Editing APT Files
#21
Posted 01 August 2010 - 03:54 PM
#22
Posted 01 August 2010 - 04:21 PM
Maybe you can contact jonwil (the creator of the tools) and get him to explain the APT files to you if you're lucky. Or DeeZire comes back and sheds some more light on it.
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#23
Posted 01 August 2010 - 04:32 PM
We have a tool to convert the apt files into xml & we can reverse them back again.
---
Anyways this is what I found out:
In the code you see geometry="aNumber" these numbers are connected with the .ru files inside the MainMenu_geometry folder. (these cut out for ex. the button of the image to display them)
simple..
Edited by THORONGlL, 01 August 2010 - 04:35 PM.
#24
Posted 01 August 2010 - 04:57 PM
Long: That XML file really just contains an XML representation of the APT data, instead of binary. Only by looking at the XML file you still don't know what the different elements describe, how they are constructed, how they interact, etc. The source code might help a bit here (but not much) because it tells you what elements there are, and based on what conditions he writes them. At the very least you get a nice list of flags.
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#25
Posted 01 August 2010 - 05:49 PM
#26
Posted 02 August 2010 - 08:35 AM
The PlaceObject tag with a name of MovieLoop. That controls the placement of the movie clip.
Some notes:
Do not remove or add items, just edit them. The easiest way to make an object invisible is to set the rotation matrix for the object placement tag to 0,0,0,0 (i.e. rotm00,rotm01,rotm10,rotm11 all zero). Do not edit any of the ActionScript coding. To edit the hit shape for a button (i.e. the shape of the area that the game will recognize when you press the mouse on the button), edit the vertex and triangle tags for that button.
http://www.cncmods.n...oto=390#msg_390
#27
Posted 02 August 2010 - 03:14 PM
APT->XML->APT and then readding it to a big and making it work? It did not work for me...
Or is there a way to make the game read the xml?
#28
Posted 18 August 2010 - 01:29 PM
Greez
#29
Posted 18 August 2010 - 01:31 PM
I asked him if somewhere in the future he could make it for BFME 2, he said he is too busy right now. But ill ask him again in a month or 2
#30
Posted 18 August 2010 - 02:05 PM
#31
Posted 18 August 2010 - 02:26 PM
I deleted the program because you can change something easier with a other methode
And I write a tutorial
#32
Posted 06 September 2010 - 05:50 PM
http://rapidshare.co...enuflackert.big
This Menu was a prototype.
Sorry, that was the wrong big, now it is the right^^
Edited by Gwanw, 06 September 2010 - 06:21 PM.
#33
Posted 06 September 2010 - 06:39 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#34
Posted 06 September 2010 - 06:47 PM
The path is: C:\Program files\Electronic Art\Risen of the Witch King\
If this is the wrong path, please correct me^^
#35
Posted 07 September 2010 - 04:50 PM
The Options & multiplayer submenu displays itself every 1 miliseceond & than disapears again in a looping motion.
Gwanw, before writing your tutorial can you explain it simply here what did you change. How did you figure out the right X Y coordinates .
....
Edited by THORONGlL, 07 September 2010 - 06:16 PM.
#36
Posted 07 September 2010 - 08:50 PM
Than I change the values and convert it back into the hexsystem.
For example:
4=4
34=16*3+4=52
234=256*2+16*3+4=564
1234=4096+256*2+16*3+4=4660
This is the basic secret
Edit: If someone has a wish, he can say it. I will try my best .
Edited by Gwanw, 07 September 2010 - 09:22 PM.
#37
Posted 18 September 2010 - 04:39 PM
I want to visualise this(check quote 2) in photoshop. How can I convert this into something like pixels, points, milimeters, etc. (what photoshop has)
let me rephraze :
How can I figure out what the coords are for the "solo play" button.
When looking at a a sketch on paper, not where the excisting solo play button is. So the coords where the button will move too )
Does the engine count from the top left corner to the other corners?
example : coords x: 108.849998 y: 736.799988
---------------------BFME1-LOGO---
---------------------------------------
-solo-play---------------------------
-multiplayer-------------------------
-options-----------------------------
-battle-school----------------------
-credits-----------------------------
-exit--------------------------------
-------------------------------------
Edited by THORONGlL, 18 September 2010 - 04:43 PM.
#38
Posted 18 September 2010 - 04:55 PM
Yes, the engine counts from top left to bottom right.
And you can find out the position in the xml.
The new location you can find out through a screenshot (even in Paint shows your the coordinates) or by trial.
#39
Posted 03 October 2010 - 10:53 PM
#40
Posted 11 October 2010 - 08:46 AM
There are enough to fix, what I was asked by German Mods.
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