Post: [RELEASE] Advanced Warfare Zone Injector
11-01-2014, 06:52 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hello guys,

So I decided to make a zone extractor/injector just for you guys Smile
This here can help you extract the .zone file from the .ff file ("fastfile"). You would be able to find the assets used in game for the Playstation 3 console. I myself decompiled some raw files and I'm going to share it with you guys.

patch_common_zombie_mp.zone:

vision/ac130_enhanced_mp.vision:
    
r_glow "1"
r_glowRadius0 "13.9923"
r_glowBloomCutoff "0.945313"
r_glowBloomDesaturation "0"
r_glowBloomIntensity0 "0.625"

r_filmEnable "1"
r_filmContrast "1"
r_filmBrightness "0.021875"
r_filmDesaturation "0"
r_filmDesaturationDark "0"
r_filmInvert "0"
r_filmLightTint "1.52944 1.51483 1.39191"
r_filmMediumTint "1.0871 1.04203 1"
r_filmDarkTint "0.670385 0.899098 1"

r_primaryLightUseTweaks "0"
r_primaryLightTweakDiffuseStrength "1"
r_primaryLightTweakSpecularStrength "1"


mp/cinematic_camera/killcam.txt:
    
//==========================================================================
// Killcam scene
// USAGE: \game\share\raw\mp\cinematic_camera\_usage.txt
//==========================================================================

// update the version only when code parser has changed
<version> 4

// rotate to the back of the killer
<cut>
<movement> rotate
<orientation> target
<tag> j_neck
<angles_pitch> -10
<angles_yaw> -225
<angles_range_start> 60
//<angles_range_end> 60
<rotate_degrees_yaw> 225
<rotate_degrees_pitch> 20
<time> 2.75
//<lerp> 0.5

// slam zoom into killer's head
<cut>
<movement> zoom
<orientation> target
<tag_start> tag_eye
<tag_start_pitch> 0
<tag_start_range> 60
<tag_end> tag_eye
<tag_end_pitch> 5
<zoom_end_radius> 15
<collision> 0
<time> 0.160
<lerp> 0.05

// slam zoom flash
<vision>
<vision_start_time> 2.75
<vision_name> "coup_sunblind"
<vision_blend_duration> 200

<vision>
<vision_start_time> 2.85
<vision_name> ""
<vision_blend_duration> 450

// blur background
<dof>
<dof_start_time> 0.5
<dof_blend_duration> 250
<dof_far_start> 100
<dof_far_end> 500
<dof_far_blur> 3.5

// blend back to default
<dof>
<dof_start_time> 2.15
<dof_blend_duration> 500

// SOUNDS
<sound>
<sound_start_time> 0
<sound_name> "mp_killcam_slomo_in"

<sound>
<sound_start_time> 2.25
<sound_name> "mp_killcam_slomo_out"

// audio zone overrides
<sound>
<sound_is_zone_override> 1
<sound_start_time> 0
<sound_fade_duration> 750
<sound_name> "mp_killcam_slomo"


mp/cinematic_camera/final_killcam.txt:
    
//==================================================================
// Final KillCam
// USAGE: \game\share\raw\mp\cinematic_camera\_usage.txt
//
// In Final KC, you are viewing from the attacker's point of view
// the "leading actor" is the attacker and the "supporting actor" is the victim
//==========================================================================

// update the version only when parser has changed
<version> 4

// rotate around the victim to reach a straight line position where both actors can be seen
<cut>
<movement> rotate
<orientation> target
<tag> j_neck
<angles_pitch> -10
<angles_yaw> -225
<angles_range_start> 60
// rotate the yaw so that both lead and support actors are lined up and in view
<rotate_yaw_both_actors> 1
<rotate_degrees_pitch> 30
<rotate_focus_supporting_actor> 1
<time> 1.5
<lerp> 0.1

// pan from victim to attacker, focusing aim at attacker
<cut>
<movement> pan
<orientation> target
<tag_start> j_neck
<tag_focus> j_neck
<tag_end> j_neck
<tag_end_pitch> -10
<tag_end_yaw> -225
<tag_end_range> 60
<start_pos_from_current> 1
<time> 0.75
<lerp> 0.1

