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Post by spacke on Aug 8, 2007 14:27:27 GMT
Thanks to a guild mate (Ooryl on Mars (chan 15)) we all should now be able to edit *.ebm-files etc. He found out that at the beginning of the file is just a header which can be cut off with a hex-editor and then it is a normal .dds-file. After editing the Picture you just have to add the header again. Here is an example of how he did it:
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Post by Alfarjamie on Aug 8, 2007 23:32:40 GMT
Several problems with this, 1. Wheres the model file.... 2. that image is like 25x25 pixels big, pointless to mod it.
3. i doubt you could make any kind of good mod with this.. But nice work still.
Get your friend to make a tool to do this easily?
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Post by spacke on Aug 8, 2007 23:49:39 GMT
Well, i think some of the .ebm, .ebs or whatever files can be interesting but of course most of them are useless.
But i think i somewhere found the dmg-numbers...maybe they can be changed that what (if its not an entire animation...).
Edit: For example NPC-Clothes etc. in \Data\Object\Character 2. Edit: Or textures of buildings etc...
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Post by bugmenot on Aug 15, 2007 10:48:42 GMT
Following this Link You'll find a Package with a Manual (German only, sorry) and Example Files on how this Method will sure work on large Textures (Crag Crab in this Case). Hope You'll enjoy this
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yamachi
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Post by yamachi on Aug 16, 2007 4:33:02 GMT
sorry to say, but it seems this has been nerfed. CABAL automatically closes as soon as it detects changes in the .ebm files :S
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Post by bugmenot on Aug 16, 2007 11:26:15 GMT
No it just closes if you not properly save the dds or repack the ebm's or if you'd overseen to repack some dds'es (sometimes there are more than two of them in one ebm) .
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yamachi
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Post by yamachi on Aug 16, 2007 12:02:59 GMT
hmm... it was the 1h_blade_00 that I edited... might be a GIMP issue (never had problems with The GIMP and .dds images before) or maybe the repacked .ebm was fubared... lol, i'll take a look into it as soon as I can. Anyways, anybody managed to find the armour textures yet? Hoping to port them to other games (World of Warcraft and ROSE mainly). Already started modeling the Shadowtitanium blade using the texture from CABAL
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Post by bugmenot on Aug 16, 2007 14:23:43 GMT
I now checked the 1h_bld_00.ebm and happily, it is no CRC Check :> But, You're right it is not as easy to edit, I used the Method above and had the same Quit as You. I then checked if the Problem would've been a CRC-Check, by just corrupting a Single-Bit in the File, happily the Game started as usual and the Blade Inventory Graphic hat a little Glitch that showed me my succsess^^ *edit: I got it The Problem is another File at the very End of the .dds To edit those Files you have to cut it of and rejoin it as usual. Here's how 1h_bld_00.EBM is build: Offset 0 - 81 = 1st Header Offset 82 - 2112 = DDS-File Offset 2213 - 3082 = 2nd Header Here's an Archive with all Parts :> yamachi: nothing personal, but your signature is way too fat, thats not nice :/
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yamachi
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Post by yamachi on Aug 16, 2007 21:35:57 GMT
>_< I guess The GIMP doesn't save the .dds files correctly. I can get ingame now, but the sowrd texture doesn't display... meh, I'll have to get photoshop again ¬_¬ P.S. Shortened my sig
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Post by abudabis on Jul 5, 2008 17:18:39 GMT
The Problem is another File at the very End of the .dds To edit those Files you have to cut it of and rejoin it as usual. Here's how 1h_bld_00.EBM is build: Offset 0 - 81 = 1st Header Offset 82 - 2112 = DDS-File Offset 2213 - 3082 = 2nd Header Here's an Archive with all Parts :> rapidshare link doesn't work... how do u find out where is 2nd header?
