Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: JOTRkid on September 18, 2006, 03:02:31 pm

Title: how to edit ibx?
Post by: JOTRkid on September 18, 2006, 03:02:31 pm
i want to edit a few things in the mods cache file (like missiles so i can help the indipendence on the finial mission).i searched for an ibx editor and got nothing..i tried word,word pad, and note pad and i got jibberish lines of code..i want a link (or at least a name and a place to get it) for an ibx file editor.
any help wanted.
Title: Re: how to edit ibx?
Post by: Dark Hunter on September 18, 2006, 03:06:13 pm
AFAIK .ibx is a graphic. Try looking here (http://homepage.ntlworld.com/karajorma/FAQ/tools.html) for a program called "The GIMP". I have it myself, and it can edit just about any graphic you can imagine.
Title: Re: how to edit ibx?
Post by: JOTRkid on September 18, 2006, 03:13:04 pm
AFAIK .ibx is a graphic. Try looking here (http://homepage.ntlworld.com/karajorma/FAQ/tools.html) for a program called "The GIMP". I have it myself, and it can edit just about any graphic you can imagine.

then how can i edit missiles and stuff?
Title: Re: how to edit ibx?
Post by: Snail on September 18, 2006, 03:16:40 pm
You mean table files?
Title: Re: how to edit ibx?
Post by: Woomeister on September 18, 2006, 03:20:01 pm
IBX is an internal model format the game converts pofs too to make HTL run faster IIRC.
You don't edit them you edit the original pof files instead and a new IBX is generated the next time the model is loaded.
Title: Re: how to edit ibx?
Post by: JOTRkid on September 18, 2006, 03:25:23 pm
You mean table files?

YES!!! THAT!!!
Title: Re: how to edit ibx?
Post by: Woomeister on September 18, 2006, 03:26:28 pm
Notepad's all you need to edit tables.
Title: Re: how to edit ibx?
Post by: Snail on September 18, 2006, 03:27:07 pm
Yeah, but he said he already tried notepad...?

Do you want to modify the stats or the look?
Title: Re: how to edit ibx?
Post by: JOTRkid on September 18, 2006, 03:27:31 pm
Notepad's all you need to edit tables.

where do i find them?
Title: Re: how to edit ibx?
Post by: Snail on September 18, 2006, 03:27:58 pm
In the VP files.
Title: Re: how to edit ibx?
Post by: JOTRkid on September 18, 2006, 03:29:38 pm
what must i do?
Title: Re: how to edit ibx?
Post by: Snail on September 18, 2006, 03:31:57 pm
Get VPView... You can get it from various places, try the SCP website (you can get to that site from the top banner thingy under related websites).
Title: Re: how to edit ibx?
Post by: JOTRkid on September 18, 2006, 03:32:45 pm
thank you..all of you.
Title: Re: how to edit ibx?
Post by: JOTRkid on September 18, 2006, 03:57:26 pm
how do i change the values of a tbl file?
Title: Re: how to edit ibx?
Post by: Wanderer on September 18, 2006, 04:03:41 pm
i) extract the table file you want to edit with vpview, vpmage or some other software that is able to do so
ii) edit the table file (text file) with notepad or some other NON-formatting editor (so dont use word, open office, wordpad or suchs)
iii) place the edited table to mod/data/tables directory

To read about table values:
http://www.hard-light.net/wiki/index.php/Category:Tables (http://www.hard-light.net/wiki/index.php/Category:Tables)
http://www.hard-light.net/wiki/index.php/Weapons.tbl (http://www.hard-light.net/wiki/index.php/Weapons.tbl)
Title: Re: how to edit ibx?
Post by: Dark Hunter on September 18, 2006, 05:18:38 pm
how do i change the values of a tbl file?


Let me guess, you opened it in TBLView.

