|
Post by bontainer on May 18, 2015 8:18:42 GMT
Each weapon has several files, whose contents are more or less the same, here are the files
FC3/AK47
FC3/AK47.Menu
FC3/AK47.Multi
FC3/AK47.AK47_NPC
FC3/AK47.AK47_NPC.coop
I know that the game uses different datasets for player and NPC, but I do not know the difference between the first 3. Or to put it another way: Which one contains the data the player uses in the game ?
And another question. Is there any tool to reconvert the ark.fcb files into ark.xml ones like they are in the entityarchetypes library?
|
|
|
Post by JRavens on May 18, 2015 16:12:44 GMT
I've been meaning to go over the archetype files, but still never got to it (sorry!) So the base weapon (i.e. FC3/AK47) should be the one the player uses. .Menu is more or less redundant now since the menu system does not show a 3D representation of the model. Unless a scenario designer screwed up and put a .menu weapon into a mission or side mission these entries should never actually appear in the game. Of course saying never with Far Cry is dangerous. It should be... unnecessary to mod these files. I think I may have changed them early on "just to be safe", but unless testing proves otherwise I'm pretty sure they can be ignored. .Multi are the multiplayer weapons. We want to avoid changing these at all as it could be construed as a form of hacking. Also it keeps our mods somewhat safer for the player who doesn't bother to unistall them when playing multiplayer. _NPC and _NPC.coop are obviously the ones used by the NPC friendlies and enemies in single player and co-op respectively. FCB files should be convertible using the convert binary objects tool in Dunia tools. Unfortunately the converted FC4 XML files have NO labels at all making them an annoying puzzle to figure out (but hey better than hex editing values like I originally had to do). The best way to deal with them is to find a close FC3 counterpart and compare the values to find what elements match up. I may (fingers crossed) have at least a partially decoded set of weapon files somewhere. At one point I was trying to keep a full set of named and deciphered weapon files to make changes easier with each version of the mod. Sadly in my PC transfer I think I lost some of these. I'll have to dig out whatever I have and .zip it up. I can't promise they will be up to date with the 1.8/1.9 damage levels and what not. Nor will they likely be fully commented, but maybe I'll get lucky and find the last good working set. If I don't reply soon with them don't be afraid to constantly "remind" me until I do
|
|
|
Post by bontainer on May 18, 2015 16:29:16 GMT
Those files would be REALLY appreciated. I tried a bit of tweaking but the results are not what I expect. I used the A52 with fLevel = 234, but in game it seems to be less than your data, so I am at a loss at the moment.
Concerning the files, I have generated a directory tree that contains all weapons, but I am not finished yet. i will publish it here ASAP.
|
|
|
Post by bontainer on May 18, 2015 18:51:29 GMT
And another question
Which variables in 153129968707904202 are defining the angle of slope that can be climbed.
It must be somewhere in this area:
<object name="Body"> <field name="fJumpHeight" type="Float32">1.25</field> <field name="fJumpHeightExhausted" type="Float32">1.25</field> <field name="fGravity" type="Float32">-20</field> <field name="fWalkingMaxSpeed" type="Float32">5</field> // standard 4 <field name="fWalkingMaxSpeedCrouch" type="Float32">2.25</field> // standard 1.75 <field hash="0E00FD3E" type="BinHex">0000E03F</field> <field name="fWalkingAcceleration" type="Float32">25</field> <field name="fWalkingDeceleration" type="Float32">30</field> <field name="fForwardWalkMultiplier" type="Float32">1</field> <field name="fSprintMultiplier" type="Float32">1.5</field> // Standard 1 <field name="arkSprintCurve" type="Id64">279230760251682450</field> <field name="fSprintingDeceleration" type="Float32">30</field> <field name="fClickToPressForwardSprintBuffer" type="Float32">0.5</field> <field name="fJumpFromCoverTime" type="Float32">0.25</field> <field name="fBackwardWalkMultiplier" type="Float32">0.75</field> <field name="fBackwardCrouchRunMultiplier" type="Float32">0.5</field> <field name="fSwimmingDepthMin" type="Float32">0.75</field> <field name="fSwimmingMaxSpeed" type="Float32">1.9</field> <field name="fSwimmingAcceleration" type="Float32">2.5</field> <field name="fSwimmingDeceleration" type="Float32">5</field> <field name="fDivingMaxSpeed" type="Float32">1.8</field> <field name="fDivingAcceleration" type="Float32">2.5</field> <field name="fDivingDeceleration" type="Float32">2</field> <field name="fSprintingTurnModifier" type="Float32">1</field> <field name="fSprintingStrafeLimit" type="Float32">60</field> <field name="bCanClimbLedges" type="Boolean">True</field> <field name="fGroundClimbMinHeight" type="Float32">0.25</field> <field name="fGroundClimbMaxHeight" type="Float32">2.78</field> // 1.78 <field name="fSwimmingClimbMinHeight" type="Float32">-3</field> <field name="fSwimmingClimbMaxHeight" type="Float32">3</field> <field hash="D4809887" type="BinHex">000040C0</field> <field hash="036B2AC6" type="BinHex">0000E03F</field> <field name="fJumpClimbMinHeight" type="Float32">-2</field> <field name="fJumpClimbMaxHeight" type="Float32">0.43</field> <field name="fJumpClimbMinHeightAboveGround" type="Float32">2</field> <field name="fClimbWidthNeeded" type="Float32">0.5</field> <field name="fJumpClimbMinVelocity" type="Float32">1.65</field>
|
|
|
Post by pj on May 18, 2015 20:54:33 GMT
Ah-Hah! Thought I'd seen this one:- Line 1781 - (just a quick look). (Leastwise - I hope this is it!)
<object name="CharacterParams"> <field name="fMass" type="Float32">80</field> <field name="bUpdateRotation" type="Boolean">False</field> <field name="bUseRigidBased" type="Boolean">False</field> <field name="bUseLowQualitySim" type="Boolean">False</field> <field hash="CA508388" type="BinHex">00</field> <field hash="938C99B3" type="BinHex">00</field> <field hash="449D7F27" type="BinHex">00</field> <field hash="D9CFE1EA" type="BinHex">00</field> <field hash="78461C4D" type="BinHex">00</field> <field name="fMaxLinearVelocity" type="Float32">40</field> <field name="fMaxIntepenetration" type="Float32">0.1</field> <field name="fStickToGroundGravityFactor" type="Float32">1</field> <field name="fMaxSlopeAngle" type="Float32">75</field> <field name="fMaxTerrainSlopeAngle" type="Float32">75</field> <object name="StandDimensions"> <field name="vecStandCapsulePointA" type="Vector3">0,0,0.45</field> <field name="vecStandCapsulePointB" type="Vector3">0,0,1.35</field> <field name="fStandCapsuleRadius" type="Float32">0.45</field> <field hash="83EF253A" type="BinHex">000000000000000000000000</field> <field hash="1AE67480" type="BinHex">000000000000000000000000</field> <field hash="4467B5EA" type="BinHex">00000000</field> </object>
|
|
|
Post by willyr1100 on May 18, 2015 22:26:09 GMT
interesting, do i have a semi grasp of this or have it all wrong, after the Float32, changing the >40<, >0.1< etc.would give the desired effects? this would be for each weapon,also would my descriptions be correct? thks
<field name="fMaxLinearVelocity" type="Float32">40</field>, would be muzzle velocity at barrel end <field name="fMaxIntepenetration" type="Float32">0.1</field>, would be object penetration <field name="fStickToGroundGravityFactor" type="Float32">1</field>, would be bullet drop over distance <field name="fMaxSlopeAngle" type="Float32">75</field>, would be drop bullet drop from shooting downward <field name="fMaxTerrainSlopeAngle" type="Float32">75</field>, would be bullet drop from shooting upward
|
|
|
Post by pj on May 18, 2015 23:05:32 GMT
Don't think so, Willy: that whole section has lines like:- 1698 <field name="text_fileSkeleton" type="String">graphics\_common\characters\narrative\ajay_ghale\hips_ref.skeleton</field> 1747 <field name="text_hidResourceId" type="String">graphics\actors_\_skeleton_master\fc3_skeleton_ragdoll_master_default.hkx</field> 1774 <object name="FloatingBones"> <object name="BoneNames"> <field name="text_BoneName" type="String"></field> <field name="BoneName" type="Hash32">FFFFFFFF</field> <field name="fFloatingRatio" type="Float32">0</field> </object> 1883 <object name="BonesIgnoringTerrainCollisions"> 1902 <object name="Body"> <field name="fJumpHeight" type="Float32">1.25</field> <field name="fJumpHeightExhausted" type="Float32">1.25</field> <field name="fGravity" type="Float32">-20</field> <field name="fWalkingMaxSpeed" type="Float32">4</field> <field name="fWalkingMaxSpeedCrouch" type="Float32">0.01</field> and so on, in general concerning the physics of the body. For me, at any rate - these two:- <field name="fMaxSlopeAngle" type="Float32">75</field> <field name="fMaxTerrainSlopeAngle" type="Float32">75</field> indicate that at any angle over 75 degrees - Ajay is going to slide, and incur damage or death - probably described somewhere in the other surrounding text. Of course - I could also be totally arse-backwards, too......
|
|
|
Post by willyr1100 on May 18, 2015 23:31:51 GMT
thks pj, silly me, i am still at work, i thought that the line 1781 u mentioned pertained to Weapons,forgot all about angle of slope that can be climbed that bontainer had mentioned above, guess i got hot and bothered over nothing, (sigh) story of my life,lmao
|
|
|
Post by pj on May 19, 2015 1:02:36 GMT
I think each weapon has it's own individual "characteristics" file in the archetypes folder, Willy. You can download this (9000+ files + a browser)from a link in the Ubi forum, where Janne256, RazorFininsh and a few other very expert guys were (a year ago) creating tools and apps so that FC4 could be modded at leisure. the thread was in the FC4 - PC Forum, and "Far Cry 4 Modding" or "Modding Far Cry 4" or something very close to that. I think (so one story goes) that some v.e.r.y s.e.n.i.o.r p.e.o.p.l.e (paraphrasing JR) at Ubisoft had a chat with them... and then they all disappeared. Very mysterious. ATB pj Edit:- Here ya go, Willy: forums.ubi.com/showthread.php/975413-Modding-Far-Cry-4-Modding-Tools-Help-and-Modsforums.ubi.com/showthread.php/974530-Tool-Entity-Archetype-Browser-(ark-xml)Searching on "Modding" in the PC forum gave me those two of a goodly number of hits, and they are at the top, and contain the info you might need.... of course - providing you don't already have them... Duh!
|
|
|
Post by willyr1100 on May 19, 2015 2:25:00 GMT
thks pj, will do, if I remember right jr had mentioned for weapons there were 2 set of files the archetypes files and disLibItemId files,I've seen the adjustment's in the shop files you can do for unlocking and other weapon attributes and been playing around with them, but I guess the disLibItemId files contain the rest, will have to play look thru the files not sure which .file it is though, gosh, I think I am now on the road to opening Pandora's box (and then they all disappeared. Very mysterious) they were probably tasked with doing a c.i.a dirt test
|
|
|
Post by bontainer on May 19, 2015 8:36:40 GMT
Thks PJ!
i did a bit of experimenting and found that this numbersare optimal.
<field name="fMaxSlopeAngle" type="Float32">75</field> // 75 can stay as it is
<field name="fMaxTerrainSlopeAngle" type="Float32">135</field> // 75
If you choose a higher number than 135 the ground will get some kind of "soapy" and you will start to slide on nearly any ground. Rule of thumb: If you do not hear your footsteps anymore, you are in sliding mode.
|
|
|
Post by bontainer on May 19, 2015 8:58:24 GMT
To Willy: Do not be flabbergasted by the amount (9000+), the files can be searched with the standard windows search function. Just type the item you are looking for (e.g. AK47) and you will get all the files that contain AK47.
If you want to search for a combo, e.g. AK47 and fLevel (e.g. all files that contain as well the AK47 and the fLevel = weapon damage), just copy the result of your first search into a new directory, then search that directory for fLevel, and so on.
|
|
|
Post by JRavens on May 19, 2015 13:53:16 GMT
FC4_WEAPONS.zip (826.79 KB) Well this seems old, but it was all I have so far. The weapons aren't very commented, but I think the most pertinent bits (range, fLevel, etc.) are. If you search for // through the files you should find the commented bits. When converting these back you'll need to remove the weapon names from the file names. To keep things straight I was adding the weapon names to the file names so for example on the 6p9 I named it: 324266755348681119.ark.6p9.xml After conversion you would want to change the name to 324266755348681119.ark.fcb Removing the .6p9 bit I'll keep digging though this should get you started on changing up the damages. ZIP file attached
|
|
|
Post by willyr1100 on May 19, 2015 16:04:09 GMT
Guys, thks for the words of encouragement,and the how to's, will download the weapons zip when i get off work, and spend some time viewing the other sites mentioned above to see what i can learn,
|
|
|
Post by bontainer on May 19, 2015 19:22:30 GMT
Thanks! Gone look into it!
|
|