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DarkelUncut

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Everything posted by DarkelUncut

  1. Interesting. You can force additional GFXs to load ingame. It should be last in ingame.scn loadorder and completely screws overlay menus' (inventories) input handling by some reason.
  2. I second this. I would love for the weapon to be invisible or sheathed. Tried doing something like this. Main problem is that after you equip your weapon for a first time, you can't unequip it. Ever. I'll try forcing relaxed stance onto player and making weapon invisible as soon as I figure out how to do it.
  3. This is due to Scaleform GFXs stripping of gradients and textures. I think it's possible to manually add them back. If we had a tool that compresses everything back, it would be much easier. Surprisingly, there is no such tool. I'll look into GFX SDK exporter sources.
  4. Adding anything won't be possible until .ogd format is reversed.
  5. SoT engine is very similar to Dungeon Siege 3 engine. Same file structure, same formats. Almost the only difference and difficulty is that XMLs were packed into OGDs. To change file header from CFX to CWS, use hex editor. Tiny Hexer, for example. Though I was wrong. You won't be able to edit .SWFs, only view them. To edit them you'll have to: Outdated. Working methods are listed below this spoiler. Method A (Script editing): Method B (Overall editing): Update: List of helpful tools: Adobe Flash, Scaleform Gfx SDK, Flash Decompiler Trillix, SWiX, Sothink Decompiler, FLASM, RABCDAsm, JPEXS Free Flash Decompiler. Update 2.2: There is a developer console similar to Dungeon Siege 3 one. To call it: 1. Unpack help_topics.scn and game.gui from data_archive.oaf into data/gui. 2. Open help_topics.scn and change text to console.gfx. 3. Open game.gui and swap help_topics and console parserfunctions, so that it reads: help_topics.scn parserfunction GUI_command_parser_console console.scn parserfunction GUI_command_parser_help_topics 4. Run game and open help topics. Console does work, but it doesn't work as it should. Either there are additional debug variables that need to be enabled, or something else.
  6. Stick of Truth file formats, so far: .OAF - main archive format. Similar to Dungeon Siege 3. Can be extracted by Raptor's SoT oaf extractor http://raptor.cestiny.cz/download/south-park-the-stick-of-truth-oaf-files-extractor.html .GFX - Autodesk GFX/SWF format. Used for most part of ingame graphics. Possibly can be edited by Autodesk tools. Or you can change file header from CFX to CWS and file extension to .swf and edit it by any swf editor. .STD - Strings format. Ingame text stored in here. Can be extracted by Raptor's SoT translator http://raptor.cestiny.cz/download/south-park-the-stick-of-truth-translator.html .DDS - Texture file format. Edit it with your favourite graphics editor. .TGA - Another texture file format. .XML - markup language file format. Easy to edit. .ACTOR - renamed XMLs. .OGD - converted/compressed XMLs. Uneditable at the moment. .WEM - AudioKinetic Wwise RIFF (or RIFX) Vorbis files. Possibly can be converted with ww2ogg and patched with revorb. .BNK - Soundbank that contains multiple sound files. Possibly can be converted with http://ctpax-cheater.narod.ru/personal/bnkextr.zip Tips: You don't have to compress oaf archives back. Let's say, you edited gui/se_hazard_bacteria_gas.gfx from unpacked data_archive.oaf and want to test it ingame. Copy new file into ./data/gui/ in game folder and start the game. Items Data: Categories: Item Types: FSCommands: You can use FSCommands to call engine functions from within .GFX actionscript. Example: getURL("FSCommand:COMMAND", "PARAMS"); Commands list (incomplete): OGD Data: /global/achievements/achievements.ogd - Achievements /global/appearance_rigs/*.ogd - Appearance, costumes, etc. for every ingame character, including player /global/creature_appearance/appearance_manifest.ogd - List of appearance OGDs allowed for game to load /global/creature_appearance/player_appearance.ogd - Costumes and Items used in Character Creation menus Note: item icon is defined in plaintext, dye data taken from item name. Actual item referenced by some id
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