Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Mar 19, 2024 4:36 am
All times are UTC + 0
Demo Modding
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 1 [23 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Tue Feb 27, 2007 2:42 am    Post subject:  Demo Modding Reply with quote  Mark this post and the followings unread

So, now that the demo is out, does anyone feel like trying to snoop around the internal files and get some "pre-modding" experience and figure them out? Empire at War had mods for the demo the day after it came out.

_________________
WOL nick: migtybob
Wesforce wrote:
We are living in a post-common sense society.

Back to top
View user's profile Send private message Visit poster's website
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Feb 27, 2007 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

.BIG files can be opened with Final BIG.

I'll start checking the graphics and XMLs...


Edit: Final BIG doesn't open them correctly. It messed up file contents from DemoData.big. I think it cought the wrong offsets.


Also, the demo uses INI and not XML files O.o


Edit 2: This isn't offset error. Some of the files are actually encrypted to avoid us modders to open features from the demo Wink.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Siberian GRemlin
Grenadier


Joined: 13 Aug 2004
Location: Russia

PostPosted: Tue Feb 27, 2007 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Can Anybody upload WinRARed English.BIG file from demo-version to rapidshare or somewhere else?!

Or demo-version have only one archive - DemoData.big?

_________________

Westwood Studios forever!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Feb 27, 2007 4:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's the file structure... and all significant files are bigger than 7mb. The movies one is about 400+mb while demodata is 106mb.



cnc3demodir.jpg
 Description:
Data has Cursors... and Launcher has english.csf..
 Filesize:  11.86 KB
 Viewed:  23434 Time(s)

cnc3demodir.jpg



Back to top
View user's profile Send private message Visit poster's website Skype Account
Koen
Vehicle Drone


Joined: 25 Apr 2004

PostPosted: Tue Feb 27, 2007 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure if it is encryption... because you can still see some (partially) readable texts in some of the files. I think it is some kind of 'custom' compression. Hopefully the real game does not use this.

Back to top
View user's profile Send private message Visit poster's website
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Feb 27, 2007 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, C+C3 uses .inis actually? Peculiar.

Back to top
View user's profile Send private message Send e-mail
Koen
Vehicle Drone


Joined: 25 Apr 2004

PostPosted: Tue Feb 27, 2007 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

There still are INI files, yes. But I have also seen some encrypted XML files.

The one thing I am worried about, is that I cannot find the INI/XML file of units anywhere... perhaps I haven't looked well enough.

_________________
TibEd 2 for C&C3 experimental

Back to top
View user's profile Send private message Visit poster's website
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Feb 27, 2007 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't be surprised if it was just encrypted or compressed in a way us mere humans can open easily. If i released a game beta I wouldn't allow it to be modded, thats just insulting.

Back to top
View user's profile Send private message Send e-mail
ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Feb 27, 2007 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try and See if you get any luck with those encrypted files using WinBig

_________________

Back to top
View user's profile Send private message
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Feb 28, 2007 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

ea made the game easy to mod unpurpose. they actually like people od there games so they get more replay value. so im not surprised they had some ini rules.

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Siberian GRemlin
Grenadier


Joined: 13 Aug 2004
Location: Russia

PostPosted: Wed Feb 28, 2007 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

About new BIG format:
Header - the same.
Before every file, situated variable (6 byte lenght?) with some information (it may be uncompressed size of file, I'm thinking)
After that var compressed file beginning.

That is all. = )

_________________

Westwood Studios forever!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Wed Feb 28, 2007 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there already a TS(or RA2):CNC3 conversion in the works? I'm sure someone out there is just waiting to get to the models and convert to voxel and SHP haha

Back to top
View user's profile Send private message Visit poster's website
Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Wed Feb 28, 2007 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

If we dig deep enough, we should be able to modify textures, music, sounds and code. We could enable the Scrin! #Tongue (yup, their data files are all in there)

Oh, and the stuff is encrypted/compressed, by what I'm told.

