LightFusion Posted October 16, 2015 Posted October 16, 2015 Can someone explain how to work out with that data ? How to look in up in engine.dll dissamble ?
Sdw Posted October 16, 2015 Posted October 16, 2015 Look for the serialize method of the file, you'll get format.
LightFusion Posted October 17, 2015 Posted October 17, 2015 (edited) Look for the serialize method of the file, you'll get format. Thx to japanese Guy(L2Miko) - now i understand how to look for information in dissambled data(like engine.dll) :D damn, i didnt even talked to him.... Edited October 17, 2015 by LightFusion
Vaan111 Posted October 19, 2015 Posted October 19, 2015 Guys, can somebody give weapongrp.dat decrypted the last of the Korean client or ddf for him?
rockk Posted November 17, 2015 Posted November 17, 2015 no one has underground l2 file edit no one has?!
gyo Posted November 23, 2015 Posted November 23, 2015 (edited) Hi there I have create ddfs for Underground and Helios without 'PawnAnimData*.dat'. https://github.com/gyod/L2FileEdit I think we need new data type or DDF syntax to disasm 'PawnAnimeData' on Helios. enjoy :) p.s. fixed done 'ensoul_option_client'. thx 2 l2jtw ;) Edited November 24, 2015 by gyo
LightFusion Posted November 23, 2015 Posted November 23, 2015 Hi there I have create ddfs for Underground and Helios without 'PawnAnimData*.dat'. https://github.com/gyod/L2FileEdit I think we need new data type or DDF syntax to disasm 'ensoul_option_client' after Underground and 'PawnAnimeData' on Helios. enjoy :) Nice one ! asian friend !
CriticalError Posted November 23, 2015 Posted November 23, 2015 very nice work buddy, tested and working fine.
gyo Posted November 23, 2015 Posted November 23, 2015 btw PawnAnimData structure on Helios is like this if we can define new data type MAT3 { INT cnt0; { INT Id; INT Lv; UNICODE anim_lista; } mats3[cnt0]; } MAT4 { CNTR cnt1; // UCHAR cnt1;if(cnt1>0x40){UCHAR extra;} { INT num1; INT num2; INT num3; } mats4[cnt1]; } MAT5 { UCHAR cnt2; { INT num4; INT num5; INT num6; } mats5[cnt2]; } MAT6 { UCHAR cnt3; { INT num7; INT num8; FLOAT num9; } mats6[cnt3]; } { UNICODE character; MAT3 mat3; MAT4 mat4; MAT5 mat5; MAT6 mat6; }
LightFusion Posted November 23, 2015 Posted November 23, 2015 btw PawnAnimData structure on Helios is like this if we can define new data type MAT3 { INT cnt0; { INT Id; INT Lv; UNICODE anim_lista; } mats3[cnt0]; } MAT4 { CNTR cnt1; // UCHAR cnt1;if(cnt1>0x40){UCHAR extra;} { INT num1; INT num2; INT num3; } mats4[cnt1]; } MAT5 { UCHAR cnt2; { INT num4; INT num5; INT num6; } mats5[cnt2]; } MAT6 { UCHAR cnt3; { INT num7; INT num8; FLOAT num9; } mats6[cnt3]; } { UNICODE character; MAT3 mat3; MAT4 mat4; MAT5 mat5; MAT6 mat6; } can you contact me?
◄√i®uS► Posted November 24, 2015 Posted November 24, 2015 http://www.l2jtw.com/l2jtwbbs/viewtopic.php?f=8&t=13386 here reveals all but Helios PawnAnimData
gyo Posted November 24, 2015 Posted November 24, 2015 (edited) hmm, I can't read Chinese, but I seemed to have to reinvent the wheel... p.s. I have look ddfs for -tw. it seems some data structure are different between -tw and -e, -j, -k. My work did not seem in vain. :D Edited November 24, 2015 by gyo
Kawaii Neko Nya Posted February 4, 2016 Posted February 4, 2016 Hi there I have create ddfs for Underground and Helios without 'PawnAnimData*.dat'. https://github.com/gyod/L2FileEdit I think we need new data type or DDF syntax to disasm 'PawnAnimeData' on Helios. enjoy :) p.s. fixed done 'ensoul_option_client'. thx 2 l2jtw ;) Thx nice shara
babyjason Posted May 4, 2016 Posted May 4, 2016 (edited) all of a sudden armorgrp.dat cannot be saved, only viewed any ideeas? it s the same file i opened 1 year ago and edited... some more friends have the same issue, even using different l2 file edits and pc s. Internal soft mesh or tex limit for MTX[123] field 'm_HumnFigh_add' set too high or to zero (6 / 9). Edited May 4, 2016 by babyjason
syncia Posted May 19, 2016 Posted May 19, 2016 (edited) After two weeks of work I finally successfully decoded Armorgrp.dat. Unfortunately those texture names are now replaced with numbers and I have no idea how to map these numbers to corresponding textures. You can download my attachment and rename it to armorgrp.ddf. One DAT solved, 200 DATs to go Armorgrp.txt Edited May 19, 2016 by syncia
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