAR\MapComn\creep.cpp





Apr 1 2017, 6:09 am O)FaRTy1billion[MM] Post #18

👻 👾 👽 💪

Updated the extractor program again. This time it ignores duplicate entries instead of printing all of them. This also exports the player color masks as BMPs, since it was the simplest and most similar format to the raw data. Instead of flipping the image (since BMP files are reverse scanline order) I just gave it a negative height. I don't know if the images are actually greyscale or what, but I gave it a greyscale palette just in case.

If I have time this weekend maybe I'll make it have a UI instead of just dumping everything, that way it could potentially show individual frames or extract individual frames of a selected image or something. Or I'll just release the source once I figure out the frames format.


Here's the format in a pseudo-C format:
Code
struct header{
 unsigned int magic; // "ANIM"
 unsigned short version; // Version? 0x0101 for SD, 0x0202 for HD2, 0x0204 for HD
 unsigned short unk2; // 0 -- more bytes for version?
 unsigned short layers;
 unsigned short entries;
 char layerstrs[10][32];

// The following value is only present in Version 0x0101
 entry* images[entries]; // one pointer per entry
};

struct entry {
 unsigned short frames; // if frames == 0, it's an entryref and not this struct
 
 unsigned short unk2; // always 0xFFFF?
 unsigned short width; // width and height are 0 in SD images, and should be retrieved from the appropriate GRP file.
 unsigned short height;
 
 frame* frameptr; // pointer to an array of size [frames]
 
 entryimg img[header.layers];
};

struct entryimg{
 DDS* ptr; // NULL if this layer does not exist
 unsigned int size;
 unsigned short width;
 unsigned short height;
};
// In version 0x0101, the player color mask is in a bitmap format, which is just "BMP " followed by width*height bytes, either 0x00 or 0xFF in a top-to-bottom row order. version 0x0202 uses only DDS files.


struct entryref{
 unsigned short frames; // necessarily 0 for this struct
// These probably aren't ints, but w/e
 unsigned int refid; // image ID to refer to
 unsigned int unk1; // always 0?
 unsigned int unk2; // unknown values -- who knows
};

struct frame{
 unsigned short x; // Coordinates of the top-left pixel of the frame
 unsigned short y;
 unsigned short xoff; // X,Y offsets from the top left of the GRP frame -- value seems directly copied from each GRP
 unsigned short yoff;
 unsigned short width; // Dimensions, relative to the top-left pixel, of the frame
 unsigned short height;
 unsigned short unk1; // always 0? or 1?
 unsigned short unk2; // always 0?
};


EDIT:
the GRP x,y frame offsets were misidentified as midx and midy coordinates. ... I have no idea howo to tell where the center of the frame is.

EDIT2:
1.19 has a slightly adjusted format for the new graphics. See latest post for download.

EDIT3:
Identified image width/height value -- it just is not present in SD graphics.

Post has been edited 9 time(s), last time on Nov 13 2020, 2:27 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Apr 1 2017, 6:58 am Corbo Post #19

ALL PRAISE YOUR SUPREME LORD CORBO

As of now this build requires both, the original files "Outside" of any folder that is, the old mpqs, the libs, dlls, and whatever and the stuff INSIDE the other folders in /assets/ /cef/ and /locales/

Deleting/renaming any of this will make it crash/not run, as is expected BUT you CAN delete single files, for example a .grp .dds, whatever and it will not break... usually anyway.

This means that we can totally hot mod the files without much compilation or anything and it should show your changes if you make any modifications to individual files.

As demonstrated in the following picture:


EDIT:
I should add that the codec used on blizzard's .webm video format seems to be Google's/On2 VP8 at 15.000150 fps.

EDIT 2:
Since new UI files seem to be just HTML/JS you can freely use any markups/code you want, even outdated ones like marquee as shown in this:



SC also seems to call these on command and are reloaded everytime they are called. This means that you can edit them WHILE RUNNING THE GAME making it easier to view your changes since all you need to do is call the dialog again (i.e. in this case close the change email dialog and prompt the change email button again)

Post has been edited 3 time(s), last time on Apr 1 2017, 8:35 am by Corbo.



fuck you all

Apr 1 2017, 3:30 pm IskatuMesk Post #20

Lord of the Locker Room

Disappointed with dds and webm but not like I expected anything more. I'm assuming transparency is an alpha channel now?

Try different dimensions. Some engines absolutely hate non-uniform dds (e.g. 128x256). Try large scale frames like 1024x1024, 2048x2048x, 4096x4096. Most older engines crap out at 2k, few go up to 4k, modern middleware should hypothetically support 8k but it's not too common.

I don't expect the engine to perform too well with overdraw and alpha masking, so these big sizes can help you stress test what exactly causes it to crash and burn.

What about transparency palettes?



/edit

Ok, I had a look at that image dump posted earlier. So they are using an atlas for grps now? Given what I mentioned above, that could actually make the sizes of units even more limited than the old system. AO's units had many more frames at 250x250 a piece than any unit in the game by far, which would probably equate to an atlas much larger than 8k. And I can't see the engine taking that.

Post has been edited 1 time(s), last time on Apr 1 2017, 3:57 pm by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

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[01:39 am]
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[10:50 pm]
Vrael -- Ultraviolet
Ultraviolet shouted: How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
hey cut it out I'm getting all the minerals
[10:11 pm]
Ultraviolet -- :P
[10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
[2024-4-17. : 11:50 pm]
O)FaRTy1billion[MM] -- nice, now i have more than enough
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[2024-4-17. : 3:26 am]
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[2024-4-17. : 1:53 am]
Vrael -- bet u'll ask for my minerals first and then just send me some lousy vespene gas instead
[2024-4-17. : 1:52 am]
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