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Zero Tolerance for Disrespect

Fallen Earth (Classic) .IFS data archive

Featured Replies

Hello!

I already searched the forums here, if anyone by any chance already had this question. I have searched the internet for such extractor too, but cannot find any.

 

I'd like to extract that IFS archive, currently it is about 4.1 GB in size and it should contain all relevant game resources, from textures to models and other stuff too.

 

Since the game is free to play, i installed it via Steam by searching "Fallen Earth Classic", and after installation is completed i went into the root installation folder, where the main file is present amongst other folders and files - data.ifs

 

Are there any tools here on this website that can work with this? How to extract this, since it is not just a different format of single file, but rather proprietary file format that acts as an archive/container for many of them.

  • Author
Just now, NeoGT404 said:

I will need a sample file and I don't want to add random "junk" to my steam library even if it's free

The data.ifs is 4.1GB i see. How and where can i even upload that? Is there any way to, i don't know, cut it into a smaller "piece"?  I know that defeats the whole purpose, but i only see the solution to uploading it whole somewhere?

  • Author
1 minute ago, NeoGT404 said:

https://gofile.io/ I think this site should allow it

Also i just found there is another file named data.ifs.cch , looks like some kind of an index for the data.ifs

 

I will try to pack them both in maximum compressed .7z and upload it to that website

1 hour ago, AndrewSDT said:

Also i just found there is another file named data.ifs.cch , looks like some kind of an index for the data.ifs

 

I will try to pack them both in maximum compressed .7z and upload it to that website

You can use the QuickBMS filecutter script to split it into a couple of smaller sample files to upload - most people won't download 4 GB just to check

 

  • Author
2 minutes ago, DKDave said:

You can use the QuickBMS filecutter script to split it into a couple of smaller sample files to upload - most people won't download 4 GB just to check

 

Well that's great because it took me this long now to even pack it and upload it, slow and old PC and even slower connection :D 

But i see what are you saying.

 

 

I resorted to ZIP file, since the 7-zip installation seems to have problems on my machine for some reasons... even with reinstalling...

So anyways, here is the link: https://gofile.io/d/F6zeDI

  • Author
7 minutes ago, DKDave said:

You could also put the .cch file in there as well, to save downloading the 4GB archive!

 

Done!

  • Author

From what i have uncovered:

The CCH file contains file paths and multiple offsets per file, the first DWORD appears to be the data offset within the IFS file (e.g., for the first file /textures/brick/brickwall008_nm.dds, the offset is 0x0F370068).

The IFS file is most likely encrypted at these offsets, because it has no known headers or no known file signatures, at least that i know of...

Also i did not include executables/binaries in the download links, but:

FEUpdater.exe contains error strings like ifsERR_ENCRYPTIONMISMATCH and a reference to a key file (.enckey.dat), which is missing in the game files. So i'm assuming that the key must be downloaded from the game server or it is generated on-runtime or something along this way...

 

The encryption remains unknown to me, it is not simple XOR nor direct zlib decompression, so i do not know...

 

also here is the complete tree file list of the game directory and all subdirs too:

https://pastebin.com/Kfh5KYm5

Now if anyone else wants to give it a try...

I've had a look at it, and the values in the table don't make sense.

Where did you get the value of 0xf370068 from?  That doesn't appear in the cch file that I can see (unless those are encrypted values in the file table).

The file structure is broken down into separate blocks.  There are 2048 sections, each with a specific number of entries.  For example, the first block has 0x13 entries.

 

  • Author
2 minutes ago, DKDave said:

I've had a look at it, and the values in the table don't make sense.

Where did you get the value of 0xf370068 from?  That doesn't appear in the cch file that I can see (unless those are encrypted values in the file table).

The file structure is broken down into separate blocks.  There are 2048 sections, each with a specific number of entries.  For example, the first block has 0x13 entries.

 

I used HxD and other similar tools from the GitHub that i've found, unless i misread something or messed something else up, i don't know... 

They may be encrypted, i think the whole file - speaking of IFS is both, encrypted and compressed somehow

  • Author

also, i just checked, the offset (if even relevant now) is on the second line of the hexdump from HxD tool:

 

 68 00 37 0F - and i treat it as LE (since BE is rarer) - so i think this is supposedly the first file entry of some sort - 0x0F370068

 

Just from reading the first block of entries, I get these values, none of which seem to match actual offsets that I can see, so they might be obfuscated in some way.

