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
11-02-2014, 02:21 AM #29
Originally posted by FinalFantasyXIV View Post
Nice job, keep it up man Winky Winky


Thanks!
11-02-2014, 02:27 AM #30
Cien
Open Your Mind Before Your Mouth
Red , good job my friend Winky Winky
11-02-2014, 05:11 AM #31
Originally posted by Cien View Post
Red , good job my friend Winky Winky


Thanks bruh!
11-02-2014, 07:44 PM #32
Esker
Samurai Poster
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 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!


what do you mean by modded eboot? like debug or?? :p
11-02-2014, 08:11 PM #33
Originally posted by Delightly View Post
what do you mean by modded eboot? like debug or?? :p


You can patch the RSA signature check in the EBOOT via IDA or RTM.
Last edited by Red-EyeX32 ; 11-02-2014 at 08:14 PM.

The following user thanked Red-EyeX32 for this useful post:

xKrazy SicknesS
11-03-2014, 01:35 AM #34
Nice Work! Red-EyeX32. As always, Well doneTiphat:yes:HappyWinky Winky
11-03-2014, 03:02 AM #35
Originally posted by xKrazy
Nice Work! Red-EyeX32. As always, Well doneTiphat:yes:HappyWinky Winky


Thanks bud! :yes:

The following user thanked Red-EyeX32 for this useful post:

xKrazy SicknesS
11-03-2014, 11:53 PM #36
thanks man much appreciated Smile

The following user thanked xZombiesHD- for this useful post:

UpdatedPs3Hacks
11-04-2014, 03:13 AM #37
Originally posted by xZombiesHD
thanks man much appreciated Smile


No problem buddy! Happy

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo