Author Topic: Design Window re-do  (Read 5051 times)

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Offline Dio

Re: Design Window re-do
« Reply #30 on: September 16, 2013, 02:27:27 PM »
VW?

VW=Vehicle Weapon or weapons and equipment.

Offline Dio

Re: Design Window re-do
« Reply #31 on: September 16, 2013, 02:58:10 PM »
Also, I have found out that all vehicle weapon placement caviar files and vehicle lights caviar file have three seperate positions they can be placed in for vehicles. (which are AVGTGUN.cvr, AVHT-GUNREPOSITION, AVHT-LIGHTSREPOSITION.cvr, ADROPER.Cvr and VLIGHTS.cvr)

Offline Dio

Re: Design Window re-do
« Reply #32 on: September 16, 2013, 03:09:01 PM »
In addition, there are several caviar files that exist in the game folder but are not coded for in game. They are VCT02.cvr, SELECT.CVR, Asas, and AVI-GunReposition.cvr. Caviar files that are coded for but unused outside the caviar procedure are: VRCPO0-03.cvrs and VW02-12.cvrs

Offline Dio

Re: Design Window re-do
« Reply #33 on: September 16, 2013, 03:22:08 PM »
These are the caviar files that include animations: VCUW.cvr, Select.cvr, VI.cvr, Vipta00 and 01.cvr, VIptapsi.cvr, VIptasgn.cvr, Viptapwall.cvr, Viptr00-03.cvr, VSPTf.cvr, VSPTb.cvr, VW01-12.cvrs, VCTb.cvr, ACOLPOD.cvr, AA.cvr,  and Vpt.cvr.
The files that I know have been coded for animations are VIpta00 and 01, Viptapsi.cvr, Viptasgn, Viptapwall.cvr, Viptapwall, Viptr00-03.cvrs, VSPTf.cvr, VSPTb.cvr, VCtb.cvr, ACOLPOD, Vpt.cvr and VI.cvr. That leaves VW01-12.cvr and VCUW.cvr unanimated. Why is that happening?
« Last Edit: September 16, 2013, 03:39:40 PM by Dio »

Offline Dio

Re: Design Window re-do
« Reply #34 on: September 16, 2013, 03:29:02 PM »
Lastly, I have found that the controls for if a faction starts with a colony pod are at addresses 004C268C and 004C268F.

Offline Geo

Re: Design Window re-do
« Reply #35 on: September 16, 2013, 04:57:32 PM »
Also, I have found out that all vehicle weapon placement caviar files and vehicle lights caviar file have three seperate positions they can be placed in for vehicles. (which are AVGTGUN.cvr, AVHT-GUNREPOSITION, AVHT-LIGHTSREPOSITION.cvr, ADROPER.Cvr and VLIGHTS.cvr)

Starting to wonder if you never found the file in attachment. ;)


Offline Geo

Re: Design Window re-do
« Reply #36 on: September 16, 2013, 04:58:45 PM »
Also, I have found out that all vehicle weapon placement caviar files and vehicle lights caviar file have three seperate positions they can be placed in for vehicles. (which are AVGTGUN.cvr, AVHT-GUNREPOSITION, AVHT-LIGHTSREPOSITION.cvr, ADROPER.Cvr and VLIGHTS.cvr)

Suspiciously, those are caviar files that cannot be opened by the viewer. ;)

Offline Yitzi

Re: Design Window re-do
« Reply #37 on: September 16, 2013, 07:23:42 PM »
It could be that they code for effects rather than components, which is why the viewer can't open them, and if so they might be called by the other caviar files rather than the exe, which is why you couldn't find them.

Offline Dio

Re: Design Window re-do
« Reply #38 on: September 25, 2013, 07:18:13 PM »
@Yitzi, do you have any idea of the locations in the code where the numbers for the design window labels are taken from? The labels are in the following format, W:a number equal to weapon strength or psi, or A: a number equal to armor strength. I know where the section for the designlabels as a whole is controlled but not where the individual numbers and letters are controlled and taken from.

Offline Yitzi

Re: Design Window re-do
« Reply #39 on: September 29, 2013, 05:59:50 AM »
@Yitzi, do you have any idea of the locations in the code where the numbers for the design window labels are taken from? The labels are in the following format, W:a number equal to weapon strength or psi, or A: a number equal to armor strength. I know where the section for the designlabels as a whole is controlled but not where the individual numbers and letters are controlled and taken from.

I don't know, but if you know where the section as a whole is, you should be able to just read it* and see where it brings up those features.

Alternatively, you can breakpoint the section, then once it hits that breakpoint, make a read breakpoint at the weapon and armor strengths (weapon strengths are at 94AE6B+10Xweaponkey, armor strengths are at 94F280+10Xarmorkey) and find where it hits that breakpoint and read from there.


*I'm hoping you do know how to read assembly and figure out what it's doing; if not, that is by far the most necessary skill if you're going to do anything with .exe modding.

 

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