April 15Apr 15 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.
April 15Apr 15 Localization I will need a sample file and I don't want to add random "junk" to my steam library even if it's free
April 15Apr 15 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?
April 15Apr 15 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
April 15Apr 15 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
April 15Apr 15 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
April 15Apr 15 Author I have also used Filecutter QuickBMS script to get the first 2 MB and the last 2MB of the files, they are on the same link -> https://gofile.io/d/F6zeDI
April 15Apr 15 You could also put the .cch file in there as well, to save downloading the 4GB archive!
April 15Apr 15 Author 7 minutes ago, DKDave said: You could also put the .cch file in there as well, to save downloading the 4GB archive! Done!
April 18Apr 18 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...
April 18Apr 18 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.
April 18Apr 18 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
April 18Apr 18 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
April 18Apr 18 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
April 18Apr 18 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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