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rukqoa

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Everything posted by rukqoa

  1. Nice! I was wondering where people were getting the ingame data. Out of curiosity, is the compression (reverse) process trivial busywork or is it different?
  2. If you are running a 32 bit version of Windows, get the 32bit version of ScintillaNET.dll and place it in the same folder. http://scintillanet.codeplex.com/
  3. Interesting. @Kiwidog, can I get a confirmation that this works for BC2? If so, do I have your permission to integrate it into my mod tools with due credit? (I might need some pointers seeing as the code isn't complete.) http://www.bfeditor.org/forums/index.php?showtopic=15783&pid=106368&st=0 (Seems like when we add textures, we pretty much have the file-based tools needed for a completely functional mod (minus changes in game logic).
  4. The coordinates system is looking to be fairly straightforward. I'm currently creating a "map previewer" that will rip all the map coordinates from a file and plot them on a 2D window. If anyone has a suggestion for a 3D plotting library for C# that's easy to get into and allows basic camera movements, feel free to help! Thanks. If that is possible, then I can maybe get into allowing editing straight from the map window (because editing a 2D window with dozens of points clustered in a couple of pixels is not very easy).
  5. Bad Company 2 Mod Tools v2.0 Download: http://www.gamefront.com/files/22930539/BC2Modv2_zip Requires: .Net Framework 3.5+ Python 2.x How to use: 1. Extract and open up BC2Mod.exe 2. Click Settings and set the path to your python.exe 3. Hit Ok/Apply. 4. Click Extract and find your FbRB archive. 5. Wait. 6. Edit your dbx file. 7. Hit the Save button (or Ctrl+S). 8. Click Archive. 9. Wait. 10. That's all. What the buttons do: Extract: Extract FbRB archive and lists all the files in it. Archive: Recompress the folder back into a FbRB archive. Refresh List: Refreshes the archive file list in case you edited it outside manually. Show Selected Files in Windows: Opens up selected file in Explorer. Delete XML: Select an XML file you are no longer using and click this button to get rid of it. Save DBX: Save the DBX file you are editing. Revert DBX: Discard all changes to the DBX file you have not yet saved. Changelog: v2.0 + Rewritten in C# + Uses Frankelstner's script for fbrb archives now + Editor is now based on Scintilla, allows coloring, find/replace...etc advanced functionality + File list added + Basic file functionality added + Basic settings added v1 + Written in Java TODO: + Work in the coordinate system to allow visual editing + Integrate with leaked server files + Batch editing support + Extend to BF3 (maybe) Authors: Scripts by Frankelstner (Python) GUI by rukqoa (C#, XML Editor is ScintillaNET)
  6. This is exciting... Will test in about a month.
  7. If you need Havoc, you can download it for free from their website.
  8. So that guy basically accepted that their pipeline is total shit?
  9. Unpack/packing function works nicely (packing seems faster than previous script). I also tried to combine multiple archives and it didn't work. Combined mp_006 and mp_common into mp-common. Conclusion is that it's fine if files are bigger than they're supposed to be (ran another map), but deleting files in mp_006 isn't okay (when running mp_006, memory access again). I also tried to scrub all the files in mp_006 empty while preserving the file structure: still doesn't work. The server expects certain information to be there, and it won't work even if you move it elsewhere.
  10. Wait, so you've figured out how to combine them all into one nice big fbrb package?! So, is there a way to just unpack all the fbrb stuff, dump them into one giant folder, change stuff, and archive them into mp_common or something and delete everything else? I think there might be a problem with the game if it decides to check the size of each file.
  11. Download link: http://www.mediafire.com/?yvyz98l627s5ux8 BC2 Mod Tools v1 This tool was designed to speed up modding dbx files over multiple fbrb archives in BC2 using the combined hard work of a lot of people. I plan on updating the tools as more become available. The program was written using Java; source code available upon demand. Dependencies: Python: necessary for dbx file editing Perl: necessary for repacking archives Special thanks to: Aluigi's QuickBMS extractor Dhwang's Fbrb repacker Frankelstner's DBX reader Frankelstner's XML to DBX script Start BC2ModTools.exe, no other installation necessary. The program might freeze when it is unarchiving/archiving the fbrb file. This is normal. You will know when the work is done when the menu unfreezes. It is unadvised to kill the process when it is working. For extracting .fbrb, run the unarchiver. The files will be stored in tools/workingdir. To repack into .fbrb, run the archiver. The new fbrb file will automatically replace the original from where it came from. To read a dbx file, open it. It will replace/delete if a xml file is already there. Save it (in the menu) before you repack. The program will not auto-save or ask you if you forgot. It is possible to use the same dbx file for multiple archives. Unarchive, open DBX, save DBX, archive. Then, unarchive new fbrb, save DBX (it will save over whatever was originally there), archive, and repeat. For any problems, ask away.
