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Call Of Duty Emblem Specs

Formats and specifications of Call Of Duty Emblems and other User Generated Content I'm currently working on a universal emblem editor but until it is clean enough for release I will leave this repo up. I currently only have access to Black Ops II, III and IIII for PC so if someone would like to help me w/ other CODS that would be a huge help.

Black Ops II

EmblemID(UInt16), Red(float32), Green(float32), Blue(float32), Alpha(float32), PosX(float32), PosY(float32), ScaleX(float32), ScaleY(float32), Rotation(float32)[Degrees], Outlined(byte)[Bool], Flipped(byte)[Bool], Padding(2 Bytes)

  • True Scale is equal to 2^ScaleVal and to convert back (e.g. you have the value 50% or 0.5) use log2(Scale)
  • Position is equal to the % of the screen away from the center
    • e.g. if the center of the emblem was placed on the right edge of the viewing window PosX is 1.0 and on the left edge -1.0 because it is 100% of the distance from the center (Actually it might be 0.5 and 50%, can't remember rn)
    • Values can be more than +-100%
  • There can be 32 layers. One layer has 44 bytes and an entire emblem has 1408 bytes.

Black Ops III

MaterialID(UInt16), Red_1(float32), Green_1(float32), Blue_1(float32), Alpha_1(float32), Red_2(float32), Green_2(float32), Blue_2(float32), Alpha_2(float32), Radial_Gradient(UInt16)[Bool], Gradient_Rotation(float32)[Degrees], Gradient_Pos(float32), PosX(float32), PosY(float32), ScaleX(float32), ScaleY(float32), Rotation(float32), UNKNOWN(UInt16), UNKNOWN(UInt16), Material_ScaleX(float32), Material_ScaleY(float32), Material_Rotation(float32)[Degrees], Outlined(byte)[Bool], Flipped(byte)[Bool], UNKNOWN(byte), UNKNOWN(byte), EmblemID(UInt8), END_LAYER(UInt8)

  • I just started working on BO3 the same day as I am writing this so I haven't figured out the pos and scale algorithms as well as a few unknown values which seem to me like padding
  • There are two colors in BO3 so that you can do gradients. Having 2 different colors automatically enables the gradient mode
  • The boolean value for Radial Gradient Mode takes up 4 entire bytes for some reason
  • Every layer ends with FF00
  • If a layer is using a color instead of a material the material ID should be FFFF
  • There can be 64 layers. One layer has 96 bytes and an entire emblem has 6144 bytes.

How To Use

For the most part you will need to find the offsets and addresses for your own specific use cases

Black Ops II PC

The most recently loaded emblems will always be at 0x02947A68, 0x02947FF8, 0x02948588, 0x02948B18, 0x029490A8, 0x02949638, 0x02949BC8, 0x0294A158, 0x0294A6E8, 0x0294AC78. This is the entire page of emblems if you were to look in baracks or on CODTV etc. In order to apply a custom emblem you can write it to the address 0x0294B7A0 while you are in the emblem editor currently editing an emblem. That is the address for the emblem in the editor so if you write to that you can just save it as a new emblem or you can see modifications to the emblem on the fly if you just continuosly write to it.

Black Ops III PC

I'm still having trouble finding emblems, but it seems a few are loaded between 0x7FF7DD415D9C and 0x7FF7DD424FA3. Similar to BO2, you can use the address for the emblem in the editor, which is 0x7FF7DD4207BC, in order to apply custom emblems.

Risks / Banning

So far I haven't been banned on either game for tampering with emblems. BO2 will just let you run Wire Shark, Cheat Engine and inject stuff into the memory where emblems are no problem. BO3 will automatically crash as an Anti-Debug defence if you launch anything too sus so make sure you use Windows Resource Monitor to suspend the BO3 process before you launch your memory inspector of choice. If you write your own program to read / edit the addresses, once you know what they are, then BO3 will barely ever crash on you.

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