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Hashing function wrapper: http://pastebin.com/PAGMxLK6 Requires the hashing function dll: https://www.dropbox.com/s/c1mwqvn8mow3de7/payday2hash64.dll?dl=0
Archive tools: http://pastebin.com/sbtDtGWN When run directly, extract all files in D:/mydump.
Mission parser: http://pastebin.com/vZnAxYq0
Main: http://pastebin.com/CGFeQzir
*removed, use link in first post*
This suggests that the bundles contain assets that are not referenced anymore or have never been referenced. So there is a limit on the things we can resolve. On the bright side, the unused assets are all placed next to each other in the main folder (with the hashed name, sadly).
Of course, I have probably missed some textures. Any confirmed ingame sighting of any missing texture is greatly appreciated.
Is this one actually used? http://i.imgur.com/ABnMTLy.png
If it's just git related couldn't we use one of the decompiled lua git repo's and run the script through each tagged commit? Too bad no one keeps the assets version controlled I guess?
You seem to have the majority of it sorted from the looks of it. Not sure if there is much point in finishing/releasing my GPU cracker :P It's good for guessing 9ish characters, after that length it'll start to become impractical. It'd be fine with guessing audio files that have 32-bit int file names, especially since the folder names are identified by the soundbank files. Beyond that you need to apply knowledge of folder hierarchy/patterns. If I go back to working on it, using your handy script to feed the paths into my pattern analyzer would be good. Dictionary attacks with known words from all the paths could also help I guess.
I get 10 duplicates; unresolved files with the same payload as a correctly resolved file. This includes some safehouse GUI textures and the GUI texture for the mask Blister Head. So apparently they just shipped the same asset twice, but one is in an unreachable spot.
What's left are some material_configs that are not referenced by any sequence_manager and thus probably unused as well. Those configs themselves make fairly clear where they belong.
E.g. f3d1be12403a1769.material_config (this should be big endian notation, contrary to the common bundle modder) says <diffuse_texture file="units/pd2_dlc_chill/props/chl_prop_godrays/chl_godrays_01_df"/>.
And we already have units/pd2_dlc_chill/props/chl_prop_godrays/chl_prop_godrays.material_config which has the same payload.
Actually after some attempts I have identified that file as "units/pd2_dlc_chill/props/chl_prop_godrays/chl_prop_godrays_small/chl_prop_godrays_medium". Thing is, this _medium suffix is already found, but only in the folder one level above. I guess the remaining files really just need some manual intuition + some fast dict attacks.
All dialog files resolved: gamedata/dialogs/safehouse_raid
gamedata/dialogs/b_flat_stage1