Post by Steve64b on Nov 4, 2016 15:31:24 GMT
The Dunia tools come with a Gibbed.FarCry3.CustomMapUnpack.exe, but it is unable to unpack Far Cry 4 map files (*.fc4map). Assuming that FC4Maps follow a similar structure, here's what the file extracts to:
Far Cry 3 Map filesystem:
Far Cry 3 Map filesystem:
| config.json File with Metadata on the map; Map name, authorinfo, size, snapshot path
| snapshot.png Small snapshot of the map
| data_unknown2.bin Large snapshot of the map
| filesystem.xml Metadata on the map's filesystem, linking numeric filepaths to related CRCs.
| filesystem.dat/fat Filesystem of the map, which extracts as follows:
|
+---filesystem
+---ige: ige contains information on assets on the map's surface:
| collection.mask
| heightmap.raw RAW heightmap of the terrain (16-bit)
| holemap.raw RAW holemap of the terrain
| texture.mask Probably a cache of all the masks applied to the terrain texturing
| map.xml Beefy XML file containing all the gaming goodness:
| ObjectManager (objects' Entry/position/angle/Offset),
| CollectionManager (Entries?/Seeds?)
| TerrainManager (TimeOfDay/CloudType/StormFactor/WaterLevels/Textures)
| SplineManager (PlayableZone bounds/Splines? Something to do with terrain smoothing?)
| Editor Settings (SnapshotAngle, SnapshotPos, Invincible/Invisible/ShowFog/ShowWater/etc.)
|
+---worlds
+---ige_map
+---generated
| ige_map.game.xml Possibly used for defining zones with special effects like Wind, lighting/texturing. Seems to be a static file.
| ige_map.managers.fcb ? MissionLayer, Templates with Knots, possibly related to tweak graphic effects (i.e. fog, sky, glow, wind) per map/template
| (i.e. 'Default:Jungle.Wind', 'SHA_Quest_Tomb:Cmmon.Tomb_Bloom')
| ige_map.mapsdata.fcb ? MissionLayer, References to ige_archetypes/RadioTower
| ige_map.omnis.fcb ?
| ige_map.sectorsdep.fcb ?
| spawnpointslibrary.fcb ?
|
+---levels
+---ige_map
+---generated
+---sdat Texture/graphic information of each of the (64) sectors in the map:
| sd[0-63].sdat Sector data file, unknown format. References i.e. graphics\_materials\MM_Water_Standard.material.xml
| sd[0-63]_color.xbt Sector colormap
| sd[0-63]_diffuse.xbt Sector diffusemap
| sd[0-63]_mask.xbt Sector mask
| sd[0-63]_shadow.xbt Sector shadowmap
|
+---worldsectors
sector[0-63].desc.fcb For each 64-grid sector, height info on each grid point?
sector[0-63].srl ? Very small file
worldsector_[0-63].data.fcb Perhaps a list of archetypes present in the sector, used for loading/streaming objects?
zonesector[0-63].zsr ?
| snapshot.png Small snapshot of the map
| data_unknown2.bin Large snapshot of the map
| filesystem.xml Metadata on the map's filesystem, linking numeric filepaths to related CRCs.
| filesystem.dat/fat Filesystem of the map, which extracts as follows:
|
+---filesystem
+---ige: ige contains information on assets on the map's surface:
| collection.mask
| heightmap.raw RAW heightmap of the terrain (16-bit)
| holemap.raw RAW holemap of the terrain
| texture.mask Probably a cache of all the masks applied to the terrain texturing
| map.xml Beefy XML file containing all the gaming goodness:
| ObjectManager (objects' Entry/position/angle/Offset),
| CollectionManager (Entries?/Seeds?)
| TerrainManager (TimeOfDay/CloudType/StormFactor/WaterLevels/Textures)
| SplineManager (PlayableZone bounds/Splines? Something to do with terrain smoothing?)
| Editor Settings (SnapshotAngle, SnapshotPos, Invincible/Invisible/ShowFog/ShowWater/etc.)
|
+---worlds
+---ige_map
+---generated
| ige_map.game.xml Possibly used for defining zones with special effects like Wind, lighting/texturing. Seems to be a static file.
| ige_map.managers.fcb ? MissionLayer, Templates with Knots, possibly related to tweak graphic effects (i.e. fog, sky, glow, wind) per map/template
| (i.e. 'Default:Jungle.Wind', 'SHA_Quest_Tomb:Cmmon.Tomb_Bloom')
| ige_map.mapsdata.fcb ? MissionLayer, References to ige_archetypes/RadioTower
| ige_map.omnis.fcb ?
| ige_map.sectorsdep.fcb ?
| spawnpointslibrary.fcb ?
|
+---levels
+---ige_map
+---generated
+---sdat Texture/graphic information of each of the (64) sectors in the map:
| sd[0-63].sdat Sector data file, unknown format. References i.e. graphics\_materials\MM_Water_Standard.material.xml
| sd[0-63]_color.xbt Sector colormap
| sd[0-63]_diffuse.xbt Sector diffusemap
| sd[0-63]_mask.xbt Sector mask
| sd[0-63]_shadow.xbt Sector shadowmap
|
+---worldsectors
sector[0-63].desc.fcb For each 64-grid sector, height info on each grid point?
sector[0-63].srl ? Very small file
worldsector_[0-63].data.fcb Perhaps a list of archetypes present in the sector, used for loading/streaming objects?
zonesector[0-63].zsr ?