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Old 01-25-2004, 08:06 PM   #1
Rusty_le_Cyborg
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Default CSX file formats??? Help please...

Aloha!

Firstly I own CSX so nothing that follows is illegal (I hope!)

I'm a big fan of skinning etc (can't actually do it, but love people's works!) and wanted to get the new uniforms from CSX into CS1.6.

I've managed to get a snapshot of the CSX ISO and have found out what files are contained on it.

It seems entire levels are stored in wad files, sounds are in similar with index files and then there are movies and a couple of oridinary WMA files for the menu and startup music.

Does anyone know anything about these formats??? -

SXWad - Levels (including Maps, Models etc...)

XWB - Sound files (wave files contained)
XSB - Indexes for above format

XVM - Movie files....

I'll post the directory tree so you can see how it is laid out. I suspect that in each SXWad there is a whole directory tree like your PC CS directory....

Oh yes, as you will see it already includes Office and Militia so these were just activated by an Xbox Live update. No other maps it seems....

Cheers for now

0000000000,\
0000475836,\de_piranesi.SXWad
0000450517,\de_inferno.SXWad
0000526435,\de_stadium.SXWad
0000501393,\de_prodigy.SXWad
0000376054,\de_dust.SXWad
0000351517,\de_corruption.SXWad
0000425696,\de_fastline.SXWad
0000401106,\de_dust2.SXWad
0000650635,\FrontEnd.SXWad
0000650079,\downloader.xbe
0000669765,\update.xbe
0000575018,\de_training.SXWad
0000550689,\de_tides.SXWad
0000625014,\de_vostok.SXWad
0000600041,\de_truth.SXWad
0000326243,\de_chateau.SXWad
0000072045,\cs_havana.SXWad
0000057619,\CacheTree-Spanish.SXWad
0000123017,\cs_miami.SXWad
0000097706,\cs_italy.SXWad
0000014616,\CacheTree-French.SXWad
0000000265,\CacheTree-English.SXWad
0000043434,\CacheTree-Korean.SXWad
0000029019,\CacheTree-Italian.SXWad
0000252458,\de_airstrip.SXWad
0000250518,\default.xbe
0000302104,\de_cbble.SXWad
0000277383,\de_aztec.SXWad
0000174192,\cs_office.SXWad
0000148728,\cs_militia.SXWad
0000224408,\dashupdate.xbe
0000199199,\cs_training.SXWad
0000670931,\Media\
0000684709,\Media\Wave.xwb
0000684708,\Media\Sound.xsb
0000682297,\Media\CounterStrike.uix
0000670932,\Media\arialuni.ttf
0000683887,\Media\InGame.uix
0000683118,\Media\dlcustom.xpr
0000783378,\Media\Videos\
0000817567,\Media\Videos\Valve_Logo.xmv
0000816249,\Media\Videos\MGS_Logo.xmv
0000783379,\Media\Videos\AttractMovie.xmv
0000796653,\Media\Videos\Credits.xmv
0000815589,\Media\Videos\ESRB.xmv
0000684802,\Media\sound\
0000758047,\Media\sound\DVDde_prodigy.xwb
0000749673,\Media\sound\DVDde_piranesi.xwb
0000758343,\Media\sound\DVDde_tides.xwb
0000758210,\Media\sound\DVDde_stadium.xwb
0000749317,\Media\sound\DVDde_fastline.xwb
0000749316,\Media\sound\DVDde_fastline.xsb
0000749672,\Media\sound\DVDde_piranesi.xsb
0000749523,\Media\sound\DVDde_inferno.xwb
0000762802,\Media\sound\DVDde_training.xwb
0000782307,\Media\sound\soundtrack.xsb
0000782309,\Media\sound\UIXDefault.xwb
0000782308,\Media\sound\UIXDefault.xsb
0000772480,\Media\sound\DVDde_truth.xwb
0000772479,\Media\sound\DVDde_truth.xsb
0000772630,\Media\sound\DVDde_vostok.xwb
0000772629,\Media\sound\DVDde_vostok.xsb
0000698453,\Media\sound\DVDcs_miami.xwb
0000698452,\Media\sound\DVDcs_miami.xsb
0000698602,\Media\sound\DVDcs_militia.xsb
0000702036,\Media\sound\DVDcs_office.xsb
0000698603,\Media\sound\DVDcs_militia.xwb
0000684812,\Media\sound\DVDcs_havana.xsb
0000684803,\Media\sound\dspimage.bin
0000684813,\Media\sound\DVDcs_havana.xwb
0000688775,\Media\sound\DVDcs_italy.xwb
0000688774,\Media\sound\DVDcs_italy.xsb
0000702037,\Media\sound\DVDcs_office.xwb
0000737284,\Media\sound\DVDde_chateau.xwb
0000727607,\Media\sound\DVDde_cbble.xwb
0000716757,\Media\sound\DVDde_aztec.xwb
0000745355,\Media\sound\DVDde_dust2.xwb
0000741394,\Media\sound\DVDde_dust.xwb
0000737433,\Media\sound\DVDde_corruptio.xwb
0000712168,\Media\sound\DVDde_airstrip.xwb
0000702490,\Media\sound\DVDcs_training.xsb
0000702491,\Media\sound\DVDcs_training.xwb
0000716756,\Media\sound\DVDde_aztec.xsb
0000782347,\Media\sound\soundtrack\
0000783012,\Media\sound\soundtrack\launcherloop.wm a
0000782348,\Media\sound\soundtrack\downed_intro.wm a
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Old 01-25-2004, 11:25 PM   #2
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Default Re: CSX file formats??? Help please...

