Freelancer XML Project
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Yeah thanks Bullwinkel, I probably installed it only for me. Dunno why - but i am not concerned
Thought to share of something that is not yet considered in the source and its would be one or two lines to add to the source. That was my reason i posted - in the same moment i felt astonished that this matter havent happend before to anyone else^^
Thanks Adoxa for looking into this.
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Version 2.2 of the Freelancer XML Project is now available.
Release 2.2 fixes converting integer RGB ALE values in XMLUTF. Prompt for the path to Freelancer, if the registry key is not found. Create the entire destination path. The logs are written to the temporary directory, adding the source and destination paths and the summary. The Alchemy type values have been given a name (e.g. type=āboolā instead of type=ā0x001ā). Animated Pris parts no longer use degrees and quaternions use angle (in degrees) plus axis (if the Rotation option is in effect). Handle command line options. Do not include āDATAā in the path attribute.
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Iāve generated and extracted all files (UTF->XML). I donāt doubt this will prove to be very useful.
Right now Iām looking at the audio files, and notice they all have names like 0x8A94090E.wavā¦ I had hoped for slightly more intelligible filenames. Is there a way to achieve this? Or are there no āmore intelligibleā filenames?
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to get the audio file crc (or any other) names in plain text you have to run the list generator. Make sure the source path is set to your freelancer file and hit he generate button. Once thats done, run the coversion. the hex names should now be converted to their ini names.
Make sure you havent left the āskip audioā tick inā¦ -
@ Thaddeus: Thanks!!! Itās running now, very nice
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Very cool indeed. Stuff to study for days.
And to add something might take monthsā¦ :eek:
I assume that new soundfiles for Bases, Systems and Factions, will have to go in each and every folder where the stock ones occur. Am I right?
Nest step. If I would indeed undertake this operation of actually adding soundbytes, doing it properly, obeying the filename system and all, I assume that Iāll need the XML->UTF proggy to repack it all for the game, that is: I assume all the gameās non-.ini files that I extraced using the UTF->XML tool, will then repacked again into the formats the game uses.
But - will that be it? Will the game then be able to find, the soundbyte corresponding to gcs_refer_system_Li07?
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http://freelancercommunity.net/viewtopic.php?f=5&t=316 has the info you are looking for, before you reinvent the wheel.
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DwnUndr wrote:
http://freelancercommunity.net/viewtopic.php?f=5&t=316 has the info you are looking for, before you reinvent the wheel.:worship: <āsupposed to be emoticons
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DwnUndr wrote:
http://freelancercommunity.net/viewtopic.php?f=5&t=316 has the info you are looking for, before you reinvent the wheel.Btw, I assume (rather, desperately hope) that Adoxaās XMLUTF eliminates the need to use the CRCTool. Is this correct?
EDIT: I fear not, as the .xml files are full of entries like x803000CA name=ā0x803000CAā
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RTFM!
To assist with creating new audio entries, the hash attribute
can be used - it generates the hash of its value, using that as the node name.
For example:<msg hash=āgcs_refer_fc_new_shortā ā¦=āā>is equivalent to
<_xBC3D4807 name=ā0xBC3D4807ā ā¦/></msg>
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adoxa wrote:
RTFM!To assist with creating new audio entries, the hash attribute
can be used - it generates the hash of its value, using that as the node name.
For example:<msg hash=āgcs_refer_fc_new_shortā ā¦=āā>is equivalent to
<_xBC3D4807 name=ā0xBC3D4807ā ā¦/></msg>