texmaps.pigg as it's name implies contains all the mission map textures. they can be called at texture_library/MAPS/(type of mission map)/mission map.texture AND .dds
some contain prefix numbering for ease of hotlinking. such as 01.texture 5 or = or ;
it takes forever for this file to fully load and especially forever for wordpad to go over the document with all the parsers and libraries that you have installed to decode it (I have a crap ton of stuff installed for gam dev so it unencrypts most of the document and usually gives further encryption keys at the bottom. obviously it will not unencrypt things like image code or or raw scripts for physixs engines
Heheh HAHAHAHHAH I have the door object location mercy I thought it would be in one of the other larger piggs glad I checked geomV1.pigg first
now if I can find a texture to match it I can complete the call string and give it a location. actually I wonder, if I gave it the door model might it automatically link to the texture in the door object's code? (a UV map)
Wait just a tiny minute! heh they give the .bounds files too, WONDERFUL I wont even have to specify a location.
you know what, I'm just gonna make a call to the entire file, it containes routers at the top to direct the client to what it needs.
OK clarifying, V1 contains .bounds only this includes ALL spawn locations for EVERYTHING enemys, event items ETC.
V2 contains the .bin files which in turn contain the model data and rigging as well as texture coordinates (UV maps) and direct links to the corresponding texture file.
we have everything, I knew all this stuff wasn;t hosted on the server, lol all this stuff is hosted on our computers, the server must answer a question and say "yes" or "no" or true or false.
from what I'm seeing here the server is being asked "is server connected? true or false." if true loadfile geomV1.pigg and GeomV2.pigg Else end function.
however this creates a problem and puts us back at square 1, now we need to decrypt the client enough to see what it's asking the server.
bin.pigg is the holy grail reference file that tells the client where to look for any of the various aspects that make up the game allong with redirect scripts. I'd consider this CoH's kernel
herobrowser.dll is nearly entirely decrypted
question, is cityofheroes.exe the client? or does it merely redirect you to another client file? ok aswered my own question, cityofheroes.exe containsthe entire CoH interface and all the calculations for menu related things. (at least thats what I'm reading here.) there is possibly more, i didn;t read the entire document, my eyes are clouding over. sleep.... ok ok a few more lines of text this stuff is good readin... from what it shows here the physics engine is present in cityofheroes.exe as is all of the geometry interpreter.
ok, that sounds like the file to target, though i still don't know what it's asking the server (8000kb is alot to read)
Codewalker, Guy, 5thhorseman anything any of you need from inside cityofheroes.exe? I have nearly the entire file decrypted.