Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: JOTRkid on September 18, 2006, 03:02:31 pm
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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.
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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.
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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?
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You mean table files?
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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.
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You mean table files?
YES!!! THAT!!!
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Notepad's all you need to edit tables.
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Yeah, but he said he already tried notepad...?
Do you want to modify the stats or the look?
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Notepad's all you need to edit tables.
where do i find them?
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In the VP files.
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what must i do?
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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).
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thank you..all of you.
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how do i change the values of a tbl file?
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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)
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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.
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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.
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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 :)
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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.
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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.
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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...
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Yes I know the FS2 makes them, but would be faster just to run it through a program and then generate the vp.
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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.
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Ahhh that sounds like a better idea.
- Heres how my folder is setup and if I want to fix a bug, or update something...
scooby
-data
-modeldata
-hud
-cache
-maps
-models
- Simply run vpview, select everything and extract to default directory (which is scooby\modeldata)
- I have a simple batch file that moves everything to appropriate sub folder
movetoLocation.bat
cd modeldata
move *.ibx cache
move *.dds maps
move *.ani hud
move *.pof models
move *.tbm tables
- After that if I just want to edit the tbm file
EditTable.bat
cd modeldata\tables
for %%A in (*.tbm) do notepad %%A
- If I want to add/replace anything simple add/replace them :) This is were the ibx creater would be used
- Delete the old vp (or rename it) [i think vpmake gets confused if the vp file already exists and doesn't replace rather it adds to it]
- once everythings done simply run vpmake
use d:\freespace2\scooby\modeldata (replace with whatever your setup is)
- Vola! a VP containing just the modal data, no need to use vpmage :)
- When everythings done
cleanup.bat
cd modeldata
cd cache
del *.ibx
cd ..
cd hud
del *.ani
cd ..
cd maps
del *.dds
cd ..
cd models
del *.pof
cd ..
cd tables
del *.tbm
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}
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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. :)
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Can't believe I forgot about pofspew :) I blame it being early on a Sunday morning :)