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Post by ππ³π°π΅π΄π¬πΊ on Mar 18, 2021 0:09:08 GMT
Is there any info how to mod them ?
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Post by Darth Vader on Mar 18, 2021 1:43:07 GMT
Is there any info how to mod them ? I have tried renaming the xml to Json files. If you are lucky, you may be able to edit them.
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Post by John Marston on Mar 18, 2021 2:01:48 GMT
Is there any info how to mod them ? I have tried renaming the xml to Json files. If you are lucky, you may be able to edit them. So assuming we do get lucky, what else can we mod from .bin files?
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Post by Darth Vader on Mar 18, 2021 21:02:30 GMT
I have tried renaming the xml to Json files. If you are lucky, you may be able to edit them. So assuming we do get lucky, what else can we mod from .bin files? I apologize for not responding on time. We could mod anything from Game Processes,Sprites, and Much More.
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Post by John Marston on Mar 19, 2021 1:13:04 GMT
So assuming we do get lucky, what else can we mod from .bin files? I apologize for not responding on time. We could mod anything from Game Processes,Sprites, and Much More. Ah it's ok. What do you mean by Sprites?
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Post by Darth Vader on Mar 19, 2021 1:21:54 GMT
I apologize for not responding on time. We could mod anything from Game Processes,Sprites, and Much More. Ah it's ok. What do you mean by Sprites? Sprites is a image that is encoded. Editing Sprites would allow us to move,copy and change images more effective.
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Post by ππ³π°π΅π΄π¬πΊ on Mar 21, 2021 2:53:25 GMT
Bin - files are very important files for the game, but I don't understand them and I am searching more informations. I will add all infos I can find to this thread. Please help and add all you know, or links please! There are different .bin files in EW4 (and other ET games): .bin Filescc_commander.bin
cc_item.bin
| control checksums. In an unlocked APK I delete them withthout problems. | config.bin
| unused (graphic) not part of the game and can be deleted | As a tripple of files: | spritelib.bin | BILE animation file | spritelib.png | Lib-picture png(with transparency) pkm(etc-no transparency) | spritelib.xml | name, placement (x,y) size (w,h) of sprites | anim_fire anim_fire_hd anim_smoke anim_upgrade choose choose_hd maptext strategicmap strategicmap_hd
| these files are loaded by default (Correct: I don't know the reference for now) Attn: some exist also as HD version. | army_* | files loaded by def_animation.xml reference in def_army.xml | america.bin europe.bin | YSAE the maps | map[n] map[n]_hd | Map - Texture mapping for the coasts and rivers on the maps the textures are in assets/maps
for formats without transparency (etc) the green chanel defines transparency
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Edit: 24.Mar 21 π
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Post by ππ³π°π΅π΄π¬πΊ on Mar 21, 2021 2:56:07 GMT
cc_commander.bin 32B cc_item.bin 8B For an unlocked EW4, these files have no function. I don't need them in my mod and deleted them without noticing any problems. control checksum - files
Changing the def_commanders.xml or def_items.xml requires a new hash. Unlocked apk don't perform a check, so these files are not needed in a mod with an unlocked APK.
ATTN: These files are essential for the original, not unlocked, EW4! The game will quit when entering the headquarter/academy/shop if these files, or their corresponding def_xxx.xml files, are not original.
