Post: Extracted MW3 FF
11-08-2011, 02:06 AM #1
modhacker
Save Point
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maps/mp/mp_seatown_fx.gsc

    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();
#/

}


**PROOF**
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The following user groaned modhacker for this awful post:

Docko412
11-10-2011, 01:41 AM #2
Woof
...hmm
Whats the proof suposed to show? that its a file? lol

The following user thanked Woof for this useful post:

xiiBomberHD
11-10-2011, 02:24 AM #3
ExceptionHell
▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄ ▀▄
lol you have public and private key ?
11-10-2011, 02:53 AM #4
0xFa1z
Splicer
If u know anything about decryption, sometimes u dont actually need any keys, but still the pic doesnt show anything
Originally posted by x
lol you have public and private key ?
11-10-2011, 03:03 AM #5
Battler624
I’m too L33T
Originally posted by x
lol you have public and private key ?


this ain't black ops you dont need the public and private key
hell its the same encryption as MW2 so use the OffZip and you'll be fine
11-10-2011, 03:10 AM #6
SantaClawZ
I'm not new to this
And you think you're some kind of pro hacker for doing this..? Want a cookie?

The following 2 users say thank you to SantaClawZ for this useful post:

Dark Spirits, xiiBomberHD
11-11-2011, 09:50 PM #7
Originally posted by BFresshh View Post
Whats the proof suposed to show? that its a file? lol

well,hes actually telling the truth in some ways because the code:
    sand_storm_light_outside

is part of enviromental fx which is loaded ingame,this is caused by a trigger barrier in singleplayer or multiplayer as you can see by each of them above, but appart from that this efx isnt in any other call of dutys and i did look into the mw3 pc files and found these in one of the fast files in the zone folder, which was the map mp_seatown. the fx part was added to the fastfile but inside another thread,its hard to explain unless youve made your own game out of this engine :p

heres a noob friendly comment if you dont understand:
    the EFX (enviro FX) is real because its inside the mp_seatown fast file(.ff) and the efx is loaded in game by a trigger or by co-ords.


---------- Post added at 09:50 PM ---------- Previous post was at 09:47 PM ----------

Originally posted by Battler624 View Post
this ain't black ops you dont need the public and private key
hell its the same encryption as MW2 so use the OffZip and you'll be fine

if im correct they have somehow re-aranged all of the files into parts so that it isnt readible and the language has changed(which is the suggestion of the sony keys for encryption).

The following user thanked Uk_ViiPeR for this useful post:

Xx--AIDAN--xX
11-11-2011, 10:01 PM #8
Battler624
I’m too L33T
Originally posted by UK
well,hes actually telling the truth in some ways because the code:
    sand_storm_light_outside

is part of enviromental fx which is loaded ingame,this is caused by a trigger barrier in singleplayer or multiplayer as you can see by each of them above, but appart from that this efx isnt in any other call of dutys and i did look into the mw3 pc files and found these in one of the fast files in the zone folder, which was the map mp_seatown. the fx part was added to the fastfile but inside another thread,its hard to explain unless youve made your own game out of this engine :p

heres a noob friendly comment if you dont understand:
    the EFX (enviro FX) is real because its inside the mp_seatown fast file(.ff) and the efx is loaded in game by a trigger or by co-ords.


---------- Post added at 09:50 PM ---------- Previous post was at 09:47 PM ----------


if im correct they have somehow re-aranged all of the files into parts so that it isnt readible and the language has changed(which is the suggestion of the sony keys for encryption).



not "entirely" true they managed to somehow put the files in the default_MP and load it without the game lagging
the encryption they have it in is "i guess" is like sony .self
11-11-2011, 10:10 PM #9
Xx--AIDAN--xX
One Man Army
Originally posted by UK
well,hes actually telling the truth in some ways because the code:
    sand_storm_light_outside

is part of enviromental fx which is loaded ingame,this is caused by a trigger barrier in singleplayer or multiplayer as you can see by each of them above, but appart from that this efx isnt in any other call of dutys and i did look into the mw3 pc files and found these in one of the fast files in the zone folder, which was the map mp_seatown. the fx part was added to the fastfile but inside another thread,its hard to explain unless youve made your own game out of this engine :p

heres a noob friendly comment if you dont understand:
    the EFX (enviro FX) is real because its inside the mp_seatown fast file(.ff) and the efx is loaded in game by a trigger or by co-ords.


---------- Post added at 09:50 PM ---------- Previous post was at 09:47 PM ----------


if im correct they have somehow re-aranged all of the files into parts so that it isnt readible and the language has changed(which is the suggestion of the sony keys for encryption).

lol u just owned every1 in this thread Smile
11-11-2011, 10:20 PM #10
Originally posted by Battler624 View Post
not "entirely" true they managed to somehow put the files in the default_MP and load it without the game lagging
the encryption they have it in is "i guess" is like sony .self

ye,i agree with this statement, but my guess is that there keys are located on the disk with the bdvd loading file, because if you have noticed everygame has the same encryption after the 3.7x update.

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