um, the models, maps, and sounds from csx are the same (from what I can tell) as the contents found in the condition zero leak from september. Many of us at the forums have been using the player and weapon models for some time now. Also a "new" leak has emerged recently that's basically the same thing as csx.
Now I know you emphasized that you aren't doing anything illegal at the moment. I'm mearly implying that what you want to do is unnecessary given that all the contents are already in the proper formats on the net. And I doubt you will find some kind of developer software that will enable you to do the conversions you need.
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Old 01-26-2004, 06:14 PM   #3
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Default Re: CSX file formats??? Help please...

rgr the new leak is the multiplayer support for the game. You can play cz with all the new models, maps and sounds over steam.

very nice skinning on ct models btw.
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Old 01-26-2004, 08:05 PM   #4
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Default Re: CSX file formats??? Help please...

Hey, what happened to the origional l33t model. I remember when it was on the official cz site, its still on the ritual cz site. I guess its the same as the l33t, except the old one didnt have a headset. I like the headset, but i kinda like this one better.



I hope someone somehow gets ahold of this one.
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Old 01-27-2004, 01:10 AM   #5
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Default Re: CSX file formats??? Help please...

Incorrect. Believe it. CSX has some more models then CZ. There are some more models on CSX. You can see there are jungle camo units and other units which aren't on CZ.
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Old 01-27-2004, 01:33 AM   #6
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Default Re: CSX file formats??? Help please...

Thats only the skin's textures, and they have already been released on the PC, so you can choose which texture you use.
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Old 01-27-2004, 02:34 AM   #7
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Default Re: CSX file formats??? Help please...

Now I could be wrong, but every EULA i've ever seen includes a bit about reverse engineering content and the legal stipulations. CSX content is probably restricted to use on the X-Box platform, exclusively. Realisticly, the chances of anybody hounding you about it, especially for personal use only, are slim to none.

on to the file formats -

What you're looking at are X-Box exclusive file formats that probably require specific libraries that are native to that system in order to be read. Typical console approach. As such, the only way to read those files is if you have access to the X-Box development tools (yes, i recognize the 'wad' part of the file extension as quake-engine native wad files - trust me, they are not). They're roughly $10k and included with an X-box dev kit, which M$ only distributes to development studios. You're more than welcome to keep trying but don't expect good results.
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Old 01-27-2004, 11:32 AM   #8
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Default Re: CSX file formats??? Help please...

Hey kanaeda, what are you working on right now. Matrix Online? That would be cool. I also wonder what ritual is up to, since Team Sabre is out. Probably on vacation.
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Old 01-27-2004, 01:26 PM   #9
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Default Re: CSX file formats??? Help please...

Quote:
Hey kanaeda, what are you working on right now. Matrix Online? That would be cool. I also wonder what ritual is up to, since Team Sabre is out. Probably on vacation.
i wish [img]/forums/images/graemlins/frown.gif[/img]
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Old 01-27-2004, 06:57 PM   #10
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Default Re: CSX file formats??? Help please...

