neam

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  • in reply to: Edit sound files? #166053
    neam
    Participant

    It seems that this is a custom fsb5 format (fmod sound bank). I can’t do anything right now (I’m working on a rbm converter), but maybe after that I’ll take a look.

    neam
    Participant

    Hi ! There’s a readme file in the mod that gives you some help with identifiers.
    So. You’ll find a file named E96D585E.aaf. Open that file with SmallUnpack (drag it and drop it above SmallUnpack.exe) it will create E96D585E_unpack.
    (beforehand, copy that file somewhere near the root of your disk (like C:\work)
    In that folder, search for the file character_rico_upgrades_sky_fortress.blo, open it with ConvertProperty and it will create a .xml file. Open and edit that file.
    Most of the interesting identifiers are just hexadecimal values. Hopefully there’s the readme file that explain some of them. For every others go for the trial and error (like I did to find those values). Yours will probably be float ones.
     
    Once you edited the xml file, go in the folder where you extracted E96D585E.aaf, drop that folder on RecurseBatchAndPack.exe, copy the E96D585E_unpack.aaf in the dropzone_sky_fortress/__UNKNOWN/bav-wingsuit and rename it to replace the original file.
     
    Good luck 🙂

    in reply to: Police Mod #166004
    neam
    Participant

    I don’t know for rbm files. The format seems to have quite changed since JC2, and there’s .trim (related to animation) and skeletons and some other things. You should try, that would light a shadowy part of JC3 ! 😉 But where to find your police hat ? (maybe a military beret with another texture, assuming I finish the rbm exporter soon enough).
     
    But hey ! that looks great !!

    in reply to: Updated Gibbed's tools: The Github #165995
    neam
    Participant

    GenerateNameList parses all RTPC files, collect all the different identifiers (that are 4 byte hash) and store them. It also collects strings from ADF, RTPC and AAF files (that makes million of files to search). It filter the strings and only keep those that matches identifiers. It has some garbage, yes, but most strings are corrects.
    The garbage comes from a big file (that I didn’t include in the repo, if I recall correctly) that contain various dumps from JC3 binaries. It has the most interesting strings (all the data types, …) but that would take too long to filter by hand, and regexp may not help much. With this technique, I have 16% of valid and correct names (16.3% with garbage) on the total of all identifiers ever used in JC3 RTPC files. That’s quite good for a start. 😉 I should automatize the string extraction from the binaries of JC3, that should help a bit.
    And that 00_generated.namelist is a failure. that’s not the correct file either.
    Another point of this binary is that it serves as a test for an in-place loader (nothing to extract, nothing to write on your HDD).
     
    The sleep… Well, you know the debug things that stay there, forgotten ? That’s it.
     
    Thanks for the feed back ! I’ll fix everything right now.

    in reply to: Why is this working ,but not real? #165988
    neam
    Participant

    Well… The path_win64 has an archive that overwrite your mod, ’cause the wtunec file is no more in the archive.
    To found that file, go to patch/game1/__UNKNOWN/adf, sort the files by size and look for files that are from 17ko to 10ko. Those are the wtunec of all the weapons.
    Maybe you’ll found yours in those files. To know the name, open it with a text editor (like notepad++), look at the bottom of the file and you’ll find a string like “w256_my_weap.wtune” (could be truncated). copy that file next to you .ee archive (not inside), with the same name and the wtunec extension.
    Do whatever you want to change its contents (ConvertAdf or you beloved hex editor).
     
    And… I’ve already created a topic in how to mod weapons. Search the forum 😉

    in reply to: Beginners Guide to creating a Rico skin mod #165966
    neam
    Participant

    +1 for paint.net . It’s support of dds is good. But if you plan to edit normals and *, nvidia texture tools are extremely good. The ultra-high level is the quixel suite, but that’s not free. (but oh god ! that’s pure awesomeness).
    There’s also a gimp plugin that support dds, but it may refuse to open some of the dds file or save correctly. (I don’t remember the last update of the dds plugin, but if I recall correctly, that’s some years that it hasn’t been updated).

    in reply to: Simple Mod Installer #165963
    neam
    Participant

    why not generating the file on the fly ? you probably know that the modders tends to be lazy (I am). If your manager can generate the XML file for the modder, why can’t it generates the exact same file from the archive you downloaded ? (like extract the archive in a temporary directory, generate all the stuff, move the temporary directory contents in dropzone).
    Bonus point: that would make the manager compatible with every mod 😉
    By the way, you can find the installation of JC3 this way (using something to interact for the register database, that you may found in the language you use):
    hive: LocalMachine, subkey:"SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 225540" value:"InstallLocation"
     

    in reply to: Updated Gibbed tools #165846
    neam
    Participant

    New update of the tools !
    ConvertTexture is now also working with hmddsc files (see the ConvertTexture thread)
    I also added a ConvertStringLookup executable to create a xml file easier to edit. (Converting a stringlookup file with the previous ADF serializer would give something almost impossible to edit).

    neam
    Participant

    If that does not work, try removing both task.onlinec and item.onlinec and download some save game… :/ (look for the file “tasks” in the save game and copy it. the other are probably not related with your problem)

    neam
    Participant

    okay, the problem is with the task.onlinec, but I can’t figure out what the problem is ’cause it’s your save file that induces this. This is the last try, it would unlock your rebel drone. Once unlocked, change some gear mods, wait for the game to save and quit it. remove the task.onlinec and restart the game. that should be fixed.

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    in reply to: How to use ConvertTexture #165830
    neam
    Participant

    teaser
    20160408202234_1-1

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    neam
    Participant

    Even if you try with the first task.onlinec ? (did you run each time SkyFortressPacker.exe  ?)

    neam
    Participant

    And if you remove (or rename) the item.onlinec that is in the same folder (and execute SkyFortressPacker) ? what happens ?
    If you try to replace item.onlinec with the one provided by this mod, what happens ?

    in reply to: How to use ConvertTexture #165825
    neam
    Participant

    Protato is doing some videos, you should put them on the tutorial page too

    neam
    Participant

    Same thing for this file

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Viewing 15 posts - 1 through 15 (of 41 total)