H2Overdrive hacking / file extraction / HydroMod

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donnaken15
Posts: 1
Joined: Sun Jul 18, 2021 7:36 pm

H2Overdrive hacking / file extraction / HydroMod

Post by donnaken15 »

Been working on a program to extract this game's files from it's main archive, and documented how data is stored
Basically, it's not compressed nor encrypted, and at the beginning of the file (let's call it LUX), there's two values: a pointer to a file listing and a file count
The file listing has entries that are 0x60 bytes, and only identifiable values I could find are addresses and length. File names have file types prefixed instead of suffixed
Recognizable file types include: DDS, XML, INI, differently formatted text files, and Fmod banks

Screenshots (click for full images):
ImageImage
(sidenote, apparently all those data.so_coms are cmd dir logs)

The main project repo is here: https://github.com/donnaken15/HydroMod
Soon, it will have the ability to replace files or erase them, without going over the original file size, if that will even be the case

I also just made a QuickBMS script for this thing:
https://pastebin.com/XW2N5mjU
but it might just be obsoleted by this program.

The issues I'm having to face now is:
- Why the game crashes to change the entire LUX's size or a file entry's data address
- How file names work, because a short file name has random bytes right in front of it instead of zeroes
- How mesh files work. At the near end of these files, there appears to be valid float values (with some repeating in one case)