Fashion. Editable resources. (Sniper: Ghost Warrior Contracts)
As Sniper: Ghost Warrior Contracts based on the same engine as the previous part, we can use the same practices that were used to create modifications for SGW 3, namely:commands, used via .cfg files;
- replacement textures;
- edit the scripts, etc.
And now in order.
.pak files open WinRAR usual.
.xml scripts are edited using Notepad++ or Microsoft Excel (preferably Notepad++).
Unfortunately .xml files (and the rest) are encrypted separately via Resource Compiler from CryEngine: http://docs.cryengine.com/pages/viewpage.action?pageId=13205892
And here, attention, a pleasant surprise: it turned out that file .pak files can be decoded using the decoder: https://www.dropbox.com/s/ksn7a5yggbdqp7l/BinXMLDecode.exe?dl=0
(to decipher .xml or other tabular file, like .mtl, you just need to throw this file on BinXMLDecode.exe)
Now I come to the essence of the process of modding: the fact that the engine, in order to ensure the possibility of patches reads .pak - files in the following order, for example:
- first Scripts.p3.pak;
- then Scripts.p2.pak;
- then Scripts.p1.pak;
finally Scripts.pak is read last.
Ie for example if modified .xml script taken from Scripts.pak to put in the same directory of the archive Scripts.p3.pak, it is one that lies in the Scripts.p3.pak would work instead of the original.
In other words, we just need to create your own .pak files with the desired names, such as Scripts.p8.pak and put the upgraded files.
For example:
Spoilerphobes to desktop Pak scripts.pak are on the way \scripts.pak\Scripts\ and look for a file WeaponCacheBalance.xml. Immediately create close to the same directory and copy the file into it (so you do not get confused). After opening this file in a new folder for modding, throws this file on BinXMLDecode.exe. Appears next to the decoded version of this file. The original is deleted, change the name of the decrypted version to be exactly the same as the original and modify by changing the values in Notepad++:
- block trunk - specifies the number of clips (shopping),
block cartridge (caliber) - specifies the maximum number of rounds carried with him, and are in the cache (it is already exposed to the maximum of 999),
- In the xml of the trunk you can specify the size (volume) of the store.
- Etc.
Probably Scripts.pak is read last and first,
otherwise it will block those data which are Packed for example in Scripts.p3.pak.
At least logic should be considered data from Scripts.p3.pak.
First read the Scripts.pak, then Scripts.p1.pak, on Scripts.p2.pak and latest Scripts.p3.pak. Or I not so understood.
Yes there is very modit nechevo.
bought all my gear and perks at the start and that's all Schaub game in a circle not to pass.
tried perks to make simultaneously open - resets after exit the menu, apparently the panel in one cell of the two functions creates bugs.
anyway, I can rephrase to make it clearer: suppose the file WeaponCacheBalance.xml lies and Scripts.pak and Scripts.p1.pak and Scripts.p2.pak and Scripts.p3.pak. Ie is in the same directories with the same name in all the archives. The engine from all four archives considers only one version - the one that is in the archive called Scripts.p3.pak.
And located in the same directory in the archives of the Scripts.pak in the Scripts folder.p1.pak and Scripts.p2.pak files with this name will be completely ignored.