0       0x052a65f0      0x052b60c0      0x00350db8      0x000002e6      /textures/brick/brickwall008_nm.dds
1       0x052a55b8      0x052b82b8      0x003349af      0x00000004      /portal/complex_sm/cs110.mat
2       0x052682d8      0x052a7e40      0x0033135c      0x00000243      /portal/-porttext/flag08tattrd.dds
3       0x052681b8      0x0524d870      0x002e2206      0x00000004      /objects/items/liquid/tupperware_set.v3c
4       0x05219f18      0x0525b500      0x002e2168      0x000001f7      /objects/items/liquid/shotglass.v3c
5       0x052170e0      0x05210d90      0x002aabac      0x000002c8      /objects/fences/chainlink_tall/jyf_xl_06.mat
6       0x051ac828      0x0520cb80      0x0029c8ef      0x0000033d      /objects/ext/vehic/ruinedtrck01_nmfbmp.dds
7       0x05185cc0      0x051b5698      0x002366e7      0x00000004      /objects/citytile/blocks/comm01.pth
8       0x050a5b38      0x051974d0      0x0021a35d      0x00000346      /objects/bldgs/oilville/oil_twr01.pxo
9       0x050a0960      0x050b69d0      0x0038f036      0x00000370      /bolton/weapons/smgs2/sbs_smg_04_fire.v3n
10      0x05074608      0x050a7968      0x0014a658      0x000000f7      /bolton/weapons/melee2/lbr_staffblade.v3c
11      0x0503efa0      0x05075d30      0x0010c596      0x000002c7      /bolton/hmf/ind_acc/acc/pl_chtmask00.mat
12      0x050373e8      0x05043240      0x000a0892      0x00000004      /actors/hmm/anim/hmm_ufxc5006.v3b
13      0x05034928      0x05039fe0      0x0009eebe      0x000000f0      /actors/hmm/anim/hmm_ue207.v3n
14      0x05026da8      0x05030e50      0x0009a310      0x000000fb      /actors/hmm/anim/hmm_melee2_idle.v3b
15      0x05024cf0      0x0502e460      0x00095c0e      0x0000007a      /actors/hmm/anim/hmm_ttutt.v3b
16      0x05021878      0x0501f330      0x0009296c      0x000001f4      /actors/hmm/anim/hmm_1h_hook_fast01.v3n
17      0x03a60660      0x050233b8      0x000898e8      0x00000266      /actors/hmf/hmf_twn00_rig.mat
18      0x00000000      0x03a60910      0x00007698      0x00000004      /actors/crits/bwm/anim/bwm_umrsl.v3n

 

  • Author
1 minute ago, DKDave said:

Just from reading the first block of entries, I get these values, none of which seem to match actual offsets that I can see, so they might be obfuscated in some way.

0       0x052a65f0      0x052b60c0      0x00350db8      0x000002e6      /textures/brick/brickwall008_nm.dds
1       0x052a55b8      0x052b82b8      0x003349af      0x00000004      /portal/complex_sm/cs110.mat
2       0x052682d8      0x052a7e40      0x0033135c      0x00000243      /portal/-porttext/flag08tattrd.dds
3       0x052681b8      0x0524d870      0x002e2206      0x00000004      /objects/items/liquid/tupperware_set.v3c
4       0x05219f18      0x0525b500      0x002e2168      0x000001f7      /objects/items/liquid/shotglass.v3c
5       0x052170e0      0x05210d90      0x002aabac      0x000002c8      /objects/fences/chainlink_tall/jyf_xl_06.mat
6       0x051ac828      0x0520cb80      0x0029c8ef      0x0000033d      /objects/ext/vehic/ruinedtrck01_nmfbmp.dds
7       0x05185cc0      0x051b5698      0x002366e7      0x00000004      /objects/citytile/blocks/comm01.pth
8       0x050a5b38      0x051974d0      0x0021a35d      0x00000346      /objects/bldgs/oilville/oil_twr01.pxo
9       0x050a0960      0x050b69d0      0x0038f036      0x00000370      /bolton/weapons/smgs2/sbs_smg_04_fire.v3n
10      0x05074608      0x050a7968      0x0014a658      0x000000f7      /bolton/weapons/melee2/lbr_staffblade.v3c
11      0x0503efa0      0x05075d30      0x0010c596      0x000002c7      /bolton/hmf/ind_acc/acc/pl_chtmask00.mat
12      0x050373e8      0x05043240      0x000a0892      0x00000004      /actors/hmm/anim/hmm_ufxc5006.v3b
13      0x05034928      0x05039fe0      0x0009eebe      0x000000f0      /actors/hmm/anim/hmm_ue207.v3n
14      0x05026da8      0x05030e50      0x0009a310      0x000000fb      /actors/hmm/anim/hmm_melee2_idle.v3b
15      0x05024cf0      0x0502e460      0x00095c0e      0x0000007a      /actors/hmm/anim/hmm_ttutt.v3b
16      0x05021878      0x0501f330      0x0009296c      0x000001f4      /actors/hmm/anim/hmm_1h_hook_fast01.v3n
17      0x03a60660      0x050233b8      0x000898e8      0x00000266      /actors/hmf/hmf_twn00_rig.mat
18      0x00000000      0x03a60910      0x00007698      0x00000004      /actors/crits/bwm/anim/bwm_umrsl.v3n

 

and apart from all that, i see that there are supposedly some proprietary file formats, v3b, v3c, v3n, mat (material), pth (path?), pxo (3D model), DDS known for textures,  apart from me thinking that the game uses plain 3D model formats like FBX, DAE, ... that are just compressed and encrypted.. now if one manages to extract valid model or texture, for that matter, it also need to be converted into workable format :|

Yeah, i think that they are actually "hidden" - obfuscated in some form.

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