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Post by FauxBestaan on Aug 4, 2008 12:17:03 GMT
OK. Most of this information is going in the right direction, but it's a lot easier than some of you are making it look. EBM files basically consist of 1 or more textures, a 3d mesh file, and a header to point to the files inside it and to give a bit of extra info to the client. Everything is uncompressed, ofcourse. If you wanna modify a texture inside an EBM, just find the name of the texture (*.dds), place your cursor before the following "DDS |", select untill the end of the file, and the click on File -> Save selection as... (NOTE: This is how you do it in Hex Workshop, but shouldn't be much different from any other hex editor). Now that you've extracted the texture (along with some "fluff"), we need to find the compression rate of the image so we can save it correctly after editing it. Open up the DDS image in Hex Workshop. Near the top of the column on the right-hand side, you should see DXT1, DXT3 or DXT5. If none of those appear, you know that the texture is uncompressed. Now, edit the texture however you want, the resave it using the compression rate you found (DXT1, DXT3, DXT5, or nothing [argb32 if u use PS]). Then, what I do, is open the original EBM in Hex Workshop, and also open the texture in Hex Workshop. Write down the filesize for the texture (Hex Workshop displays EXACT filesize), then go into the EBM file, put ur cursor before the "DDS |" again, then click on Edit -> Select Block. Make sure "Dec" and "Size of Block" are checked, then type in the filesize of the texture, and click OK. Then, click on File -> Replace With File...", and choose the modified DDS file. Save, and you're done ^_^ NOTE: Make sure you ALWAYS back up your EBM file BEFORE reinjecting the modified DDS file. I don't wanna see anyone whinging coz they fucked the file up... NOTE 2: Once I release Mr. Paint, you'll be able to extract and inject textures without having to go thru all the crap with Hex Workshop. The only thing you'll need to do is modify the texture
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Post by abudabis on Aug 6, 2008 14:51:01 GMT
OK. Most of this information is going in the right direction, but it's a lot easier than some of you are making it look. EBM files basically consist of 1 or more textures, a 3d mesh file, and a header to point to the files inside it and to give a bit of extra info to the client. Everything is uncompressed, ofcourse. If you wanna modify a texture inside an EBM, just find the name of the texture (*.dds), place you cursor before the following "DDS |", select untill the end of the file, and the click on File -> Save selection as... (NOTE: This is how you do it in Hex Workshop, but shouldn't be much different from any other hex editor). Now that you've extracted the texture (along with some "fluff"), we need to find the compression rate of the image so we can save it correctly after editing it. Open up the DDS image in Hex Workshop. Near the top of the column on the right-hand side, you should see DXT1, DXT3 or DXT5. If none of those appear, you know that the texture is uncompressed. Now, edit the texture however you want, the resave it using the compression rate you found (DXT1, DXT3, DXT5, or nothing [argb32 if u use PS]). Then, what I do, is open the original EBM in Hex Workshop, and also open the texture in Hex Workshop. Write down the filesize for the texture (Hex Workshop displays EXACT filesize), then go into the EBM file, put ur cursor before the "DDS |" again, then click on Edit -> Select Block. Make sure "Dec" and "Size of Block" are checked, then type in the filesize of the texture, and click OK. Then, click on File -> Replace With File...", and choose the modified DDS file. Save, and you're done ^_^ NOTE: Make sure you ALWAYS back up your EBM file BEFORE reinjecting the modified DDS file. I don't wanna see anyone whinging coz they fucked the file up... NOTE 2: Once I release Mr. Paint, you'll be able to extract and inject textures without having to go thru all the crap with Hex Workshop. The only thing you'll need to do is modify the texture nice info, thx hey FauxBestaan maybe lame question but what is ebm name for armors cuz i can't find them
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Post by dododabroper on Aug 17, 2008 1:45:12 GMT
my cabal wouldnt open after i tried this and i had to replace the file with the old one and then it started working again
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Post by abudabis on Aug 17, 2008 17:52:34 GMT
my cabal wouldnt open after i tried this and i had to replace the file with the old one and then it started working again if your cabal close after u try to modify one of the files that means u done something wrong do all as FauxBestaan said and all will work normal
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Post by FauxBestaan on Aug 18, 2008 22:56:33 GMT
hey FauxBestaan maybe lame question but what is ebm name for armors cuz i can't find them Data/Object/Character woman.ech, woman2.ech, woman3.ech, etc. for female man.ech, man2.ech, etc. for male The same process that you use to edit EBM textures also applies for ech files. Texture names for items contain: Helmet = cap_XYY.dds Suit = body_XYY.dds Gloves = hand_XYY.dds (and sometimes arm_XYY.dds) Boots = foot_XYY.dds (and sometimes leg_XYY.dds) Cape = coat_XYY.dds X can be either a, m, or z. a is armour. m is battle, and z is martial. YY starts at 00 for unclothed, and increases from there. The numbers are sometimes out of sequential order (ie. STit has a higher YY number than Mithril/Forcium)
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Post by abudabis on Aug 21, 2008 14:31:14 GMT
X can be either a, m, or z. a is armour. m is battle, and z is martial. emh i found a,m,z and s and i think S means special or something like that cuz some of them looks like items from cabal shop. btw. thx for the info.
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