  12. You can do that? I would love if I could merge all of them, but the fbrb packer I'm using doesn't allow me to merge multiple archives. It looks at the original archive every time it tries to repack things back. It's hard to believe that the majority of the files don't contain doubles, especially the weapons AND materials files. If doubles break things, then modding those files shouldn't work (yet they do).
  13. Okay, now I finally solved that one. Weapons in MP: RoF, mag size, basic weapon properties like that -> Modify mp_common and mp2_common on server. Deviation, spread, recoil, camera stuff -> Modify mp_level on client Package. This is pretty messy. I'd have to pretty much go through all the mp_levels if I wanted to change deviation/spread stuff like that. Time to write an editor... Hm... so there's no way to tell from the numbers themselves... Well, then would it be possible to just have the xml->dbx script look at the original dbx file so it knows not to use more memory than it should? It should stop the memory access exceptions.
  14. Hmm, is it possible to have the dbx->xml script represent floats as 'x.x' and have the xml->dbx script check for the decimal point? And wow. Apparently, instead of using the deviation data in mp/sp common, they made it so that it's level-specific?!
  15. I meant something gets messed up when I do dbx->xml->dbx without modification. The file size increases about 3kb (depending on which file). I have a list of files that work/don't work if you think it would be helpful. Basically, all the vehicles body files don't work, and all the level files don't work. But everything that has to do with weapons seem to work fine. List of not working Objects\Vehicles\Land\M1A2\M1A2.dbx Objects\Vehicles\Air\AH60\AH60.dbx (Pretty much all the levels.dbx files don't work) List of working Objects\Vehicles\Land\M1A2\M1A2_Firing.dbx Objects\Vehicles\Land\M1A2\M1A2_hmg_Firing.dbx Objects\Vehicles\Air\AH60\AH60_Minigun_Firing.dbx (Pretty much everything in Objects\Weapons\Handheld works) These are server files, not client by the way. I tried comparing all the key values in the working vs. not-working, and it came up with a few like "index", "enumeration", "name"...etc. Anyway, this is like the last stop to a full blown mod. Without this, we can't edit any vehicles or levels. As for deviation, I totally screwed up. I tested it using bullet decals, which means that would be completely pointless because that's client side. Everyone else in the server probably thought I was shooting lasers when I saw completely different patterns on screen. Gah... I guess I'll make the damage 1%, get me a 250 round gun, and shoot the hell out of a quad bike (health 250). Edit: Re: Deviation, shouldn't the deviation/recoil be whatever I set it to be in the client files? I changed the mp_common and mp2_common on both client and server, and it's still the same ingame for some reasons. Edit2: Strange, seems like changing SP values for spread/recoil doesn't change anything either in SP...
  16. http://www.mediafire.com/?4gzby112vbrg593 Someone put together this mod tool kit mainly from stuff on these forums (though I don't recall the xml-dbx script). I'm using it just fine, modding server files and all..etc. 2 Problems I'm facing: 1. Some files get changed when you unpack/pack them. This leads to memory access exceptions. (Others are fine though) This is probably due to the unpacker not being able to tell the difference between data types that are ambiguous. My problem is mostly with vehicle files (though not vehicle_firing files) 2. Still can't figure out how to change deviation stats. I've tried setting everything to zero and still no change. (Is it client-side?)
  17. No kick, no ban. PB doesn't even bother to compare the hash.
  18. The end result has to be the exact same filesize as before you edit.
  19. Yeah, but in some files, the same variables are defined twice, with different values. Not sure what's up with that...
  20. THANK YOU! I've used the text convertor to extract some bullet data: http://www.bfeditor.org/forums/index.php?showtopic=15535 I will probably mess around a bit more and see if I can try to understand the explosive damage system (slightly different from BF2 or BC2) and the vehicles.
