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Post by mark on Jan 12, 2017 2:27:16 GMT
mark, I dont have a procedure to get the files for the entities, I search for hours or days on these files "fcc_main_hd.dat" and "fcc_main.dat". Jravens discovered the Yeti, it took months to find all the files, and even had a lot of bugs that Fino fixed. Is not easy my friend Use this mod www.nexusmods.com/farcry4/mods/37/? Is an easy way to know if an entity can be extract it, it convert the fcc_main_hd.dat in a sound.dat Hi Predaaator. Can you explain a bit more how I can use this? I'm definitely eager to learn and more so now that this is a challenge. Thanks!
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Post by pj on Jan 12, 2017 3:30:42 GMT
A quick answer, if I can Mark - bedtime here! 1). Janne didn't use the usual archetypes library file because he's a genius with the Far Cry filesystem - knows it backwards: he knows what is needed and where he can put it. Secondly - he is a master programmer - I would say - by profession. We just have to go with what we know, what is shared, and what we discover ourselves - as you are doing right now. 1drv.ms/f/s!AueVg7eVAeXMgW2indmZhg9owJEZ 2). I've popped a pic (dat-fat pairs.jpg) up to the OneDrive, showing all the folders which that contain data which we need to search: fc's files are scattered everywhere, so - create some kind of folder - say "FC4 FileLists", and then create the folders you see in the pic. Inside those folders place the fat/dat pair that matches the folder name - or close to it. I've chosen "MultiCommom" as the example, and copied multicommon.dat and fat into it, then unpacked it - just as you will do with the patch_hd.dat/fat pair. You'll have ti find some of those files - they're not all in the same spot, and a couple are a few levels down, inside another folder or two. The unpacked multicommon file shows a much larger structure than most files, but all are similar. Once you have them all unpacked - you can now do your search - and find those two files! OK! Ask again as you need. All the best, pj
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Post by mark on Jan 12, 2017 3:52:27 GMT
Thank you Paul. I'll give it a go this weekend. I'm sure I'll be back with more questions!
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Post by Steve64b on Jan 12, 2017 6:21:42 GMT
Hi Predaaator. Can you explain a bit more how I can use this? I'm definitely eager to learn and more so now that this is a challenge. Thanks! When adding objects to the object_inventory XML, you only enable pointers to the archetypes for use in the editor. This assumes all the required data of the archetypes (model, physics, texture, material data, etc) is already loaded by the editor. If not all dependencies are present (which can be the case for some objects), the editor can't draw the object, and will crash. Most objects come from fcc_main.dat, but not all resources of that file are loaded by custom maps. Presumably this is controlled by the depload file in a .dat/fat pair. I think the idea behind the mod predaaator referenced, is that since sound.dat is loaded by default, overwriting it with the fcc_main dat/fat will instead load all objects' resources and dependencies from that file. It's meant just so you can test whether or not your newly found object can work, if you include its dependencies in your custom made patch_hd.dat.
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Post by mark on Jan 16, 2017 0:45:29 GMT
Steve64b - Thank you for your explanation. I haven't tested it yet but will in the future. I wonder if it can do other files as well (such as multicommon.dat) as this is where I found the image files for the clay lamp (always on) I am trying to add). pj - Thank you for your help and images. It has helped me a great deal. I've unpacked all of the files you mentioned and was able to find the resources the Sacred Clay Lamp (Always On) requires however I am still unsuccessful at implementing it as a choice in the editor. To avoid any kind of guessing on what I did, the following are the steps I have taken and the problematic results. (Please note that I am using Predaaators mod as a testing base) 1.) I opened the 7862144962058.ark.xml file from Janne's library and found the resources the Sacred Clay Lamp (Always On) requires which, from what I found, are: entityarchetypeslibrary\7862144962058.ark.fcb graphics\_SinglePlayer\Props\LightSources\Sacred_ClayLamp_01.xbg graphics\_SinglePlayer\Props\LightSources\Sacred_ClayLamp_01.hkx graphics\_materials\arodrigue2-m-20130724141320.material.bin graphics\_materials\nfortin-m-20130911172552.material.bin graphics\_materials\mramos-m-20130911143657.material.bin graphics\_materials\skovalchuk-m-20130819095708.material.bin graphics\_materials\skovalchuk-m-20140404111947.material.bin newparticles\7866194099410.part Note the following 2 files are referenced in the file but I could not find these anywhere:
graphics\__fc3_graphics\singleplayer\_textures\lighting\lightfxs\lightfx_01_d.png
graphics\_singleplayer\props\lightsources\sacred_claylamp_01.xml2.) I converted 7862144962058.ark.xml to 7862144962058.ark.fcb and placed it in the entityarchetypeslibrary folder. 3.) Made sure the 5 .bin files were located in the graphics/_materials folder. (They were already included) 4.) Created the props/lightsources folders inside the _SinglePlayer folder which is inside the graphics folder and added the .xbg and .hkx files. 5.) Created the newparticles folder in the mods root and copied 7866194099410.part to it. 6.) Opened the object_inventory.xml file (and I'm hoping this may be where my problem lies). Directly under <Directory Id="Objects/Lighting" Display="Lighting"> I inserted the following: <Entry Id="FCC_Graphics:SinglePlayer:Generic:Props:LightSources:Sacred_ClayLamp_01.AlwaysOn" Display="Sacred ClayLamp 01 (AlwaysOn)" SourceType="0" Sync="True" ObjectCost="0" ObjectType="128" ArchetypeId="7862144962058" /> 7.) Packed it all up and fired up the editor. Went to the Lighting section and found my newly added lamp (seems to sort alphabetically automatically even though I put it at the top of this section in the inventory file..no big deal just an observation) 8.) Clicked on my newly added item to add it in the map and the editor crashes. Can someone tell me what step I am missing? Here are a few things to note: Note 1: I do not know how to specify the SourceType, Sync, ObjectCost and ObjectType when inserting the line into the object_inventory file. (meaning I do not know what these are for and perhaps need different values? Perhaps it needs more input as well such as BboxMin and BboxMax? I simply copied the line from another light already in there and changed the ID, Display and Archtypeid for the new light I am trying to add. Note 2: When using Janne's and Fino's mod there is an item "Small oil lamp always on" available ( which is not what I am trying to input but wanted to investigate how they inserted it so I could learn). This is 7866055432971.ark.fcb so I opened up the xml from the library and looked at the resources it needed such as the .xbg and .hkx files. After unpacking Fino's mod I did a search on the entire directory for one of the resources which is civil_combustible_smalloillamp_01.hkx and this file is not in there. What confuses me even more is there is also no graphics\_singleplayer\props\lightsources directory where the file should exist. This is a challenge indeed but I will not give up without a fight. Thank you for any ideas and help!
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Post by predaaator on Jan 16, 2017 1:15:39 GMT
I will make tests and let you know.
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Post by mark on Jan 16, 2017 1:34:21 GMT
Hey thanks Predaaator. I'm curious to see what you find.
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Post by pj on Jan 16, 2017 21:34:04 GMT
Between Predaaator and myself, we can get you on the right path, but I fear you will get nowhere when trying to understand Fino's mods, as he is so far ahead of any modding we've do thus far. Pred is also far more active graphically than me, so he will likely be your best bet in finding and manipulating xbt's, xbg's etc..
I'm replacing the entire heating system in our house, ducts and all, so I'm afraid I don't have much time over the next day or two, but I will endeavor to help as time does become spare.
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Post by Steve64b on Jan 16, 2017 22:49:28 GMT
Bit offtopic, but thanks for the 'AlwaysOn' hint mark! I didn't know there were lights that can stay on during daytime. *edit* Got it working by using the fcc_main.dat&fat as sound.dat/fat. Resources are in there, not in the multicommon. Kinda makes sense, with the object being named "FCC_Graphics" and all...
