Some questions and a little idea
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Operation Flashpoint Dragon Rising OFDR Forums :: OPERATION FLASHPOINT: DRAGON RISING :: OFDR EDITING
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Some questions and a little idea
Glad to see TemplarGFX back here. And I have lots of questions( not really lots) and some idea.
I modified some sounds in game, such like 1st person weapon, replaced the song after "press enter" with the theme song of COD9, replaced the engine sounds of dpv with the sounds in FMOD example folder. But when I plan on changing other weapon sounds and explosion sounds, I didn't find where the file is, then someday I got it: in the folder with path "data_win/audio/speech" and file name is "adpcm.fsb", but it's broken, almost all sounds of explosion are corrupt and I cannot replace them with other sounds found on Internet, it seems that at each distance there are more than 3 sounds. So I want to know did someone got that file perfectly?
About the *.stf files... I'm trying to got size info of texture just from its stf header, then I can make one application that could convert stf file to dds file then convert it back to game format after modified. I modified a little textures, include the moon, the press-enter screen background, seahawk, one kind of building, m1a2, mk17, and the ground. I'll upload these files to OneDrive later. (I cannot open any google website)
Then it's about *.fui files in game which are flash files. Maybe there are many "secrets" in MissionEditor folder. The converter changed pure picture file to *.fui file is called "TextureConditioner.exe", just in same folder of MissionEditor.exe, the parameters format is: TextureConditioner.exe -width Width -height Height -win "input file name" "output file name". Mission Editor usually use it to convert mission picture to a file with name "mission.dat". Then I try to figure out how it worked with IDA, but I only know how to use C#... So I gave up soon. In "Database" folder, there are some swf files, I guess they have same format of fui files. I got the stf format with dds files here too, so maybe there is a same way to get "secret" of fui files.
Mission Editor is writen by C#, I can get most code with ILSpy, but it's too complex. This need a long time I guess.
Today I saw a thread post by zeeewolf on VME: All XML files and complete folder structure for v1.03, then I think if the game files are compressed by LSZZ algorithm, there are certainly a solution to get all game files, I hope someone can got it.
I'm not very good at English though I'm learning it, so maybe I post some confusing sentence here.
However what I most want to know is still about "ADPCM.fsb"...
I modified some sounds in game, such like 1st person weapon, replaced the song after "press enter" with the theme song of COD9, replaced the engine sounds of dpv with the sounds in FMOD example folder. But when I plan on changing other weapon sounds and explosion sounds, I didn't find where the file is, then someday I got it: in the folder with path "data_win/audio/speech" and file name is "adpcm.fsb", but it's broken, almost all sounds of explosion are corrupt and I cannot replace them with other sounds found on Internet, it seems that at each distance there are more than 3 sounds. So I want to know did someone got that file perfectly?
About the *.stf files... I'm trying to got size info of texture just from its stf header, then I can make one application that could convert stf file to dds file then convert it back to game format after modified. I modified a little textures, include the moon, the press-enter screen background, seahawk, one kind of building, m1a2, mk17, and the ground. I'll upload these files to OneDrive later. (I cannot open any google website)
Then it's about *.fui files in game which are flash files. Maybe there are many "secrets" in MissionEditor folder. The converter changed pure picture file to *.fui file is called "TextureConditioner.exe", just in same folder of MissionEditor.exe, the parameters format is: TextureConditioner.exe -width Width -height Height -win "input file name" "output file name". Mission Editor usually use it to convert mission picture to a file with name "mission.dat". Then I try to figure out how it worked with IDA, but I only know how to use C#... So I gave up soon. In "Database" folder, there are some swf files, I guess they have same format of fui files. I got the stf format with dds files here too, so maybe there is a same way to get "secret" of fui files.
Mission Editor is writen by C#, I can get most code with ILSpy, but it's too complex. This need a long time I guess.
Today I saw a thread post by zeeewolf on VME: All XML files and complete folder structure for v1.03, then I think if the game files are compressed by LSZZ algorithm, there are certainly a solution to get all game files, I hope someone can got it.
I'm not very good at English though I'm learning it, so maybe I post some confusing sentence here.
However what I most want to know is still about "ADPCM.fsb"...
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
Grass in game will be removed by modifying the file "data_win\graphics\ground_cover\ground_cover_types.xml". I don't know whether this is already known.
Sorry but I can't open drive.google.com or onedrive.live.com and imgur.com!!
When someday I can enter onedrive I'll upload them...
Some pictures:
the press-enter page
mk17 and soldier
m1a2
type81
seahawk(obviously I just changed the texture of doors)
ground(without grass)
moon
one building
Sorry but I can't open drive.google.com or onedrive.live.com and imgur.com!!
When someday I can enter onedrive I'll upload them...
Some pictures:
the press-enter page
mk17 and soldier
m1a2
type81
seahawk(obviously I just changed the texture of doors)
ground(without grass)
moon
one building
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
I can only through VPN to get here now
I upload a little texture files to dropbox:
[url=https://www.dropbox.com/s/v8sec8c4f7vsm7k/new textures.rar?dl=0]Download Here[/url]
I upload a little texture files to dropbox:
[url=https://www.dropbox.com/s/v8sec8c4f7vsm7k/new textures.rar?dl=0]Download Here[/url]
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
Sorry I forgot to delete MissionEditor missions folder.
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
runerback wrote:Glad to see TemplarGFX back here. And I have lots of questions( not really lots) and some idea.