// rotate around the killer
<cut>
<movement> rotate
<orientation> target
<tag> j_neck
<angles_pitch> -10
<angles_yaw> -225
<angles_range_start> 60
<rotate_degrees_yaw> 245
<rotate_degrees_pitch> 20
<time> 1
<lerp> 0.1

// slam zoom into killer's head
<cut>
<movement> zoom
<orientation> target
<tag_start> tag_eye
<tag_start_pitch> 0
<tag_start_range> 60
<tag_end> tag_eye
<tag_end_pitch> 5
<zoom_end_radius> 15
<time> 0.160
<lerp> 0.05

// slam zoom flash
<vision>
<vision_start_time> 3.15
<vision_name> "coup_sunblind"
<vision_blend_duration> 100

<vision>
<vision_start_time> 3.25
<vision_name> ""
<vision_blend_duration> 450


// blur background while rotating victim
<dof>
<dof_start_time> 0
<dof_blend_duration> 250
<dof_far_start> 100
<dof_far_end> 500
<dof_far_blur> 3.5

// lighten the blur when panning to attacker
<dof>
<dof_start_time> 1.3
<dof_blend_duration> 2000
<dof_far_start> 500
<dof_far_end> 1000
<dof_far_blur> 1.5

// blur background while rotating attacker
<dof>
<dof_start_time> 2.2
<dof_blend_duration> 500
<dof_far_start> 100
<dof_far_end> 500
<dof_far_blur> 3.5


// SOUNDS
//<sound>
//<sound_start_time> 2.25
//<sound_name> "mp_killcam_slomo_in"

//<sound>
//<sound_start_time> 2.85
//<sound_name> "mp_killcam_slomo_out"

// audio zone overrides
//<sound>
//<sound_is_zone_override> 1
//<sound_start_time> 2.25
//<sound_fade_duration> 750
//<sound_name> "mp_killcam_slomo"



If you guys find any other raw file, post them below and we can post them in this thread. Smile
Let me know if you guys encounter any errors as soon as possible.

Picture of the tool I will show below.
You must login or register to view this content.

There is a RSA signature in the fastfiles, which means the EBOOT is going to have to be modded in order to run a custom patch.

Download Link:
You must login or register to view this content.

Virus Scan:
You must login or register to view this content.

Credits:
aerosoul94

Thanks guys!
Last edited by Red-EyeX32 ; 11-01-2014 at 05:18 PM.

The following 37 users say thank you to Red-EyeX32 for this useful post:

azooz121, Cien, DJ_KILLA1337, Dog88Christian, EG6, ErasedDev, FusionIsDaName, HaTeRM4NR33T, iLuiis, Im Not Boobdidas, ImAzazel, Yenix, Marco_Legend, Maty360414, milky4444, Mr. Revenge, Obris, popomo01, MysteryAviate, RawDog2002, SC58, Script Kiddie, Shark, ShutTheCrunchUp, Swiss, The Kosmic, TheSaltCracka, TheUnknown21, Thirst, wajdi9, worrorfight, Worst, xAceHDx, xKrazy SicknesS, xSuperLᴏbbies, Xx-GIPPI-xX, xXx-.-Moder

The following 7 users groaned at Red-EyeX32 for this awful post:

Absolute Zero, BaSs_HaXoR, KINGMANI, MaNamesTyler, xDebugKiller, ZerthekModz
11-01-2014, 07:36 AM #11
Absolute Zero
Do your homework, fool.
Originally posted by EyeX32 View Post
This won't work for online gameplay, meaning no mods in multiplayer. Don't act like a smartass.


I'm not acting like a smartass, I just think its bold of you to make something for a game you told others not to make stuff for.
11-01-2014, 07:38 AM #12
Originally posted by Absolute
I'm not acting like a smartass, I just think its bold of you to make something for a game you told others not to make stuff for.


