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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11-01-2014, 06:53 AM #2
Im Not Boobdidas
Do a barrel roll!
Looks good man!
11-01-2014, 06:59 AM #3
Absolute Zero
Do your homework, fool.
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.

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!


Wait, I thought making stuff for this game was bad since its not out yet?....

The following 13 users say thank you to Absolute Zero for this useful post:

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11-01-2014, 07:00 AM #4
Originally posted by Absolute
Wait, I thought making stuff for this game was bad since its not out yet?....


It doesn't affect gameplay.
11-01-2014, 07:01 AM #5
Absolute Zero
Do your homework, fool.
Originally posted by EyeX32 View Post
It doesn't affect gameplay.


That's what you think.
11-01-2014, 07:03 AM #6
Originally posted by Absolute
That's what you think.


I do think that, I made it... :dumb:

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11-01-2014, 07:05 AM #7
Absolute Zero
Do your homework, fool.
Originally posted by EyeX32 View Post
I do think that, I made it... :dumb:


Well then, if I make a non host tool can I proclaim it to not affect gameplay solely because I made it? Because I have a feeling that others would disagree.
11-01-2014, 07:09 AM #8
Originally posted by Absolute
Well then, if I make a non host tool can I proclaim it to not affect gameplay solely because I made it? Because I have a feeling that others would disagree.


This won't work for online gameplay, meaning no mods in multiplayer. Don't act like a smartass.
11-01-2014, 07:13 AM #9
Im Not Boobdidas
Do a barrel roll!
Originally posted by Absolute
Well then, if I make a non host tool can I proclaim it to not affect gameplay solely because I made it? Because I have a feeling that others would disagree.


How stupid are you? :seriously:

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11-01-2014, 07:33 AM #10
Absolute Zero
Do your homework, fool.
Originally posted by Im
How stupid are you? :seriously:


lol, funny guy

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MORPHEUS__2142

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