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Post by Steve64b on Jan 20, 2017 7:10:01 GMT
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? Whoops, my bad! After reading that your mod didn't work, I assumed it was because you couldn't find the files. I read wrong, plus never verified whether the files are also in multicommon. Sorry!
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Post by mark on Jan 20, 2017 19:15:29 GMT
Whoops, my bad! After reading that your mod didn't work, I assumed it was because you couldn't find the files. I read wrong, plus never verified whether the files are also in multicommon. Sorry! No big deal. Just making sure I am starting to understand all of this. So when I loaded the FCC_main files as the sound files I did not include any other info other than opening an original object inventory file and adding the lamp. Packed it up and loaded up the editor and the lamp shows. Now...since I did not include any other info such as images or bin files in my patch_HD and the lamp shows..this means that items such as the images (which are only located in the multi common folder) are automatically loaded somehow which means I would not need to include them in "my mod". Unless of course the images are in fact "also" inside the FCC_main files as well but they do not come up when doing a search. Am I on the right track? Are some resources loaded by "default"? Hope I am explaining well enough for you to understand.
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Post by Steve64b on Jan 20, 2017 22:59:23 GMT
So when I loaded the FCC_main files as the sound files I did not include any other info other than opening an original object inventory file and adding the lamp. Packed it up and loaded up the editor and the lamp shows. Now...since I did not include any other info such as images or bin files in my patch_HD and the lamp shows..this means that items such as the images (which are only located in the multi common folder) are automatically loaded somehow which means I would not need to include them in "my mod". Unless of course the images are in fact "also" inside the FCC_main files as well but they do not come up when doing a search. Am I on the right track? Are some resources loaded by "default"? Hope I am explaining well enough for you to understand. Scanning for the files you require yields the following entries: As you can see, all the required dependencies seem present in a DLC, the FCC_MAIN and MULTICOMMON. As for how the game loads, I'm just speculating here: I think when the game loads any gametype, it looks for files in the respected generated\worlds dir. There are several dirs ('gamemodes') in this folder: - ?Game menu's?: frontendworld
- ?Ingame Editor or game startup?: ige_boot
- Custom Maps: ige_map
- PVP multiplayer: pvp_bovinefarm
, pvp_brickfactory_v3, pvp_distillery, pvp_hospital_v2, pvp_lumbermill_v2, pvp_mountainpass_v2, pvp_mtncompound_v2, pvp_operationgun_v2, pvp_riverside, pvp_school_v2 - Singleplayer: fcc_main
- Valley of the Yeti's DLC: fcc_d90_dlc
- Other DLC's: fcc_dlc30, fcc_dlc60
So whenever one loads a Custom Map, the game presumably only loads the resources referred to by files in the generated\worlds\ige_map folder: - clusterresourceslibrary.fcb
- entitylibrary.fcb
- ige_boot.game.xml
- ige_boot.managers.fcb
- ige_boot.sectorsdep.fcb
- ige_boot_depload.dat
- ige_boot_depload.xml
- spawnpointslibrary.fcb
From all those files, the depload.dat file seems to control which resources can be loaded, but unfortunately we can't unpack or repack this binary file. Since Single Player (fcc_main) has a much larger fcc_main_depload.dat, some mods use that file to override the ige_boot_depload.dat file. And this is exactly what I think happens when you copy the fcc_main dat/fat over the sound.dat/fat: the game will automatically load the sound.dat/fat file in all gamemodes, so it'll have access to all things defined in there. Which is weird, because I would only expect them to load soundfiles from it, not override the depload. But hey, it seems to work!
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Post by mark on Jan 21, 2017 21:00:40 GMT
Thanks Steve64b for your explanation. I see there must be something wrong on my end then because when I do a search (using UltraSearch) for one of the needed resources such as "Sacred_ClayLamp_01.hkx" it only appears in the multicommon folder. As for these 2: fcc_main\graphics\_singleplayer\props\LightSources\Sacred_ClayLamp_01.hkx fcc_d90_dlc\graphics\_singleplayer\props\LightSources\Sacred_ClayLamp_01.hkx When I manually browse to fcc_main/graphics there is no _singleplayer directory. When I manually browse fcc_d90_dlc\graphics\_singleplayer there is only an electronics directory. All .dat and .fat files were copied from my game directory and unpacked using dunia2-r179_b116. Do you have any idea why I would not have the same resources as you?
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Post by Steve64b on Jan 22, 2017 20:40:22 GMT
Only explanation I've got is your Dunia installation uses the Far Cry 3 project definition instead of the Far Cry 4 one. But you installed that one later on as per PJ's comment. OR my own Dunia2 installation uses different settings so it unpacks the files from fcc_main.
Perhaps someone else can validate whether the dirs above are present on their unpacks?
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Post by Valky on Jan 27, 2017 9:35:32 GMT
Perhaps someone else can validate whether the dirs above are present on their unpacks? Woop, new PC! So maybe I can help you now a bit too, if needed. This is how the directory "graphics" from "fcc_main" looks for me:
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Post by mark on Jan 27, 2017 16:33:31 GMT
Thanks Fino. I will redo the unpacks this weekend and report back.
Congrats on the new PC. Its always nice having that new super fast machine.
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Post by mark on Jan 27, 2017 16:43:12 GMT
There are a few further modifications and file additions that need adding to the toolset, but for now - this will get you going. Hi Paul. Can you tell me what modifications and file additions I need? Thanks!