No Matrix: Online for me. It's the usual game industry fare - can't talk about it until they make a public announcement of some kind.
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Old 01-27-2004, 07:25 PM   #11
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gotcha
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Old 01-27-2004, 07:34 PM   #12
Rusty_le_Cyborg
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Default Re: CSX file formats??? Help please...

Hmmm....yes kanaeda. I've seen a copy of the Xbox Dev Kit but it doesn't seem to have anything of use to me except the XACT audio program, but even that can't make files back to the original format. I could be wrong though.

Maybe if I was to program my Xbox etc but it would probably mess it up and I can't afford another!!!

Oh well, the search goes on :-) !!!!!

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Old 01-27-2004, 09:09 PM   #13
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Default Re: CSX file formats??? Help please...

You really want to go through with this? You should pm Gambit, he has been working on a pack that has most of the models and sounds. He could probably get them for you, or try to get ahold of the new cz leak.
BTW, it is my understanding that you cannot extract all the files from an xbox disc with a computer's dvd-rom. However, I am not sure what files only the xbox dvd-rom can read, it might just be the copy-protection stuff. Supposedly you need a modded xbox to ftp the files from a disc to your computer. But it looks like the files you want are readable by your computer.
Good luck, I just see it as a waste of time.
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Old 01-28-2004, 02:14 PM   #14
Rusty_le_Cyborg
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Default Re: CSX file formats??? Help please...

Hi again

Yes I fancy having a try at least :-)

I could always add different textures to the CZ ones if unsuccessful.

I actually DO own CSX but the image I have is one I got later. My Xbox is not modded and I think it might upset the kids if I kill it!!!



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Old 01-28-2004, 02:40 PM   #15
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cool, well like i said, good luck!
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Old 02-19-2004, 06:14 PM   #16
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Default Re: CSX file formats??? Help please...

I should check out ritualistic more often. I could have cleared up a lot of this and saved you some time.

You won't be able to get anything useful out of the CSX assets. Here's why:

.sxwad was a format developed specifically for CSX (it's not part of the xbox XDK) to facilitate fast, streaming, threaded level loads from the DVD. The compression format is unique to CSX, so there's not a decompressor around (except the CSX binary).

Models in CSX are a different format (optimized for xbox - the PC half-life model format is pretty crappy because it stores euler rotations for all bones instead of the optimized quaternions that the CSX version uses) and the model format changed enough by the end of the project that you can't decompile it with PC tools.

The textures are not stored in the model files (well, they are, but those are the old crappy 8-bit PC counter-strike textures which are never loaded by the engine) but in separate 32-bit resource bundles that are embedded in the sxwad. again, the resource bundles are substantially different from the ones generated by the bundling tool that ships with xbox XDK (we needed added functionality so we ended up writing our own exporter).

the BSP format has also changed, because we don't keep visibility information; on xbox it's cheaper to render the entire level every frame from a static pushbuffer instead of figuring out which components to render. so the bsp format is changed to be pushbuffer friendly and wouldn't be useful on the PC anyway.

the sounds are in fact in xact soundbank and wavebanks. AFAIK you can't get the sound effects *out* of a wavebank, only compile new ones from source art and the xact main project file (which didn't ship with the game).

So there's no use for the sounds, textures, models, or BSP in the game, if you could decompress and extract the contents of the sxwad (which you can't).

You're better off using whatever assets leaked from the PC game.

To not end on a total down note, a couple silly easter eggs:

change your profile name to

!!UNDONE!!

or

PlumRugOfDoom

(friends suggested I put the second one in back during a purple hair stint I had -- it only makes a difference on de_prodigy)

Joe
Sigh. I need to change my signature I guess, since I've been at Monolith for almost 3 months now
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Old 02-19-2004, 06:39 PM   #17
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Default Re: CSX file formats??? Help please...

Wow, that was nice of you to clue us in, and save someone some trouble.
Just out of curiosity, was it just you and chris who moved to monolith, and why? (can't ask the cool question: what are you working on, because chris already said you guys can't say). If you don't want to answer it its cool, like I said just curious (nothing much going on around here as you can see).
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Old 02-19-2004, 08:41 PM   #18
Rusty_le_Cyborg
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Default Re: CSX file formats??? Help please...

