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Diablo 4 Extraction

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Nyny, posted Thu Mar 16, 2023 1:22 pm (75942)


Hey, Im trying to extract the textures, pngs, etc from the Diablo 4 beta, but I haven't been successful....

Im using the Casc Viewer tool from blizzard but I can't seem to extract anything, maybe Im doing something wrong... Could someone give me a hand with this? Thank you!
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Nyny, posted Fri Mar 17, 2023 1:09 pm (75967)


Still trying to find a way to extract the files... I tried a couple of tools used for other blizzard games like Diablo 3 and Overwatch but the structure is completely different
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Kahuna, posted Mon Mar 20, 2023 2:49 am (75987)


You could try to ask Stiven who has already datamined the game and showed models.

Image
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coredevel, posted Mon Mar 20, 2023 9:22 pm (75992)


PlanK69 wrote:
here's all of the archive files so that some1 smart can have a look:


That's not going to work. CASC is a file system, so all the other files and folders are required too, not just the data files.
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Nyny, posted Tue Mar 21, 2023 4:28 am (75999)


Ok, so I was finally able to go thorugh the files and extract the textures, but I can't seem to conver them to DDS. It seems that the format is different than Diablo 3. Can someone help me with this?

Here is an example

https://easyupload.io/rnzg9a
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Kahuna, posted Tue Mar 21, 2023 7:24 am (76002)


Nyny wrote:
Ok, so I was finally able to go thorugh the files and extract the textures[...]


how were you able to extract the files?
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coredevel, posted Tue Mar 21, 2023 9:44 pm (76013)


Nyny wrote:
Ok, so I was finally able to go thorugh the files and extract the textures, but I can't seem to conver them to DDS. It seems that the format is different than Diablo 3. Can someone help me with this?

Here is an example


You need both files to convert, from the meta and payload folder. Meta contains the header info, and payload contains the texture data.

Post some model data too if you can extract files.
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zardalu, posted Wed Mar 22, 2023 2:32 am (76014)


A few Skeletal Meshes and a few static meshes with associated meta and payload files as well as related textures:

https://file.io/cmT63x2j4oab
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coredevel, posted Wed Mar 22, 2023 11:59 am (76022)


Thanks.

Well, that's interesting, they changed the .app model format too. Before it was a single file, now they split it up into two files, meta and payload.
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JimCollin, posted Thu Mar 23, 2023 12:08 pm (76031)


How should I convert these files to mesh? Such as .acr and many other formats
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mrt-irc, posted Thu Mar 23, 2023 9:49 pm (76035)


coredevel wrote:
Thanks.

Well, that's interesting, they changed the .app model format too. Before it was a single file, now they split it up into two files, meta and payload.


Would you mind elaborating on how to combine the meta and payload files in order to convert them to dds please? Taking the example of the 2DUI_LoadingScreen_Scosglen_Altar.tex file in the payload folder, there is no corresponding file in the meta folder with that name. Would the header file be the LoadingScreen_Default.ui file or something? And then how do we merge them?
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coredevel, posted Fri Mar 24, 2023 10:50 pm (76044)


There has to be a matching meta file for every payload file. If there isn't, then either your download is corrupt, or perhaps that file is not being used in-game or it's broken. Payload is just raw texture data, no header info. I guess it's possible that one of the files has been renamed, but where the reference is stored, who knows.

I haven't looked at textures yet, but someone else mentioned the format might be BC1 (DXT1) or BC3 (DXT5). But I would guess those are just the most common formats, as there can be dozens of formats. So, you need at least code for a BCn Texture decoder. But, if you don't want to decode it yourself, you could also try to repack the payload as a DX10 .dds file, and let some other program load it.

.tex files may actually be an atlas texture. An atlas uses a single texture space, but has other subimages packed onto it. Meta files give UV coordinates for each subimage, in floats. So, if the UV coords are (0,0,1,1), then you can assume it's a single image. Otherwise, you might have to extract the subimages yourself.

Meta:
(0x00) 0xDEADBEEF id
(0x04) 0xFC2EC4E0 version? file type?

(0x18) DWORD texture format? 41, 49?
(0x20) WORD width (usually powers of 2)
(0x22) WORD height (usually powers of 2)

List of subimages follow.

last 0x020 bytes of each subimage block:
0,0,1,1 (4 floats) top UL corner?
0,0,1,1 (4 floats) bottom LR corner?

BTW, there is another .tex file version of 0x6D1931A9, which is similar, but may have slightly different offsets.
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