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Post by mark on Feb 20, 2017 1:27:25 GMT
Okay I am back with yet one more issue. I've finally narrowed it down. A few posts up, Steve64b had posted a download of his working patch_hd files with the Sacred Clay Lamp (Always On) working. When I create my mod it does not work now for some reason and I've narrowed it down to the converted .fcb file. If I take the following steps: - Open Jannes library and locate the xml file I need (7862144962058.ark.xml)...I do not modify anything in the file.
- Copy the file to my mods entityarchetypeslibrary folder.
- I drag it over "Gibbed.Dunia2.ConvertBinaryObject.exe" to convert it to a .fcb file
- Delete the xml file from the entityarchetypeslibrary folder.
- Pack up the mod and try to add my item in the editor and it crashes.
However, if I take the .fcb file from the patch_hd file that Steve64 provided and pack it up then it works fine. Attached is Steve's .fcb file as well as the xml file from Jannes library and that file converted to a .fcb file on my machine. Can anyone put an end to my madness here please?Note 1: Since this is driving me insane trying to figure out why it will not work I have a clean install of FC4 (completely removed from system and re-downloaded)
Note 2: It shouldn't be a "file name too long" issue because I have my mod located in E:\M\My Mods\HT while Dunia Tools is located in E:\D\binThank you for your help!7862144962058.ark.fcb (4.45 KB) 7862144962058.ark.xml (22.76 KB) 7862144962058.ark_converted.fcb (4.94 KB)
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Post by Steve64b on Feb 20, 2017 10:56:53 GMT
I see a difference in the '<field hash="B554C78E"' line. Perhaps that's the cause, the rest of the XML's are identical. Try converting the XML to FCB in a command terminal window, chances are the Dunia tools give a warning.
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Post by Valky on Feb 20, 2017 13:16:14 GMT
Did you add all missing XBT and XBG files?
Note: - If you place your new object and the editor crashes immediately, you are missing the needed *.ark.fcb file - If you can place your object but it does not show up, it is missing *.xbg and *.xbt files - If you added all the textures and now the object is completely black, you need to add the needed *.material.bin file
I hope I could help a bit, Fino
EDIT:
If you want to remove an entry in the ark, you need to close the line correctly. Example with Steve's mentioned line:
<field hash="B554C78E" type="String"></field> should be <field hash="B554C78E" />
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Post by mark on Feb 20, 2017 19:53:42 GMT
I see a difference in the '<field hash="B554C78E"' line. Perhaps that's the cause, the rest of the XML's are identical. Try converting the XML to FCB in a command terminal window, chances are the Dunia tools give a warning. Hey Steve64b . I did not remove or change anything in the ark.xml. I simply grabbed the file from the library and converted it to a .fcb by dragging it over the Gibbed.Dunia2.ConvertBinaryObject.exe. I did try the following command with part of what you had posted in another thread: Gibbed.Dunia2.ConvertBinaryObject.exe -i=".ark.fcb" 7862144962058.ark.xml Only thing I changed was -b to -i. The Command prompt window did not display an error and converted the .xml to a .fcb (still resulted in a crash when trying to place it in the editor). I had put the 7862144962058.ark.xml file directly into the dunia tools bin folder and browsed to it in cmd and ran the command. I am not familiar with working with command lines for FC4/Dunia. Would you mind sharing the following with me? - How to convert a .XML to a .FCB
- How to convert a .FCB to a .XML
- How to unpack the game files via command line (for example fcc_main.dat, multicommon.dat, etc.)
I'm seeing now that for some reason my dunia tools is the issue. For clarity this is what I did with dunia tools:1.) Extracted dunia2-r179_b116.zip to E:\D (D is my directory name for Dunia..nice and short)2.) Extracted gibbed_fc4project.zip to E:\D\bin\projects (overwriting the current.txt so it points to Far Cry 4)3.) Ran the RebuildFileLists.exe (per the instructions of pj )Then I started using the tools but am having an issue somewhere obviously so I'm trying to narrow it down. I have also repeated the steps above a couple of times but still no luck.
Also I am using Windows 8.1 (x64). Not sure if that matters but any info to narrow this down helps.
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Post by mark on Feb 20, 2017 20:09:07 GMT
Feb 20, 2017 5:16:14 GMT -8 L. Fino said: Did you add all missing XBT and XBG files? I have most certainly added all of the resources. This is great information to have. Thank you Fino! Strange thing is I have ended up with a couple of black objects and could not figure out why. I'm thinking it has something to do with my dunia tools not working correctly. Possibly some corrupt material.bin files? Thank you for that but unfortunately I did not try to remove or change anything in the ark.xml. I simply grabbed the file from the library and converted to a .fcb by dragging it over the Gibbed.Dunia2.ConvertBinaryObject.exe.
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Post by JRavens on Feb 20, 2017 21:50:58 GMT
It's possible (probable) that the file in the library is pre-patch and that a newer version with that line corrected appears in the official patch.dat file from Ubi. They tended to fix small bits like this as development went on (in fact the BULK of patches were very minor fixes that almost nobody but developers would likely pick up on :/ )
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Post by pj on Feb 20, 2017 22:44:57 GMT
Mark - did you "Extracted gibbed_fc4project.zip to E:\D\bin\projects (overwriting the current.txt so it points to Far Cry 4)
or did you - per 50. of the earlier post) "place the zipfile in the projects folder" - and then extract it?
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