I didn't want tools that affect other users gameplay, meaning tools that RTM on multiplayer. I could care less for offline modding.
11-01-2014, 07:45 AM #13
SC58
Former Staff
Let's put it this was only way this tool could mess the game up is by using the dvar that's in the zone pretty much meaning no one will get a FF viewer working nor find the RSA Check to allow this to even work so really this don't mess up the game as most of them Dvar's are the same as past cods, Plus who cares if he groans/hates no need to cry about it or feed him with it lol

The following 2 users say thank you to SC58 for this useful post:

Red-EyeX32, U WOT M8
11-01-2014, 07:52 AM #14
Im Not Boobdidas
Do a barrel roll!
Originally posted by Absolute
lol, funny guy


modifying the zone file is in no way modifying the online game for the player or other players. I guess you never played mw2 Kidding me
11-01-2014, 08:06 AM #15
Absolute Zero
Do your homework, fool.
Originally posted by Im
modifying the zone file is in no way modifying the online game for the player or other players. I guess you never played mw2 Kidding me


No I did, and I'm fully aware of what a zone file does.
11-01-2014, 08:24 AM #16
azooz121
Big Daddy
Originally posted by EyeX32 View Post
Hello guys,

So I decided to make a zone extractor/injector just for you guys Smile
This here can help you extract the .zone file from the .ff file ("fastfile"). You would be able to find the assets used in game for the Playstation 3 console. I myself decompiled some raw files and I'm going to share it with you guys.

patch_common_zombie_mp.zone:

vision/ac130_enhanced_mp.vision:
    
r_glow "1"
r_glowRadius0 "13.9923"
r_glowBloomCutoff "0.945313"
r_glowBloomDesaturation "0"
r_glowBloomIntensity0 "0.625"

r_filmEnable "1"
r_filmContrast "1"
r_filmBrightness "0.021875"
r_filmDesaturation "0"
r_filmDesaturationDark "0"
r_filmInvert "0"
r_filmLightTint "1.52944 1.51483 1.39191"
r_filmMediumTint "1.0871 1.04203 1"
r_filmDarkTint "0.670385 0.899098 1"

r_primaryLightUseTweaks "0"
r_primaryLightTweakDiffuseStrength "1"
r_primaryLightTweakSpecularStrength "1"


mp/cinematic_camera/killcam.txt:
    
//==========================================================================
// Killcam scene
// USAGE: \game\share\raw\mp\cinematic_camera\_usage.txt
//==========================================================================

// update the version only when code parser has changed
<version> 4

// rotate to the back of the killer
<cut>
<movement> rotate
<orientation> target
<tag> j_neck
<angles_pitch> -10
<angles_yaw> -225
<angles_range_start> 60
//<angles_range_end> 60
<rotate_degrees_yaw> 225
<rotate_degrees_pitch> 20
<time> 2.75
//<lerp> 0.5

// slam zoom into killer's head
<cut>
<movement> zoom
<orientation> target
<tag_start> tag_eye
<tag_start_pitch> 0
<tag_start_range> 60
<tag_end> tag_eye
<tag_end_pitch> 5
<zoom_end_radius> 15
<collision> 0
<time> 0.160
<lerp> 0.05

// slam zoom flash
<vision>
<vision_start_time> 2.75
<vision_name> "coup_sunblind"
<vision_blend_duration> 200

<vision>
<vision_start_time> 2.85
<vision_name> ""
<vision_blend_duration> 450

// blur background
<dof>
<dof_start_time> 0.5
<dof_blend_duration> 250
<dof_far_start> 100
<dof_far_end> 500
<dof_far_blur> 3.5

// blend back to default
<dof>
<dof_start_time> 2.15
<dof_blend_duration> 500

// SOUNDS
<sound>
<sound_start_time> 0
<sound_name> "mp_killcam_slomo_in"

<sound>
<sound_start_time> 2.25
<sound_name> "mp_killcam_slomo_out"

// audio zone overrides
<sound>
<sound_is_zone_override> 1
<sound_start_time> 0
<sound_fade_duration> 750
<sound_name> "mp_killcam_slomo"


mp/cinematic_camera/final_killcam.txt:
    
