New file format for modding cnc3
#22
Posted 17 February 2007 - 11:48 AM
This is good news. XML > INI any day (not to mention that it will be soooo easy to make tools that reads the files)
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#23
Posted 27 February 2007 - 02:38 AM
We are living in a post-common sense society.
#24
Posted 27 February 2007 - 03:14 AM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#25
Posted 27 February 2007 - 04:29 AM
If you browse the files inside the DemoData.big, you'll see that some of them are readable or legible and some of the tga files displays fine...
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
#26
Posted 27 February 2007 - 04:45 AM
We are living in a post-common sense society.
#27
Posted 27 February 2007 - 05:08 AM
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
#28
Posted 27 February 2007 - 05:33 AM
We are living in a post-common sense society.
#29
Posted 27 February 2007 - 12:00 PM
Considering the name of some files that ends with .cddata, I wouldn't discard encryption, but since some of the words is somewhat readable, do not discard compression either.
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
#30
Posted 27 February 2007 - 08:26 PM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#31
Posted 01 March 2007 - 02:31 AM
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
#32
Posted 02 March 2007 - 05:24 PM
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
#34
Posted 02 March 2007 - 11:33 PM
i mean, it does work for BFME, right?
some tips in advance (haven't tested it yet - going to):
- when you add files, always be able to specify the directory in the BIG where it should go
- or, make a real (optional?) directory view, ala WinRAR / Explorer
- allow selecting/unpacking multiple files at once (not just single file/all files)
- allow turning off preview. sometimes you just want to extract a file of 10MB, and not wait for it to load in the preview
- allow it to be run with commandline arguments, so we can for example automate our mod packing with a batch file
and feel free to post this program in the The3rdAge news
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#35
Posted 03 March 2007 - 01:24 AM
finally, a FinalBIG alternative, which we can give input about. very nice
Thanks
i mean, it does work for BFME, right?
Yes, it's suposed to work with BfME1 and 2.
some tips in advance (haven't tested it yet - going to):
- when you add files, always be able to specify the directory in the BIG where it should go
- or, make a real (optional?) directory view, ala WinRAR / Explorer
The second idea is very interesting. I'll try to implement it later.
- allow selecting/unpacking multiple files at once (not just single file/all files)
Beta 0.4 that I'm about to release can extract all the files that you have selected at once instead of 1 by 1....
- allow turning off preview. sometimes you just want to extract a file of 10MB, and not wait for it to load in the preview
Good idea, although it doesn't have a preview yet.
- allow it to be run with commandline arguments, so we can for example automate our mod packing with a batch file
and feel free to post this program in the The3rdAge news
Version 0.4 will accept as parameter the .BIG file that you want to open, so you can associate .BIG files with it. And, I'll post a news about it once 0.4 is released.
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
#36
Posted 03 March 2007 - 01:45 AM
good, but i meant something like:Version 0.4 will accept as parameter the .BIG file that you want to open, so you can associate .BIG files with it.
bigeditor.exe Mod.big -add D:\supermod\data\ini\* ini\* bigeditor.exe Mod.big -rem data\audio\* bigeditor.exe Mod.big -create D:\supermod\data\* * bigeditor.exe Mod.big -update D:\supermod\data\art\* art\*
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#38
Posted 05 March 2007 - 10:50 PM
i would understand if u meant edit the objects(ini that is) using xml
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users