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Editing APT Files


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#21 Ridder Geel

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Posted 01 August 2010 - 03:54 PM

Have fun... what a thing to say :crazed: Ok... Ill have a look at the source code :ninja:
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#22 Phil

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Posted 01 August 2010 - 04:21 PM

Well, you won't get too much information out of it because it's not really documented, but at least you can see what the structure of an APT file roughly is like. Look at cc3tools/apt_file.h and apt2xml/apt2xml.cpp

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.

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#23 Goldtouch

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Posted 01 August 2010 - 04:32 PM

Hold on... we don't need to know anything about APT... Its about the xml structure.

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 Phil

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Posted 01 August 2010 - 04:57 PM

In short: I mean the XML file.

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.

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#25 Ridder Geel

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Posted 01 August 2010 - 05:49 PM

True... I will attempt to contact them if i cant find out how to make anything work :crazed:
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#26 Goldtouch

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Posted 02 August 2010 - 08:35 AM

More intel on the menu modding

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 Ridder Geel

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Posted 02 August 2010 - 03:14 PM

Has anyone sucessfully just done the most simple thing...
APT->XML->APT and then readding it to a big and making it work? It did not work for me... :crazed:
Or is there a way to make the game read the xml?
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#28 逊Arathorn妻

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Posted 18 August 2010 - 01:29 PM

The bfme2 apt file is Other than the cnc apt file. His Tool don't Support it. I talked with him.
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#29 Ridder Geel

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Posted 18 August 2010 - 01:31 PM

Indeed I also asked him, he says it does not support it :p
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 ;)
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#30 逊Arathorn妻

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Posted 18 August 2010 - 02:05 PM

I asked him 2 Month ago. I have a mate who made a Tool for changing Position and Color. His NamE is Gwanw

#31 Gwanw

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Posted 18 August 2010 - 02:26 PM

Nobody can find me :p
I deleted the program because you can change something easier with a other methode ;)
And I write a tutorial

#32 Gwanw

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Posted 06 September 2010 - 05:50 PM

For those who want to see a change in menu:
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 Kwen

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Posted 06 September 2010 - 06:39 PM

Most people will have no clue how to install that. Which game is it even for?

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#34 Gwanw

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Posted 06 September 2010 - 06:47 PM

This big is for RotWK and you have to copy big in the folder "Risen of the Witch King".
The path is: C:\Program files\Electronic Art\Risen of the Witch King\
If this is the wrong path, please correct me^^

#35 Goldtouch

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Posted 07 September 2010 - 04:50 PM

I've added a screen of the prototype.
Menuprototype.jpg


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 Gwanw

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Posted 07 September 2010 - 08:50 PM

I seach for the coordinates with the hex editor and convert it into decimal numbers.
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 :p .

Edited by Gwanw, 07 September 2010 - 09:22 PM.


#37 Goldtouch

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Posted 18 September 2010 - 04:39 PM

Too bad you aimed on those who speak german only. None the less I translated it with google translator.

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 Gwanw

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Posted 18 September 2010 - 04:55 PM

First:
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 Gwanw

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Posted 03 October 2010 - 10:53 PM

If a mod wants to have 2 further All-hero-buttons for new factions, they can contact me :p

#40 Gwanw

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Posted 11 October 2010 - 08:46 AM

Since no one answers, I take back my offer.
There are enough to fix, what I was asked by German Mods. :thumbsupsmiley:




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