#1725794 - 04/12/05 05:48 PM
Appearance folder - exploring files DBITMAPS.MIF
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Joined: May 2001
Posts: 5,462
Polak
Hotshot
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Hotshot
Joined: May 2001
Posts: 5,462
New York, NY
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As in the title. With Hex Editor which unusually revealed very understandable entries: chunk SMKR // smoker data types { // 0 - smoke none string "BITMAP1"
byte 255 // red byte 255 // green byte 255 // blue byte 255 // alpha long.16 0.0 // start size in m long.16 0.0 // max size in m long.16 0.0 // emission rate byte 0 // number of particles (max 50) byte 0 // priority byte 0 // diffusion (0, 1, or 2) byte 0 // type (1 = SMOKE_TRAIL)
byte 0 // secondary
// 1 - missile "smokeless" trail string "BITMAP1"
byte 216 // red byte 216 // green byte 216 // blue byte 102 // alpha long.16 0.0 // start size in m long.16 4.0 // max size in m long.16 5.0 // emission rate byte 20 // number of particles (max 50) byte 1 // priority byte 1 // diffusion (0, 1, or 2) byte 1 // type (1 = SMOKE_TRAIL)
byte 0 // secondary
chunk LTSR { long 6 // start day hour long 18 // start night hour
// day colors byte 130 // day ambient color, red byte 130 // day ambient color, green byte 180 // day ambient color, blue
byte 255 // day sun color, red byte 255 // day sun color, green byte 220 // day sun color, blue
// dawn/dusk colors byte 65 // dawn/dusk ambient color, red byte 65 // dawn/dusk ambient color, green byte 90 // dawn/dusk ambient color, blue
byte 153 // dawn/dusk sun color, red byte 110 // dawn/dusk sun color, green byte 80 // dawn/dusk sun color, blue
// night colors byte 12 // night ambient color, red byte 12 // night ambient color, green byte 24 // night ambient color, blue
byte 24 // night moon color, red byte 24 // night moon color, green byte 48 // night moon color, blue
// terrain lighting color byte 225 // terrain lighting color, red byte 153 // terrain lighting color, green byte 120 // terrain lighting color, blue
// missile launch light color byte 255 // missile launch color, red byte 204 // missile launch color, green byte 153 // missile launch color, blue
// missile trail light color byte 153 // missile trail color, red byte 122 // missile trail color, green byte 92 // missile trail color, blue
// cannon fire light color byte 255 // cannon fire color, red byte 204 // cannon fire color, green byte 153 // cannon fire color, blue
// flare light color byte 255 // cannon fire color, red byte 204 // cannon fire color, green byte 153 // cannon fire color, blue
// fire light color byte 255 // fire light color, red byte 153 // fire light color, green byte 25 // fire light color, blue
// sky background color byte 160 // fire light color, red byte 160 // fire light color, green byte 255 // fire light color, blue }
chunk END { }
Back to testing, but appears that one can change not only some particle effects here (smoke etc.) but whats important ambient color of the day, sky, terrain, moon, sun, fire even time of the day when the day begins and night ends. Pretty easy and clear isn't it. So to all wannabe modders. No artistic skills here needed just HexEditor some patience and luck.
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#1725796 - 04/12/05 08:44 PM
Re: Appearance folder - exploring files DBITMAPS.MIF
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**DONOTDELETE**
Unregistered
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Anonymous
Unregistered
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I'm curious... Does the game actually read the MIF file? The reason i ask is because this is a text representation of the IFF file with the same name, according to EA's IFF format. Unless the game reads the MIF file, it may be necessary to convert the IFF files between binary and text representations. I just had a thought, given that a number of mods are going to start to happen here soon, how about someone create a standard mod installer/platform? Something that will track and add mods as needed.
I'm thinking along the lines of F4 patch or LOMAN.
Might keep things simple!
Good idea! Also, it could be useful to maintain a small LB2 modding page, summarizing what has been acheived so far and what people are working on at the moment... or at least keep the most important topics at the top. In my experience, information is likely to get lost as some threads become less popular otherwise. Mario
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#1725798 - 04/12/05 09:33 PM
Re: Appearance folder - exploring files DBITMAPS.MIF
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Joined: Sep 2000
Posts: 12,110
PositiveG
Veteran
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Veteran
Joined: Sep 2000
Posts: 12,110
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Originally posted by HCl: Also, it could be useful to maintain a small LB2 modding page, summarizing what has been acheived so far and what people are working on at the moment... or at least keep the most important topics at the top. In my experience, information is likely to get lost as some threads become less popular otherwise.
Mario I can easily host a page, just send me what you want guys, I'll tack it up. I can only update it in the evenings though. Although now that I see XP has a VPN server (learned something new today) then I may be able to get at my box from work!
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#1725799 - 04/16/05 05:09 PM
Re: Appearance folder - exploring files DBITMAPS.MIF
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**DONOTDELETE**
Unregistered
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Anonymous
Unregistered
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+G, excellent! If you don't mind, i'll be sending you a set of files containing all my LB2 modding work: tools, source code, file formats and such.
Mario
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#1725800 - 04/16/05 06:52 PM
Re: Appearance folder - exploring files DBITMAPS.MIF
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Joined: Sep 2000
Posts: 12,110
PositiveG
Veteran
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Veteran
Joined: Sep 2000
Posts: 12,110
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Originally posted by HCl: +G, excellent! If you don't mind, i'll be sending you a set of files containing all my LB2 modding work: tools, source code, file formats and such.
Mario Good deal, hopefully my Bandwidth counts won't go through the roof!
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#1725801 - 04/17/05 12:58 AM
Re: Appearance folder - exploring files DBITMAPS.MIF
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**DONOTDELETE**
Unregistered
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Anonymous
Unregistered
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You got mail :-)
Not to worry, i took out all the unnecessary temporary / test files, so the command-line programs and source code fit well under 1 Mb.
Mario
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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