30.Aug 20 π
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Post by ππ³π°π΅π΄π¬πΊ on Mar 21, 2021 2:59:22 GMT
BILE - files are an ET-format. They define all animatons in ET-games. A BILE-bin file needs an xml-spritelib-file with the same name. .bin ET's animation-file formatExample animation: anim_fire.bin File structure: Header - (BILE) : 20 Bytes (0x14) 0x0000 INT 42 49 4C 45 BILE 0x0004 INT 03 00 00 00 Version 02=EW3, 03=EW4, 04=EW5+EW6 0x0008 INT Size Data (filesize - HEADER_SIZE (20) 0x000c SHORT 14 00 HEADER_SIZE (20 Bytes) 0x000e SHORT 06 00 sections (06 for Version 3+4) 0x0010 INT 00 00 C0 41 ? --unk--
Elements - (BELE): 44 Bytes 0x0014 INT 42 45 4C 45 BELE 0x0018 INT 2C 14 00 00 size of the BELE-block 0x001c INT 75 00 00 00 number of BELE-Elements 0x0020 INT 48 00 5A 00 ? --unk--
block 44 bytes (0x2c) 0x00 00 00 80 3F 00 00 00 00 00 00 00 00 0x0c 00 00 80 3F C1 CA CA C1 17 99 D7 C2 0x18 00 00 80 3F 00 00 00 00 00 00 00 00 constant 0x24 6E 00 5C 00 00 00 A8 00
Index - (BXDI): 8 Bytes 0x1440 INT 42 58 44 49 BXDI 0x1444 INT 68 04 00 00 INT size of the BXDI-block (bytes) 0X1448 INT 8B 00 00 00 number of BXDI-Elements 0X144C INT 10 80 62 00 ? --unk--
block 8 bytes
Frames - (BMRF): 8 Bytes 0x18a8 INT 42 4D 52 46 BMRF 0X18AC INT 40 04 00 00 size of the BMRF-block 0X18B0 INT 86 00 00 00 number of BMRF-elements 0X18B4 INT 70 69 62 00 ? --unk--
block 8 bytes
Layer - (BYAL): 8 Bytes 0x1cf8 INT 42 59 41 4C BYAL 0x1cfc INT A8 01 00 00 INT size of the BYAL-block 0x1d00 INT 33 00 00 00 number of BYAL-elements 0x1d04 INT 18 AD 62 00 ? --unk--
block 8 bytes 0x00 0A 00 00 00 B1 14 29 77
Items - (BMTI): 56 Bytes 0X1E90 INT 42 4D 54 49 BMTI INT 48 07 00 00 size of this BMTI-block INT 21 00 00 00 number of BMTI-elements INT D0 78 62 00 ? --unk-- block 56 bytes 0x00 INT 00 00 00 00 Index-No : INT index___________________________ - this is a dummy text - no information 0x04 INT 00 00 00 00 Name-Offset in Stringlist (BRTS) 0x08 9A 99 05 C1 C1 val 0x0c 00 00 1E C2 C2 val 0x10 00 00 00 00 00 00 00 00 0 zero 0 0x18 00 00 00 00 0=Animation 1=Image (all int=1) 0x1c 13 00 00 00 0x20 01 00 00 00 0x24 0A 00 00 00 0x28 0A 00 00 00 0x2c 0F F7 23 77 Always appears 0x30 4C F2 11 87 0x34 10 02 00 00 choose: 3=image
03 00 00 00 06 00 00 00 idx,name 00 00 A0 C1 00 00 28 C2 Value c1,c2 00 00 00 00 00 00 00 00 0,0 (always ?)
01 00 00 00 01 00 00 00 (1,1) = image 01 00 00 00 01 00 00 00 01 00 00 00
48 04 00 00 38 F9 08 01 0F F7 23 77
4-anim
04 00 00 00 08 00 00 00 idx,name 00 00 A0 C1 00 00 28 C2 Value c1,c2 00 00 00 00 00 00 00 00 (0,0)
00 00 00 00 0A 00 00 00 0-10 animation (frames ?) 04 00 00 00 lay 28 00 00 00 28 00 00 00
48 04 00 00 38 F9 08 01 0F F7 23 77
Strings - (BRTS)
0X25D4 04 42 52 54 53 BRTS imgnames STR 0C 01 00 00 E7 81 AB 37
Indexed list of strings - UTF-8 encoded The ingame name for the images and animations. This stringlist contains the corresponding names of the xml/definition. If this part contains non-ascii, you need to encode this section with UTF-8.
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Post by ππ³π°π΅π΄π¬πΊ on Mar 21, 2021 3:01:42 GMT
map/europe.bin map/america.bin This are the maps. All battlefield use these files. Header 16 Bytes (0x10) 0x0000: 59 53 41 45 4 B YSAE 0x0004: 01 00 00 00 INT version: 01 = EW4 0x0008: 37 00 00 00 INT width 0x000c: 4C 00 00 00 INT height
Hexfield 12 Bytes (0H0b) per field 0x03c0 01 01 00 00 0B FF 00 00 00 00 00 00
Struct Hexfield 12 Bytes 0x00 | BYTE | Terraintype | 00 land,land - no variant 01 sea,sea 02 cactus,forest 03 pine,forest 04 cypress,forest 05 Palm,forest 06 cedar,forest 07 desert,desert 08 hills,hill 09 mountains,mountain
| | BYTE | Variant | defined in def_terraintpe.xml FF = none | | SBYTE | x-offset of the tile | Values: -127 to +127 | | SBYTE | y-offset of the tile | Values: -127 to +127 | 0x04 | BYTE | Terrain on top | ... | | BYTE | Variant | FF = none | | SBYTE | x-offset | ... | | SBYTE | y-offset | ... | 0x08 | BYTE | Water Edges | Bitmask | | BYTE | Land Edges | Bitmask | | BYTE | ? | -unk- | | BYTE | ? | -unk- |
18.Sept.21
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Post by ππ³π°π΅π΄π¬πΊ on Mar 21, 2021 3:09:41 GMT
Mapn.bin + Mapn_hd.bin Texture mapping (coasts and river) quite easy format but I can't convert the textures in the map drawer.
