- HKX Collision Format — WD1/WD2 (Ubisoft's Havok fork) general overview
- WD2 TAG0 Collision Format — Havok 2015.1 compendium: item/fixup tables, shape graph, 11:11:10 quant decode, hkx vs .phys type tables
- Packfile Format — old packfile (Havok 2012) + TAG0 chunk format, fixup resolution
- FAT/DAT Archive Format — FAT2/FAT3/FAT5 variants, entry layouts, hash differences, .nfo pairing
- Compressed Mesh Format — hkpBvCompressedMeshTree structure, section/primitive/dataRun layout
- Injection Internals — WD1/WD2 HKX injection pipelines, format differences
- MAC Binary Format — source animation clip format (curves, skeleton, events, recursive parts)
- MAB Animation Format — compiled runtime animation (Oodle compressed, quantized u8 curves)
- Markup XML Format — event definitions referencing MAC files (footsteps, sounds, attacks)
- XBG Model Format (GeomParser Decompile) — header, hierarchy, mesh write order, bone mapping, channel refs
- Material Hex Editing — Razor tool, CRC32 lookup, hex workflow, converter bugs
- Material Binary Format — TAM\0 v7/v15 structure, param command types, ConvertMaterials.exe XML editing workflow
- XBT Texture Format — TBX header structure, _high texture system, hex analysis, hV_WD1ModdingKit workflow
- BFD Sprite Atlas Format — UI icon mappings, paired with XBT textures, percentage-based coordinates
- SPK Sound Package Format — Wwise audio wrapper, header fields, bus IDs, music library integration
- Hashing (CRC32 / CRC64_WD2)
- FEU Format (Flash UI) — SWF with UEF header, JPEXS editing, AS2 UI class hierarchy, Linux conversion
- Entity XML Structure — prototype format, hash field conventions, components
- Material Descriptors — shader parameter schema XMLs (94 in leak, 46 in WD1)
Modding
- blender-io-disrupt addon — Blender 5.0 add-on: import/export/inject XBG/GLM models, HKX collision, MAB animation, .material.bin
- installpackage-over-patch — DLL hex edit to avoid repacking patch
- Archive Load Priority — per-game archive order, DisruptManager RE
- WD2 Custom Item/Clothing Tutorial — graphickit_models/parts, items.lib, shop setup
- Character Model & Outfit Modding — WD1 outfit items, graphickit_models/parts, materials.bin, textures
- Vehicle Backfire & Ignition — BackfireSettings templates, exhaust fire sound, realistic ignition
- Adding a New Weapon — full WD1 weapon chain: model, weapons.lib, items.lib, entitylibrary_rt, depload, recoil curves
- WD2 Vehicle Handling — DriveConverter, .handling.bin ↔ XML, patch3 workflow
- Mirror Cubemap Mod — make mirrors reflective: ReflectionType=2 + ReflectionTexture via official converter
- Shader Addons — Parallellines' addonconfig.h, PBR extension, lighting fixes, community context
- Shader Editing Workflow — direct shadersobj replacement vs 3Dmigoto injection, Legion leak compiler, gridshading
- Shader Compiler Pipeline — ShaderCompiler2 (ComputeShaderID/TShaderID), FastInitData registry, .dep FNV-1 64 checksum, .header stub + DXBC format chain, recompilation results, ISGN/OSGN signature contract, WDL vs WD1 (2026-09-28)
- Asset Pipeline Formats — dev pipeline format mapping (authoring → runtime conversions)
- Community tools & references
- SMAA Notes — edge detection settings, community research
Research
- Lighting Pipeline Hooks — renderer queue RVAs, GPU light structs (SSunLight/SOmniLight/SSpotLight), LightData CB, GI probes
- Environment Lighting Parameters — environmentlighting.lib reference: sun/moon, exposure, GI probes, Dunia legacy
- SSRTGI Project — D3D11 screen-space GI ASI: UpdateCamera RVA (0x170ED50), vtable indices, HDR pre-tonemap composite, light-capture hook status
- Wii U Debug Symbols — Full unstripped symbols from USA retail disc (317K functions), Cafe OS ELF format, decompression method
- Wii U RPX → ELF Conversion — all sections zlib-compressed, rpx_to_elf.py converter, 292K-name IDC script for IDA
- SLID Format — sound event → .spk bank lookup table (13,581 entries, no magic)
- Player Watch Component — cut early-alpha wristwatch component (Feb 2012), fixed-speed seconds hand
- Depload Format — cross-game dependency preload tables (WD1 32-bit / WD2+WDL 64-bit masked CRC64)
- Engine Modules — internal library codenames (Pilot pathfinding, Storm networking, Gears serializer, DARE audio), APS progression/cut-content prefix, CDebugRecorder
- Havok Repos — GitHub/GitLab repos with HKX parsing (hkparse, HKX2, BlenderAddon, etc.)
- Legion Primitive Files — Havok 2017.2 class definitions from WDL leak
- Decompiled DLLs — IDA Hex-Rays output from Ubisoft leak (GeomParser, DuniaDemo, gxasset, etc.)
Watch Dogs 2
Data