I modified some sounds in game, such like 1st person weapon, replaced the song after "press enter" with the theme song of COD9, replaced the engine sounds of dpv with the sounds in FMOD example folder. But when I plan on changing other weapon sounds and explosion sounds, I didn't find where the file is, then someday I got it: in the folder with path "data_win/audio/speech" and file name is "adpcm.fsb", but it's broken, almost all sounds of explosion are corrupt and I cannot replace them with other sounds found on Internet, it seems that at each distance there are more than 3 sounds. So I want to know did someone got that file perfectly?
About the *.stf files... I'm trying to got size info of texture just from its stf header, then I can make one application that could convert stf file to dds file then convert it back to game format after modified. I modified a little textures, include the moon, the press-enter screen background, seahawk, one kind of building, m1a2, mk17, and the ground. I'll upload these files to OneDrive later. (I cannot open any google website)
Then it's about *.fui files in game which are flash files. Maybe there are many "secrets" in MissionEditor folder. The converter changed pure picture file to *.fui file is called "TextureConditioner.exe", just in same folder of MissionEditor.exe, the parameters format is: TextureConditioner.exe -width Width -height Height -win "input file name" "output file name". Mission Editor usually use it to convert mission picture to a file with name "mission.dat". Then I try to figure out how it worked with IDA, but I only know how to use C#... So I gave up soon. In "Database" folder, there are some swf files, I guess they have same format of fui files. I got the stf format with dds files here too, so maybe there is a same way to get "secret" of fui files.
Mission Editor is writen by C#, I can get most code with ILSpy, but it's too complex. This need a long time I guess.
Today I saw a thread post by zeeewolf on VME: All XML files and complete folder structure for v1.03, then I think if the game files are compressed by LSZZ algorithm, there are certainly a solution to get all game files, I hope someone can got it.
I'm not very good at English though I'm learning it, so maybe I post some confusing sentence here.
However what I most want to know is still about "ADPCM.fsb"...
Unfortunately I cannot remember anyone stating they had cracked that file and got it working. I remember some people did try replacing sounds, but were unsuccessful
TemplarGFX- Veteran
- Points : 159
Reputation : 18
Join date : 2013-02-20
Re: Some questions and a little idea
So I'll show you how to replacing themTemplarGFX wrote:Unfortunately I cannot remember anyone stating they had cracked that file and got it working. I remember some people did try replacing sounds, but were unsuccessful
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
I found the way to change MissionEditor to development mode.
First, download the tool here: GrayWolf
Open GrayWolf.exe, drag MissionEditor.exe into left panel, then follow these steps:
1.
2.
3.
4.
5.
6.
7.
Then click Save button at left down corner.
Open MissionEditor-Edit.exe, click the Tools menu, there are three new sub menu. But... I don't know what they are used for.
However there is a problem after recompiling MissionEditor, when objects on map are selected, no white square around them.
First, download the tool here: GrayWolf
Open GrayWolf.exe, drag MissionEditor.exe into left panel, then follow these steps:
1.
2.
3.
4.
5.
6.
7.
Then click Save button at left down corner.
Open MissionEditor-Edit.exe, click the Tools menu, there are three new sub menu. But... I don't know what they are used for.
However there is a problem after recompiling MissionEditor, when objects on map are selected, no white square around them.
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
hmmm....! maybe you could swapp ideas with Templar on this one mate. I certainly have no idea.
Re: Some questions and a little idea
Its always better to remove rather than add lines when editing with an app like that. If you are using a more robust app with Reflexil in it, you can add stuff, but that only supports microsoft standard libraries. so no EXE'srunerback wrote:I found the way to change MissionEditor to development mode.
--snip--
However there is a problem after recompiling MissionEditor, when objects on map are selected, no white square around them.
- Code:
0 idc.i4.1 System.Boolean MissionEditor.DevModeManager::m_devMode
1 ret
is enough to get Devmode enabled. Unfortunately it doesn't give us anything significant
I was hoping to fix the Mission Editor this way to stop the error checking from freezing it. but no luck so farMdog wrote:hmmm....! maybe you could swapp ideas with Templar on this one mate. I certainly have no idea.
Unfortunately not!tvig0r0us wrote:Too bad we can't do this with the game executable.
--tvig
TemplarGFX- Veteran
- Points : 159
Reputation : 18
Join date : 2013-02-20
Re: Some questions and a little idea
These code is in luacomplier.dll, which is write by c++ clr. I was trying to convert C# code to C++, then I found it's very terrible so I quitted. I'm looking for a way to modify clr codes directly.TemplarGFX wrote:
I was hoping to fix the Mission Editor this way to stop the error checking from freezing it.
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
I want to do this all the time, but I just thought close error checking is not a good idea. So... instead I closed the code auto complete function... Now I really find I'm fool.TemplarGFX wrote:
--snip--
but no luck so far
The method is in "MissionEditor.exe/MissionEditor/LuaScriptView/CodeEditor_TextChanged", go to the last line which offset is 55, then change the ldc.i4.1 to ldc.i4.0, so the error checking timer will never start.
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Some questions and a little idea
Game Object Metadata sounded like a promising file to explore for other internal pointers or construct
John J. Stevens- Admin
- Location : WV/PA
Points : 285
Reputation : 22
Join date : 2012-12-19
Operation Flashpoint Dragon Rising OFDR Forums :: OPERATION FLASHPOINT: DRAGON RISING :: OFDR EDITING
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