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.

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11-08-2014, 06:09 PM #38
Default Avatar
Bch
Guest
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!


Not sure if i'm doing something wrong, once i go to Inject the zone file back into the ff file, i get this error :S

You must login or register to view this content.
************** Exception Text **************

System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at System.Array.CopyTo(Array array, Int32 index)
at Advanced_Warfare_Zone_Injector.MainForm.injectZoneButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at DevComponents.DotNetBar.ButtonX.OnClick(EventArgs e)
at DevComponents.DotNetBar.ButtonX.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at DevComponents.DotNetBar.PopupItemControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
11-08-2014, 08:03 PM #39
Originally posted by Beach View Post
Not sure if i'm doing something wrong, once i go to Inject the zone file back into the ff file, i get this error :S

You must login or register to view this content.
************** Exception Text **************

System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at System.Array.CopyTo(Array array, Int32 index)
at Advanced_Warfare_Zone_Injector.MainForm.injectZoneButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at DevComponents.DotNetBar.ButtonX.OnClick(EventArgs e)
at DevComponents.DotNetBar.ButtonX.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at DevComponents.DotNetBar.PopupItemControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Let me see that fastfile, I'll see what's wrong Winky Winky
11-08-2014, 08:24 PM #40
Default Avatar
Bch
Guest
Originally posted by EyeX32 View Post
Let me see that fastfile, I'll see what's wrong Winky Winky


Alright thanks! :P
11-08-2014, 08:27 PM #41
Originally posted by Beach View Post
Alright thanks! :P


Can you send it please? I can't find it.
11-08-2014, 08:30 PM #42
Default Avatar
Bch
Guest
Originally posted by EyeX32 View Post
Can you send it please? I can't find it.


dev_hdd0\game\BLUS31466\USRDIR\english\eng_patch_common_bots_mp.ff
11-09-2014, 03:05 PM #43
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!


How does one understand english toots? can u make a toot in my language plz?

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