Hey thanks a lot Joe!!!

Not to worry. It's nice to know that it can't be done at least :-)

The skins etc from the leaks seem to be quite prolific now and as soon as CZ ships I'll be poking around it I guess...

I have another question for you though... because each "mission" only has one CT, T and H combination does it mean that the engine has been adapted somewhat to get away from the choosing of various CTs and Ts?

BTW - Nice little Easter Eggs!!! Any more interesting ones???
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Old 02-19-2004, 11:07 PM   #19
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Default Re: CSX file formats??? Help please...

Quote:

I have another question for you though... because each "mission" only has one CT, T and H combination does it mean that the engine has been adapted somewhat to get away from the choosing of various CTs and Ts?

There were three reasons for choosing a single CT, T, and H combo for each mission.

One is memory; the skin, bone, animation, and texture data for each model is very memory intensive.

The second is team recognition. The most frustrating thing for new players in PC CS is the wide choice of player looks in the game that are all available at any time. It makes it very difficult to tell whether somebody's a friend or enemy. So we specifically chose player T and CT models on a per-level basis that had drastically different texture and model silhouettes so new players could tell quickly who was on what team.

The third reason was to show off a bunch more of the sweet ritual models & textures than we'd be able to if we had a total of 8 or 10 character skins available in the game (CSX has what, 28? something like that, I can't remember)
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Old 06-22-2005, 08:09 PM   #20
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Default Re: CSX file formats??? Help please...

Quote:
Originally posted by gunfu:
You won't be able to get anything useful out of the CSX assets. Here's why:

.sxwad was a format developed specifically for CSX (it's not part of the xbox XDK) to facilitate fast, streaming, threaded level loads from the DVD. The compression format is unique to CSX, so there's not a decompressor around (except the CSX binary).

Models in CSX are a different format (optimized for xbox - the PC half-life model format is pretty crappy because it stores euler rotations for all bones instead of the optimized quaternions that the CSX version uses) and the model format changed enough by the end of the project that you can't decompile it with PC tools.

The textures are not stored in the model files (well, they are, but those are the old crappy 8-bit PC counter-strike textures which are never loaded by the engine) but in separate 32-bit resource bundles that are embedded in the sxwad. again, the resource bundles are substantially different from the ones generated by the bundling tool that ships with xbox XDK (we needed added functionality so we ended up writing our own exporter).

the BSP format has also changed, because we don't keep visibility information; on xbox it's cheaper to render the entire level every frame from a static pushbuffer instead of figuring out which components to render. so the bsp format is changed to be pushbuffer friendly and wouldn't be useful on the PC anyway.

the sounds are in fact in xact soundbank and wavebanks. AFAIK you can't get the sound effects *out* of a wavebank, only compile new ones from source art and the xact main project file (which didn't ship with the game).

So there's no use for the sounds, textures, models, or BSP in the game, if you could decompress and extract the contents of the sxwad (which you can't).
Alright now to clear up some other information that I've discovered. The fact that we could get any texture, model, sound, or whatever from CSX states how I'm going to respond to your statements. You say that none of them work on CS for PC, however, I have tested this and they all work! However, some of the files you have to run through some programs to get them all working (such as texture designers, or the like). The audio (in some circumstances) does not, however that does not worry me at all.
You should have looked into something similar to Halo's .MAP files instead of creating your own compressed directory. I'm sure of all people, VALVe could've predicted that their SXWad file could be cracked. Now, we cannot build a SXWad from scratch, as you said you must have the debug CSX to do this. And it's not really any concern. MultiEx simply replaces files in the archive with any file we inject. Of course, some BSPs require more model placeholders.. those *1-*80 in your "Dust". The other SXWads have more placeholders though so that became again, no problem at all. I'm not trying to hurt VALVe or sound demoting to you in any way, Joe, but simply that they could've looked into a more "secure" way of doing things. After all, you have plenty of years to see what people have done to CS for PC. If you have any questions to me regarding CSX or any of the files in CSX, feel free to e-mail me at zx_storm@yahoo.com or the.only.storm@gmail.com.

I do have 1 question I would like to ask Joe/VALVe, in regards if you do not believe what I am saying. Why did you take out cs_downed from CSX? You have the "preview screen" (as I call it) of what appears to be a remake of cs_downed in FrontEnd.SXWad XPR files. Did you run into problems while importing this or what?

