Freelancer XML Project
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Very cool indeed. Stuff to study for days.
And to add something might take months… :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 I’ll need the XML->UTF proggy to repack it all for the game, that is: I assume all the game’s 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: <–supposed 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 Adoxa’s 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=“0x803000CA”
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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=“gcs_refer_fc_new_short” …=“”>is equivalent to
<_xBC3D4807 name=“0xBC3D4807” …/></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=“gcs_refer_fc_new_short” …=“”>is equivalent to
<_xBC3D4807 name=“0xBC3D4807” …/></msg>