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Luigi Auriemmaaluigi.org (ARCHIVE-ONLY FORUM!) |
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Ahmadi
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Post subject: MotorM4x decoder question Posted: 11 May 2009 08:35 |
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Joined: 11 May 2009 08:28 Posts: 2
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Hi Thanks for your community. MotorM4x decoder work fine, but how can i retrieve real filenames of decoded files? Filenames are RandomNumbers without any extensions, how can i retrieve original filenames?
Thanks. H.Ahmadi
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aluigi
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Post subject: Re: MotorM4x decoder question Posted: 11 May 2009 11:53 |
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Joined: 13 Aug 2007 21:44 Posts: 4068 Location: http://aluigi.org
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the answer is yes and no :) practically in motorm4x the names inside the zip files (dtf, scn and everything else in the root of the "media" folder) are something like a checksum, so it's possible to do "name->number" but not "number->name".
for example the first file read by MotorM4x is "187107269.program" from table.dtf (I have not verified where is got that "number.program" anyway it's NOT calculated at runtime) and in this file are located some "source" commands like "source Leaves.hlsl" so then the program performs this particular name2num on "Leaves.hlsl" and searchs and loads the file 1051128870.
in attachment there is a quick tool which performs this name2num thing, it's totally useless for what you need but at least gives an example of what I mean
Attachments: |
File comment: example: motorm4x_name.exe Leaves.hlsl
motorm4x_name.zip [2.05 KiB]
Downloaded 76 times
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Ahmadi
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Post subject: Re: MotorM4x decoder question Posted: 11 May 2009 14:27 |
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Joined: 11 May 2009 08:28 Posts: 2
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Hi Thank you very much Mr.Auriemma The problem solved. Did you done any research on .cfx shaders file? Contain of it's shader also is locked. Im not success to find encrypt key of the files. Note :The mentioned .cfx files is not relative to MotorM4X.
Thank you for your attention. H.Ahmadi
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aluigi
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Post subject: Re: MotorM4x decoder question Posted: 11 May 2009 15:52 |
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Joined: 13 Aug 2007 21:44 Posts: 4068 Location: http://aluigi.org
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no, I have no experience with graphic files like shaders, meshes and so on
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