From a truly appreciated buyer and supporter of Counter Strike for the XBox, I would like to thank you for what you've done.
-James (Storm)
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Old 02-24-2004, 11:16 AM   #21
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Default Re: CSX file formats??? Help please...

I really want the spetznaz models to use in cs 1.6
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Old 03-03-2004, 09:30 AM   #22
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Default Re: CSX file formats??? Help please...

Okay Joe firstly thanks for such an informative reply to the model questions but (!) I've been musing over a new question for you :-)

Seeing as Inferno and Office were not strictly "exclusive content downloads" as Microsoft seems to think and were only "activated" in some way via a small patch or whatever....does this mean that there will be no more map/model downloads possible for CSX?

I think it is limited somewhat because each sxwad is around 50 megs, though not a problem for broadband/cable users is still a bit of a problem storage wise.

I'd be interested to know, though MS might not like the answer to be made public..... :-)

Cheers for now

PS - If you would like to PM me with a development kit, I'd be much obliged!! J/K!!!
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Old 03-03-2004, 04:29 PM   #23
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Default Re: CSX file formats??? Help please...

Sorry, I'm not Joe. But I think everyone knows what you're talking about. M$ is just pulling everyone's leg to get live. The CSX team put in work, got it done and thats it. No more models or maps sorry. Those "exclusive downloads" are all your gonna see.
Ofcourse, I'm no dev, and I'm sure you wan't "Joe" to respond. But here's your answer anyway.
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Old 03-05-2004, 08:04 PM   #24
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Default Re: CSX file formats??? Help please...

Hi Automator

I figured as much, but was just wondering if there was any "official" word.

I'd still like to know if there are any more Easter Eggs too!! Those others were a fun "exclusive" for the forum...

Cheers for now
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Old 03-06-2004, 12:46 AM   #25
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Default Re: CSX file formats??? Help please...

Quote:

Seeing as Inferno and Office were not strictly "exclusive content downloads" as Microsoft seems to think and were only "activated" in some way via a small patch or whatever....does this mean that there will be no more map/model downloads possible for CSX?

OK so I'll qualify a couple things right now: the proposal to put the two unlockable missions on the DVD was *mine*, not Microsoft's, ie they didn't push that down our throat. Each extra content download package requires a separate pass through certification, which is a) a pain in the ass for developers b) a lot of extra time for developers (our first cert approach for the release SKU was a 72-hour non-sleeping stretch, which I never want to repeat on a project ever) and c) costs Microsoft about $10k per cert submission to get properly tested. Each content download package has to be tested for each territory localized, and if *any* territory fails, the entire package has to be resubmitted.

The guys who I used to work with at Nerve told me they had good success with their first unlockable Wolfenstein content pack being on the DVD, so I wanted to go that way because our schedule was just too tight to do anything else. Microsoft was very cool and supportive in that decision.

That all said, we engineered the content download system so that in order to add new downloadable content, all that's required is an additional sxwad, additional xact audio content (if there's level-specific audio), an additional xpr pack, and a new UI file that exposes the additional levels. Well, and some modifications to the xbox live support stuff to do proper matchmaking.

At this point, Ritual isn't in control of what might or might not go into any expansion. Really, neither is Microsoft; it's all on Valve's shoulders. If they decided they wanted to support the xbox community and release more missions, they could. I don't know how likely that is (I don't know if they have any xbox development hardware in-house at Valve now or not, or any engineers that know how to program xbox stuff if they need any game-side changes). I know that CSX has gone pretty far over initial MS sales predictions, but I don't know if it's matched Valve's internal predictions or not, which is probably what would determine whether or not they want to put more money and resources into supporting an already shipped product.

Quote:

I think it is limited somewhat because each sxwad is around 50 megs, though not a problem for broadband/cable users is still a bit of a problem storage wise.

I don't think that's necessarily the case. The only time that becomes a problem is if *all* the title persistent storage space on the drive is used, and then the xbox starts deleting (non subscription) content based on the least recently played game.

I don't think it's out of the question for more content to show up; it's certianly not technically difficult (other than generating the content and going through the certification process on the levels, artwork, etc), and I have no idea if the interest is there from Valve to do it or not (Valve is 100% responsible for any additional content at this point).

Hope that helps...

Joe
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