Back to top
View user's profile Send private message Send e-mail Skype Account
Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Wed Feb 28, 2007 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I may be wrong, but while coding for the Scrin might be in the demo, I doubt EA aand the C&C3 team would take the chance of including the Scrin models. They know how the modding community is, they know there is a good chance it will be cracked. I think they wouldn't take the chance and would want to keep something in reserve for the games release. That being said, I think the most important would be either adding more playable maps, especially larger ones, to the demo. Or getting the models out and converting them to W3D so that we can use them in Generals, TS & RA2. I'm a big GDI C&C3 unit fanatic. To be able to convert them to Generals ZH or voxels for TS or RA2 to tide me over for the next month would be fantastic. But the best would be just some new bigger maps in the demo. I wish I had the abilities to crack it myself, but since i don't, we're counting on the best of the community to do the impossible. Good luck!

Cheers,

Rebelmoon

Back to top
View user's profile Send private message Visit poster's website Skype Account
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Feb 28, 2007 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Siberian GRemlin wrote:
Before every file, situated variable (6 byte lenght?) with some information (it may be uncompressed size of file, I'm thinking)
After that var compressed file beginning.

That is all. = )


It would make sense if it was the uncompressed size, but... the values there are too big for it.

I've noticed that, from these 6 values, all of them start with $10FB and there is a random 4 byte. Player template.ini has a size of $59F and the 4 last bytes in the beggining is $001A042C.

If this was the compression size, this compression would be a Chuck Norris God like one. So, I don't think this is the case.


However, if you divide $001A042C / $10FB, you get an integer value (392 = $188).

Back to top
View user's profile Send private message Visit poster's website Skype Account
ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Wed Feb 28, 2007 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hope EA didn't choose some obceainly weird model format like Westwood W3D as you have to have 3ds max and Gmax to get them into any viable format.

_________________

Back to top
View user's profile Send private message
Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Wed Feb 28, 2007 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
I hope EA didn't choose some obceainly weird model format like Westwood W3D as you have to have 3ds max and Gmax to get them into any viable format.


Actually I believe they are in an even weirder format. Something like a modified W3D, but W3X or something like that. So it will probably just add another layer to convert. Convert it to W3D, then to Max, then to whatever else you want. Hopefully I'm wrong, tho.

Cheers,

Rebelmoon

Back to top
View user's profile Send private message Visit poster's website Skype Account
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Feb 28, 2007 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The W3X files are hidden under unknown names in one of the .big files... we can't barely see properly the contents of the demo...

Back to top
View user's profile Send private message Visit poster's website Skype Account
Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Thu Mar 01, 2007 1:53 am    Post subject: Way to decompress the ini files. Reply with quote  Mark this post and the followings unread

First use FinalBig to extract the game files.
Then use the application at http://rapidshare. com/files/18650086/big4decomp.rar.html to expand the extracted files.

Posted by Issvar @ EA CnC3 Forums.

Just drag an encrypted ini file into the program and it decompresses it.

One step closer...

Cheers,

Rebelmoon

Back to top
View user's profile Send private message Visit poster's website Skype Account
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Mar 01, 2007 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Now that gives us something to work with. Now the only question left, which one of these many files is the "rules" file? lol

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Mar 01, 2007 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

There's no "rules.ini" file anymore. The data is separated into different XMLs. For units, it's basically an XML that contains both the rules and art data of the unit.

And the 3d models come in w3x. (wasn't that it the same extension name for wc3 tft maps? uh-oh...)

Back to top
View user's profile Send private message Send e-mail Skype Account
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Mar 01, 2007 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

i know where isnt a rules.ini, thats why i said file, thought it would have been converted to xml.
So its an xml for each unit, heh, so where do u find them? Confused (specifically plz #Tongue)

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
owiec
Guest




PostPosted: Sat May 19, 2007 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

it's very easy to replace skirmish map in demo. you only have to replace the map_mp_2_black5.map file, add map.xml, overrides.xml and optionally replace map_mp_2_black5_art.tga in the data\maps\official\map_mp_2_black5 folder in demostreams.big

proof:




[/img]

Back to top
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [23 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1704s ][ Queries: 14 (0.0115s) ][ Debug on ]