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Post by mark on Jan 17, 2017 0:27:23 GMT
Bit offtopic, but thanks for the 'AlwaysOn' hint mark! I didn't know there were lights that can stay on during daytime. *edit* Got it working by using the fcc_main.dat&fat as sound.dat/fat. Resources are in there, not in the multicommon. Kinda makes sense, with the object being named "FCC_Graphics" and all... No problem Steve. Glad I could be of some help. I've been using Janne's mod and there are a few options for lights that are "Always On". Been using them in my map I've been creating called "Hostile Takeover". I've been working on it for months. It's my relaxation when I get home from work. I'm currently way beyond the budget in my custom temples and I've used quite a few torches which are animated. My thoughts were perhaps I could use the "Sacred Clay Lamp (Always On)" to see how they looked and maybe get rid of the animation of the torches (plus add a few other things that are currently not available in the editor). I did download that mod but I'm not sure "how" to use it. I'm still easily confused as I am new to modding this stuff. Would you mind giving me a brief rundown? I'd love to see that lamp working.
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Post by mark on Jan 17, 2017 0:29:19 GMT
Between Predaaator and myself, we can get you on the right path, but I fear you will get nowhere when trying to understand Fino's mods, as he is so far ahead of any modding we've do thus far. Pred is also far more active graphically than me, so he will likely be your best bet in finding and manipulating xbt's, xbg's etc.. I'm replacing the entire heating system in our house, ducts and all, so I'm afraid I don't have much time over the next day or two, but I will endeavor to help as time does become spare. No problem pj. Thank you for your help this far. Good luck on the heating renovation. Sounds exciting haha.
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Post by Steve64b on Jan 17, 2017 7:07:23 GMT
I did download that mod but I'm not sure "how" to use it. I'm still easily confused as I am new to modding this stuff. Would you mind giving me a brief rundown? I'd love to see that lamp working. Actually, I'm not using that mod. All I did was copy the fcc_main dat/fat pair (from generated/worlds/fcc_main) to sound.dat/sound.fat. That way, the resources in fcc_main are loaded in the custom map gamemode in both editor and game. And I had the lamp added to the object_inventory already. The trick after that is seeing if you can isolate the files used for your patch_hd.dat to support the lamp without the fcc_main loaded. You've come a long way in doing so already though, only thing I can think of is you may need to include the fcc_main depload.bin file, renamed to ige_map. We suspect that binary file instructs the game which dependencies get loaded, haven't been able to edit it yet. But the fcc_main depload is larger than the ige_map one, so chances are it loads the same data as ige_map, and then some. So that's why including it may sometimes help.
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Post by Steve64b on Jan 17, 2017 19:18:02 GMT
Hmmm, I don't think the depload file is the missing link. I repeated the steps you took, and it resulted in the object working just fine in the editor on my end. You can grab the patch_hd.dat/fat file from steve.farcry.eu/files/patch_hd_Sacred_ClayLamp_01_AlwaysOn.zip , see if it works for you. I'd be interested in knowing what differs from your file!
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Post by predaaator on Jan 18, 2017 21:41:19 GMT
I renamed the fcc_main_hd.dat/fat with sound.dat/fat and replace it and works. Of course, you need to find the files into the fcc_main_hd.dat/fat, that requires time. (remember to make backup of sound.dat/fat) I
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Post by mark on Jan 20, 2017 6:02:17 GMT
Okay first off let me thank you guys again for your help and sorry for the delay of my reply. I've made some progress but have some notes and questions... First off regarding the mod predaaator linked to which supposedly changes the fcc_main.dat and .fat to sound.dat and .fat did not copy both files for me..it only copied fcc_main.dat to sound_english.dat and did not transfer the .fat file. (notice the "english" part of the name) I decided to do it manually. I was a bit confused because Steve64b was saying fcc_main.dat and .fat to sound.dat and .fat while predaaator was saying to transfer the fcc_main_hd files. I did try both but was only successful with the lamp when copying the fcc_main files to the sound files and I've tested the lamp in my own mod so that works great. (Note that at first I was unsuccessful so I decided to start fresh by verifying the files through uplay, once I did that it worked in my mod, janne's and pred's with no changes to what I had done previously which is strange because I had not touched any fc4 files before I started on this modding mission other than replacing the patch files.) Steve64b you had mentioned earlier that these files were not located in multicommon but instead were located in the fcc_main files. This is strange to me because doing a search after I unpacked all of the files, the images are located in the "multicommon" files. Can you elaborate on this a bit to help me better understand? This modding is going to set me back even further on releasing my map now that I have all of these ideas in my head but it will make the map even better than it already is!!!
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