[help]cflyff client files

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i DLed cflyff client, and found a tool to extract the wdf file (like res file of eflyff client)

the tool can read wdf file, but only gives u messy file names, like 236A8010.bin
but u can rename it to 1.dds or something

eg. i got a navigator image
fhfgsda - [help]cflyff client files - RaGEZONE Forums


i found that cflyff have the same resource files, like o3d,dds
then i rename the worldmap files to lnd and replace to the eflyff client, the game didnt crash, but i saw a blank world ingame(if u just put a renamed 0 byte file in the lnd folder, the game will crash)

can someone give a hand on this, u know, cflyff have some unique textures like wings

the tool:
the client:
 
Old post but from what I see the world files are the same...

However the default spawn points aren't and the resource manager you've provided for cflyff seems to actually not display proper names so you'd have to either 1.

Dump all the .bin's manually and make a conversion utility to place them correctly back into the lnd format or make a new resource editor which properly dumps the world files.

As far as I can tell from a quick look though the height maps are laid out the same not sure about the actual texture layering or object placement though.

Those names like 236A8010.bin btw, Is because of the following.

The .bin extension does not specify an actual file format other then "binary" or standard.

It's basically the developer stating this is raw un-extracted data in a way.

It appears as if the goal of the developer who was creating the tool never finished it it's possible that the names exist within the actual wdf file or it's possible they do not and exist within another wdf file or the game client.

Anyway my point is the data for the names of the files is probably either encoded, encrypted, or mapped some how and that's what the developer of the utility did not figure out how to decode yet.

Is how the names work so instead they decoded the structure of the archive it's self and allowed you to extract the binary data from it.

To know what each file actually is you have to determine if it's the right format for that file the best way to do so would be compare and contrast with files from eflyff and see if you find any similarities they only reason I know the map formats are simply the same is because I've fully reversed height maps and barriers on eflyff.

But those
4 Bytes of data you see as the name probably could represent an address, ID, or even Chinese Unicode characters which relate to the name of the files.

The only reason the TGA files PNG files DDS and etc are probably displayed with their names is due to the file format being detected via the application.

It's probably what this developers intent was, is to make a way to extract textures for modification of them.

They probably weren't even focusing on any of the other stuff.

Anyway to make a long post short...

From what I see world map conversion may be possible but to actually get it fully working you may require a new extraction utility for the archives and you MUST understand the actual format of the LND's as conversion would probably be needed for about 0.1% of the file in order to get it properly loaded.

There are multiple LNDs per world as well so that would be really hard to work out.

As far as what I've looked through however I've not seen the o3d format anywhere in here which would cause the game client to crash when you actually tried to load the world because it wouldn't have the ability to load the objects as it'd be a different format.

On a side note if you did manage to get the LND working possible conversion of the texture layering would be needed as well as exporting the textures from their client and adding them into the proper configuration files on our clients such as the terrain.inc I believe it is.

You'd then have to continue by reversing each terrian's ID and actually adding them all properly terrain.inc to insure that they're all loaded correctly.

So all in all this would be a huge task to accomplish and would take a lot of experience in reversing flat file formats including graphics and models and understanding a bit of crypto algorithms for the XOR area of each o3d that is if they even use them in cflyff.

Edit:

My guess it's Unicode names...

Type | Size | Output
hex | 0x4 | (23 6A 80 10)
string | 0x4 | (#j€)
Unicode | 0x4 | (樣ႀ)
Signed Int | 0x4 | (276851235)

The only thing that would clearly represent something of sense is probably XOR encryption + Unicode.
 
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