I will try to do my best to update this with most of my newest research as I continue on with the project. I plan on making beloved Mod Tools for Bad Company 2. So far we can remove the “safe play area” so you can go exploring outside of the map with no problems. I do think something similar will be done for Battlefield 3 (Frostbite 2 Engine) but you never know. So far from what I can tell most of the files are way different and look just like raw data at a glance. (I will post/talk about my Battlefield 3 Venice Mod Tools at a later date).
It seems like no body has really taken a crack at the game files. Or if they did, its incorrect except for 1 or 2 items, which won’t cut it at all. So far my current tool does not extract all the files that are found inside of the fbrb archive. It extracts the majority of them which is a hell lot more than what I can say for other bms scripts. (~39 Files :: ~10MB of data???? wtf, versus ~348 Files :: ~90MB of Data)
struct fbrb_header { public char[] m_magic; // "FbRB" public int m_firstFileSize; } struct fbrb_containerHeader { public int m_version; public int m_fileNameTableSize; // String Data Here public int m_numFiles; // Not part of struct, adding for ease public List szItems; } struct containerHeader_Item { public int m_fileNameOffset; public int m_fileFlags; public int m_fileDataOffset; // Inside Data Container public int m_fileDataSize; // Inside Data Container public int m_fileDataSize_1; // Unknown public int m_fileTypeOffset; // Read As String to Figure out what kind // Not part of struct, adding for ease public string szFileType; public string szFileName; }
Thats all for now folks.