INT width INT height INT tile Id or -1 land, 0 water
Attention: Map-Textures have a different size than the hex fields.
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Post by ππ³π°π΅π΄π¬πΊ on Mar 21, 2021 16:02:28 GMT
Is there any info how to mod them ? I have tried renaming the xml to Json files. If you are lucky, you may be able to edit them. Renaming an xml-file to Json wont work. You may can transcribe a xml-format to a json-format. But reading data is different for JSON and XML, so the game won't load the data. It is no problem to write XML-spritelibs by hand. A big help: Preload modding spritelibs with your changes, an image alteady in memory won't be overloaded. But this works (until now) not for annimated sprites. I will add additional infos in my posting - at least a first start mo do map! -editing.
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Post by Darth Vader on Mar 21, 2021 19:00:07 GMT
I have tried renaming the xml to Json files. If you are lucky, you may be able to edit them. Renaming an xml-file to Json wont work. You may can transcribe a xml-format to a json-format. But reading data is different for JSON and XML, so the game won't load the data. It is no problem to write XML-spritelibs by hand. A big help: Preload modding spritelibs with your changes, an image alteady in memory won't be overloaded. But this works (until now) not for annimated sprites. I will add additional infos in my posting - at least a first start mo do map! -editing. I don't know what to say, You have found and done so much. I am so far taking a activity break. What I meant was renaming the lib.so to a Json file. It showed up some code but, It was Encrypted like Glory of Generals. Have you tried Binary Editing the lib.so?
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Post by ππ³π°π΅π΄π¬πΊ on Mar 21, 2021 19:49:54 GMT
Renaming an xml-file to Json wont work. You may can transcribe a xml-format to a json-format. But reading data is different for JSON and XML, so the game won't load the data. It is no problem to write XML-spritelibs by hand. A big help: Preload modding spritelibs with your changes, an image alteady in memory won't be overloaded. But this works (until now) not for annimated sprites. I will add additional infos in my posting - at least a first start mo do map! -editing. I don't know what to say, You have found and done so much. I am so far taking a activity break. What I meant was renaming the lib.so to a Json file. It showed up some code but, It was Encrypted like Glory of Generals. Have you tried Binary Editing the lib.so? Thank you. I want to make EW4 as moddable as I want. My changes to the impossible mod are almost all lib-patches. Encrypted: binary files. Try to open every file with the Hex-Viewer, you can see what a file it is. I.E: I open config.bin with the hex-editor, and I can see what type of file it is - And then I open it wich the image viewer or the correct program. The first line, or the first 4 bytes give most time a hint what to do with a file. Do you use the terminal? I want to make a few tools, and I don't know on wich platform. The lib.so can be somehow decompiled to find the usage of the vars, but I still search a tool. MT-costs. I still could not break the 9999 limitation and also still search the skill-setings.
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Post by Darth Vader on Mar 22, 2021 0:51:38 GMT
I don't know what to say, You have found and done so much. I am so far taking a activity break. What I meant was renaming the lib.so to a Json file. It showed up some code but, It was Encrypted like Glory of Generals. Have you tried Binary Editing the lib.so? Thank you. I want to make EW4 as moddable as I want. My changes to the impossible mod are almost all lib-patches. Encrypted: binary files. Try to open every file with the Hex-Viewer, you can see what a file it is. I.E: I open config.bin with the hex-editor, and I can see what type of file it is - And then I open it wich the image viewer or the correct program. The first line, or the first 4 bytes give most time a hint what to do with a file. Do you use the terminal? I want to make a few tools, and I don't know on wich platform. The lib.so can be somehow decompiled to find the usage of the vars, but I still search a tool. MT-costs. I still could not break the 9999 limitation and also still search the skill-setings. I did some searching for a lib.so editor. I can't seem to find one for Android. There are hints that there may be one for a Computer.
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