  21. Using the text file converter AND cas extractor made by Frankelstner, I've successfully extracted preliminary bullet type data from the files. Notes: 1. 12g ammo: Damage data is for each pellet. 2. I have no idea what suppression multiplier means. But if I had to guess, it's probably a percentage thing out of 100. Obviously, the higher, the more it suppresses. 3. Units are in m/s. Gravity is negative acceleration in m/(s^2). 4. Soldier health is out of 100. 12g_Buckshot Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 20.0 End Damage 6.0 Damage Falloff Start Distance 4.0 Damage Falloff End Distance 25.0 Suppression Multiplier 7.0 12g_Flechette Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 14.3000001907 End Damage 8.39999961853 Damage Falloff Start Distance 12.0 Damage Falloff End Distance 25.0 Suppression Multiplier 6.0 12g_Frag Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 60.0 End Damage 34.0 Damage Falloff Start Distance 12.0 Damage Falloff End Distance 50.0 Suppression Multiplier 25.0 12g_Slug Muzzle Velocity: 350.0 Gravity: -12.0 Start Damage 50.0 End Damage 34.0 Damage Falloff Start Distance 6.0 Damage Falloff End Distance 20.0 Suppression Multiplier 35.0 12g_Slug_Pump Muzzle Velocity: 350.0 Gravity: -12.0 Start Damage 100.0 End Damage 34.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 40.0 Suppression Multiplier 35.0 338Magnum Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 95.0 End Damage 59.0 Damage Falloff Start Distance 20.0 Damage Falloff End Distance 77.0 Suppression Multiplier 35.0 357Magnum Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 50.0 End Damage 16.7000007629 Damage Falloff Start Distance 10.0 Damage Falloff End Distance 37.0 Suppression Multiplier 7.0 40mm_Flechette Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 20.0 End Damage 16.7000007629 Damage Falloff Start Distance 20.0 Damage Falloff End Distance 50.0 Suppression Multiplier 8.0 44Magnum Muzzle Velocity: 460.0 Gravity: -15.0 Start Damage 55.0 End Damage 16.7000007629 Damage Falloff Start Distance 10.0 Damage Falloff End Distance 50.0 Suppression Multiplier 7.0 45cal Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 12.5 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 30.0 Suppression Multiplier 7.0 45cal_Pistol Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 34.0 End Damage 12.5 Damage Falloff Start Distance 12.0 Damage Falloff End Distance 30.0 Suppression Multiplier 7.0 46x30mm Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 16.7000007629 End Damage 10.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 39.0 Suppression Multiplier 7.0 50cal_Bolt Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 100.0 End Damage 100.0 Damage Falloff Start Distance 100.0 Damage Falloff End Distance 200.0 Suppression Multiplier 50.0 545x45mmWP Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 17.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 50.0 Suppression Multiplier 7.0 545x45mmWP_Carbine Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 14.3000001907 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 50.0 Suppression Multiplier 7.0 556x45mmNATO Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 17.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 50.0 Suppression Multiplier 7.0 556x45mmNATO_Carbine Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 14.3000001907 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 50.0 Suppression Multiplier 7.0 556x45mmNATO_PDW Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 14.3000001907 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 30.0 Suppression Multiplier 7.0 57x28mm Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 16.7000007629 End Damage 10.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 39.0 Suppression Multiplier 7.0 58x42mmDAP87 Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 17.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 50.0 Suppression Multiplier 7.0 58x42mmDAP87_Carbine Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 14.3000001907 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 50.0 Suppression Multiplier 7.0 762x39mmWP_Semi Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 34.0 End Damage 30.0 Damage Falloff Start Distance 15.0 Damage Falloff End Distance 50.0 Suppression Multiplier 15.0 762x51mmNATO Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 34.0 End Damage 20.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 75.0 Suppression Multiplier 10.0 762x51mmNATO_Bolt Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 75.0 End Damage 55.0 Damage Falloff Start Distance 20.0 Damage Falloff End Distance 60.0 Suppression Multiplier 35.0 762x51mmNATO_Carbine Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 34.0 End Damage 17.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 60.0 Suppression Multiplier 10.0 762x51mmNATO_Semi Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 50.0 End Damage 34.0 Damage Falloff Start Distance 10.0 Damage Falloff End Distance 75.0 Suppression Multiplier 20.0 762x54mmR Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 34.0 End Damage 20.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 75.0 Suppression Multiplier 10.0 762x54mmR_Bolt Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 75.0 End Damage 55.0 Damage Falloff Start Distance 20.0 Damage Falloff End Distance 60.0 Suppression Multiplier 35.0 762x54mmR_Carbine Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 34.0 End Damage 17.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 60.0 Suppression Multiplier 10.0 762x54mmR_semi Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 50.0 End Damage 34.0 Damage Falloff Start Distance 10.0 Damage Falloff End Distance 75.0 Suppression Multiplier 20.0 9x19mm Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 25.0 End Damage 10.0 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 39.0 Suppression Multiplier 7.0 9x19mm_AutoPistol Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 20.0 End Damage 12.5 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 30.0 Suppression Multiplier 7.0 9x19mm_Pistol Muzzle Velocity: 350.0 Gravity: -15.0 Start Damage 30.0 End Damage 12.5 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 30.0 Suppression Multiplier 7.0 9x39mmSP6 Muzzle Velocity: 350.0 Gravity: -9.81000041962 Start Damage 22.0 End Damage 16.7000007629 Damage Falloff Start Distance 8.0 Damage Falloff End Distance 40.0 Suppression Multiplier 7.0
  22. Oh thanks! It makes some sense now. (Sort of) Well, I'm off to take a closer look and send the weapon stats to DenKirson so we can get a quick chart going. Interesting to note is that instead of having damage data inside the weapons files individually, they just defined the weapons' bullets and assigned dmg based on bullet caliber/type.
  23. Ah.. Now I see that they're actually addresses. However, I still have trouble understanding the part of how you find the specific locations in the hex file based on the values in the text file. I mean, I understand that I can find the ammo count at position 518, but what I don't get is how you arrived at "518" based on the information in the file. Thanks for your time!
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