Don't do that. Use notepad. Then you can simply delete and re-input the value you want. Don't try changing anything a lot, because Table Files are very very specific and will likely crash the game if there is a mistake. Luckily, the game usually tells you what the mistake is, so it's pretty easy to fix.
Title: Re: how to edit ibx?
Post by: SadisticSid on September 21, 2006, 03:59:38 pm
This has nothing to do with Inferno. I suggest you check the wiki (http://www.hard-light.net/wiki/index.php/Category:Tables) for information on how to edit TBL files.
Title: Re: how to edit ibx?
Post by: Flipside on September 22, 2006, 03:39:53 pm
I've unlocked this for now, on request, as the poster may want more help, and it's in the right place to get it now :)
Title: Re: how to edit ibx?
Post by: karajorma on September 23, 2006, 03:26:36 am
Main thing I wanted cleared up incase JOTRkid is still reading is that the table files deal with the speed, damage etc of the object and that the model file is responsible for the way the object looks. You can edit both and if you started with the IBX file it does look like you were starting out with that idea in mind.
Title: Re: how to edit ibx?
Post by: Scooby_Doo on September 23, 2006, 09:28:52 pm
On the subject of ibx, I'd like to see unless one already exists, is a seperate program (command line is fine) that generates up-to-date ibx data.

Since I generate a vp for each model (I have a seperate subfolder "modeldata" with cache, hud, tables, maps, models) I stuff everything in their appropriate subfolder and quickly do a vpmake.  Theres no need to clean the vp then.
Title: Re: how to edit ibx?
Post by: Taristin on September 24, 2006, 01:58:17 am
The game automatically creates the IBX file. Just run a mission once, and the IBX file will be made. Why would you need an additional program to do this?

The file will be in the FS folder, so you can add them to your VP's already...
Title: Re: how to edit ibx?
Post by: Scooby_Doo on September 24, 2006, 02:50:26 am
Yes I know the FS2 makes them, but would be faster just to run it through a program and then generate the vp.
Title: Re: how to edit ibx?
Post by: karajorma on September 24, 2006, 03:22:16 am
A seperate program would be a pain in the arse to make and keep updated.

A dev command line prompt that simply ran through all the models, generated the IBXs and then exited (Like the export SEXPs and Export scripting command lines) might be nice though. No idea how simple it would be to do though. If it's trivial it might be worth someone more familiar with the model code making it. But it's not worth someone spending more than a few minutes to make really.

Title: Re: how to edit ibx?
Post by: Scooby_Doo on September 24, 2006, 04:12:54 am
Ahhh that sounds like a better idea.




BTW: the {code}{/code} is broken. It breaks the hierachy stack depth i.e. {li}{code}my code{/code}{/li} turns into: my code{/li}
Title: Re: how to edit ibx?
Post by: taylor on September 24, 2006, 05:53:33 am
A dev command line prompt that simply ran through all the models, generated the IBXs and then exited (Like the export SEXPs and Export scripting command lines) might be nice though. No idea how simple it would be to do though. If it's trivial it might be worth someone more familiar with the model code making it. But it's not worth someone spending more than a few minutes to make really.
It already exists, though it may not be obvious.  Using the -pofspew cmdline option will load all POFs, dump info on them, and then exit.  As a process of this, all models which don't already have an IBX available will have one generated.

So it's quite easy to generate IBX files, and you don't even need to have that POF listed in a tbl or anything.  It simply looks for all .pof files than it can find and tries to load them.  All you have to do is (if you wanted to do this on a regular basis) create a "ibxgen" mod, which you would have data/models, and data/cache under.  Put POFs in the appropriate place, then run the game with -pofspew and -mod ibxgen.  It will generate all of your IBX files for you and dump them in ibxgen/data/cache.  Assuming that you would always keep IBX files for all other POFs available, then ibxgen/data/cache should only have IBX files for the models which you had in ibxgen/data/models.  Then you just have to pack them in a VP.

That's what I do anyway.  :)
Title: Re: how to edit ibx?
Post by: karajorma on September 24, 2006, 06:18:42 am
Can't believe I forgot about pofspew :) I blame it being early on a Sunday morning :)