//==================================================================
// Final KillCam
// USAGE: \game\share\raw\mp\cinematic_camera\_usage.txt
//
// In Final KC, you are viewing from the attacker's point of view
// the "leading actor" is the attacker and the "supporting actor" is the victim
//==========================================================================

// update the version only when parser has changed
<version> 4

// rotate around the victim to reach a straight line position where both actors can be seen
<cut>
<movement> rotate
<orientation> target
<tag> j_neck
<angles_pitch> -10
<angles_yaw> -225
<angles_range_start> 60
// rotate the yaw so that both lead and support actors are lined up and in view
<rotate_yaw_both_actors> 1
<rotate_degrees_pitch> 30
<rotate_focus_supporting_actor> 1
<time> 1.5
<lerp> 0.1

// pan from victim to attacker, focusing aim at attacker
<cut>
<movement> pan
<orientation> target
<tag_start> j_neck
<tag_focus> j_neck
<tag_end> j_neck
<tag_end_pitch> -10
<tag_end_yaw> -225
<tag_end_range> 60
<start_pos_from_current> 1
<time> 0.75
<lerp> 0.1

// rotate around the killer
<cut>
<movement> rotate
<orientation> target
<tag> j_neck
<angles_pitch> -10
<angles_yaw> -225
<angles_range_start> 60
<rotate_degrees_yaw> 245
<rotate_degrees_pitch> 20
<time> 1
<lerp> 0.1

// slam zoom into killer's head
<cut>
<movement> zoom
<orientation> target
<tag_start> tag_eye
<tag_start_pitch> 0
<tag_start_range> 60
<tag_end> tag_eye
<tag_end_pitch> 5
<zoom_end_radius> 15
<time> 0.160
<lerp> 0.05

// slam zoom flash
<vision>
<vision_start_time> 3.15
<vision_name> "coup_sunblind"
<vision_blend_duration> 100

<vision>
<vision_start_time> 3.25
<vision_name> ""
<vision_blend_duration> 450


// blur background while rotating victim
<dof>
<dof_start_time> 0
<dof_blend_duration> 250
<dof_far_start> 100
<dof_far_end> 500
<dof_far_blur> 3.5

// lighten the blur when panning to attacker
<dof>
<dof_start_time> 1.3
<dof_blend_duration> 2000
<dof_far_start> 500
<dof_far_end> 1000
<dof_far_blur> 1.5

// blur background while rotating attacker
<dof>
<dof_start_time> 2.2
<dof_blend_duration> 500
<dof_far_start> 100
<dof_far_end> 500
<dof_far_blur> 3.5


// SOUNDS
//<sound>
//<sound_start_time> 2.25
//<sound_name> "mp_killcam_slomo_in"

//<sound>
//<sound_start_time> 2.85
//<sound_name> "mp_killcam_slomo_out"

// audio zone overrides
//<sound>
//<sound_is_zone_override> 1
//<sound_start_time> 2.25
//<sound_fade_duration> 750
//<sound_name> "mp_killcam_slomo"



If you guys find any other raw file, post them below and we can post them in this thread. Smile
Let me know if you guys encounter any errors as soon as possible.

Picture of the tool I will show below.
You must login or register to view this content.

There is a RSA signature in the fastfiles, which means the EBOOT us going to have to be modded in order to run a custom patch.

Download Link:
You must login or register to view this content.

Virus Scan:
You must login or register to view this content.

Credits:
aerosoul94

Thanks guys!


thank you your awesome Happy
11-01-2014, 10:44 AM #17
Script Kiddie
At least I can fight
so this means i can bring the sexy back from mw2 to advanced warfare Happy well time to find some neat offsets hehe
11-01-2014, 03:51 PM #18
Originally posted by RileyErased View Post
so this means i can bring the sexy back from mw2 to advanced warfare Happy well time to find some neat offsets hehe


Yea man, you can find and edit localized strings etc... I found some .menu files and you can mod up the background and shit. There's also a shit load of scripts that are just zlib compressesd. Have fun bro! Smile
11-01-2014, 04:08 PM #19
Originally posted by Vince
Guess who is getting fucking negged now? Cool Troll


:ha!:

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo