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omega9380

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Everything posted by omega9380

  1. @Northwolf, I tried what you sent me, but ran into the same issue. I opened the SWF using SoThink after publishing it via Flash and compared it to the original. The "Action" folder, which contains all of the AS3 script files, was not there in the published version. I don't understand why Flash doesn't embed the scripts into the SWF.
  2. I'm having similar problems editing SWF files. After decompiling them into FLA/ActionScript files and making my edits, I publish them (Im using Flash Pro CS6) and the file sizes are all wrong. Thru some trial and error, I discovered that when Adobe publishes the FLA back into SWF, it does not embed the script files with the SWF. Ive been loosing hair trying to figure out how to properly edit and recompile the SWF, but so far I'm stuck with editing SWFs that do not contain ActionScripts (Such as the Quest animations and the SPECIAL animations). If anyone knows how to do this properly, please share! It is entirely possible that we will need the source files from Bethesda themselves before a proper UI mod can be created.
  3. I'm having similar problems editing SWF files. After decompiling them into FLA/ActionScript files and making my edits, I publish them (Im using Flash Pro CS6) and the file sizes are all wrong. Thru some trial and error, I discovered that when Adobe publishes the FLA back into SWF, it does not embed the script files with the SWF. Ive been loosing hair trying to figure out how to properly edit and recompile the SWF, but so far I'm stuck with editing SWFs that do not contain ActionScripts (Such as the Quest animations and the SPECIAL animations). If anyone knows how to do this properly, please share! It is entirely possible that we will need the source files from Bethesda themselves before a proper UI mod can be created.
  4. Ok, everyone. Here's the rundown. After my updated DEFICONS2 mod took off, I figured I would try my hand at some more interface modding, starting with the PipBoy. After learning the basics of Flash when working on my icon mod, I figured some sprite editing would be simple enough. Boy, was I wrong. What I am doing is working on a little mod to go with the Gold Kit Color PipBoy mod. I didn't like all the yellow, so I want to give it a little color. I'm starting with PipBoy_InvPage.swf, by recoloring the paperdoll that is under your armor on your inventory page. Here's my problem. Decompiling the SWF to FLA, cool. Worked like a charm. Editing the FLA, wonderful. I'm getting the hang of Flash. Export the FLA back to SWF... Not so much. After exporting the FLA back to an SWF file and loading it into the game, my inventory page is completely fuggered. I either CTD or the page cannot be interacted with. One thing I noticed, before the decompile, Pipboy_InvPage.swf is 97kb (at least the one from Gold Kit is, the original might be different). After I recompile, Pipboy_InvPage.swf is 34kb. Dafuq? Did something evaporate into the electronic aether while it was recompiling? I have tried decompiling using both JPEXS and SoThink. Doesn't matter what decompiler I use, Flash still exports a 34kb Pipboy_InvPage.swf file, and whatever it removed to save that 63kb was the magic juice to make the game use the file correctly. I implore all of you modders and Flash experts out in the Nexus. Please tell me what the heck I am doing wrong when I export the SWF file in Flash. The programs I am using are JPEXS Free Flash Decompiler v8.0.1 and Flash Pro CS6. I also tried using Sothink SWF Decompiler v7.4. Thanks in advance!!
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