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  1. #1
    Insane's Avatar
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    Extracted MW3 .FF

    MW3 .FF's are encrypted, and someone successfully extracted:

    maps/mp/mp_seatown_fx.gsc

    Code:
    
    main()
    {
     
    //ambient fx
     
    // level._effect[ "sand_storm_light_outside" ]            = loadfx( "weather/sand_storm_mp_dome_exterior" );
    // level._effect[ "sand_storm_light_inside" ]             = loadfx( "weather/sand_storm_mp_dome_interior" );
    // level._effect[ "sand_storm_light_inside_outdoor_only" ]      = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
    // level._effect[ "sand_spray_detail_runner0x400" ]             = loadfx( "dust/sand_spray_detail_runner_0x400" );
    // level._effect[ "sand_spray_detail_runner400x400" ]      = loadfx( "dust/sand_spray_detail_runner_400x400" );
       level._effect["sand_spray_detail_oriented_runner_mp_dome"]= loadfx("dust/sand_spray_detail_oriented_runner_mp_dome");
    // level._effect[ "sand_spray_cliff_oriented_runner" ]    = loadfx( "dust/sand_spray_cliff_oriented_runner" );
     
    // level._effect[ "hallway_smoke" ]                        = loadfx( "smoke/hallway_smoke_light" );
    // level._effect[ "light_shaft_dust_large" ]               = loadfx( "dust/light_shaft_dust_large" );
    // level._effect[ "room_dust_200_blend" ]                       = loadfx( "dust/room_dust_200_blend" );
       level._effect["room_dust_100"]= loadfx("dust/room_dust_100_blend");
       level._effect["battlefield_smokebank_S_warm"]= loadfx("smoke/battlefield_smokebank_S_warm");
    // level._effect[ "dust_ceiling_ash_large" ]               = loadfx( "dust/dust_ceiling_ash_large" );
    // level._effect[ "ash_spiral_runner" ]                   = loadfx( "dust/ash_spiral_runner" );
       level._effect["dust_wind_fast_paper"]= loadfx("dust/dust_wind_fast_paper");
    // level._effect[ "dust_wind_slow_paper" ]                      = loadfx( "dust/dust_wind_slow_paper" );
       level._effect["trash_spiral_runner"]= loadfx("misc/trash_spiral_runner");
    // level._effect[ "leaves_spiral_runner" ]                      = loadfx( "misc/leaves_spiral_runner" );
    // level._effect[ "dust_ceiling_ash_large_mp_vacant" ]    = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
       level._effect["room_dust_200_mp_seatown"]= loadfx("dust/room_dust_200_blend_mp_seatown");
    // level._effect[ "light_shaft_dust_large_mp_vacant" ]    = loadfx( "dust/light_shaft_dust_large_mp_vacant" );
    // level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ]  = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );
     
    // level._effect[ "falling_brick_runner" ]                      = loadfx( "misc/falling_brick_runner" );
    // level._effect[ "falling_brick_runner_line_400" ]        = loadfx( "misc/falling_brick_runner_line_400" );
    // level._effect[ "firelp_med_pm" ]                             = loadfx( "fire/firelp_med_pm_nodistort" );
    // level._effect[ "firelp_small_pm" ]                      = loadfx( "fire/firelp_small_pm" );
       level._effect["ceiling_smoke_seatown"]= loadfx("weather/ceiling_smoke_seatown");
       level._effect["insects_carcass_flies"]= loadfx("misc/insects_carcass_flies");
    // level._effect[ "fire_falling_runner_point" ]           = loadfx( "fire/fire_falling_runner_point" );
       level._effect["spark_fall_runner_mp"]= loadfx("explosions/spark_fall_runner_mp");
       level._effect["seatown_lookout_splash_runner"]= loadfx("water/seatown_lookout_splash_runner");
       level._effect["seatown_pillar_mist"]= loadfx("water/seatown_pillar_mist");
       level._effect["palm_leaves"]= loadfx("misc/palm_leaves");
       level._effect["falling_dirt_frequent_runner"]= loadfx("dust/falling_dirt_frequent_runner");
    // level._effect[ "sea_mist" ]                            = loadfx( "water/sea_mist" );
       level._effect["flocking_birds_mp"]= loadfx("misc/flocking_birds_mp");
       level._effect["insects_light_hunted_a_mp"]= loadfx("misc/insects_light_hunted_a_mp");
       level._effect["firelp_small_cheap_mp"]= loadfx("fire/firelp_small_cheap_mp");
       level._effect["car_fire_mp"]= loadfx("fire/car_fire_mp");
       level._effect["bg_smoke_plume"]= loadfx("smoke/bg_smoke_plume");
       level._effect["room_dust_200_blend_seatown_wind_fast"]= loadfx("dust/room_dust_200_blend_seatown_wind_fast");
     
    /#
    if( getdvar("clientSideEffects","1")!="1")
      maps\createfx\mp_seatown_fx::main();
    #/
     
    }
    Pastebin

    Enjoy

    Note: Believe this was done for xbox, but we could learn from it
    Last edited by Insane; 11-05-2011 at 09:45 PM.

    Ex Middleman

  2. The Following User Says Thank You to Insane For This Useful Post:

    SneakyPete (11-06-2011)

  3. #2
    lolbie's Avatar
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    nice one .
    I love it when people keep their agreements /sarcasm ftw

  4. #3
    mathieutje12's Avatar
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    The maps/mp/mp_MAPNAME_fx.gsc files arent encrypted everyone can open them with FFvieuwer

  5. The Following User Says Thank You to mathieutje12 For This Useful Post:

    Insane (11-10-2011)

  6. #4
    Insane's Avatar
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    Quote Originally Posted by mathieutje12 View Post
    The maps/mp/mp_MAPNAME_fx.gsc files arent encrypted everyone can open them with FFvieuwer
    These were posted before the game was released, aka, crypted. Afaik.

    Oh, and nice to see you again
    Last edited by Insane; 11-10-2011 at 02:47 PM.

    Ex Middleman

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