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Post by ashengrace on Jun 16, 2009 8:47:20 GMT
Im vary interested in the work you guys are doing with Cabal. I myself am quite the enthusiast of the game. Ive been playing since open beta and just cant stop. But what most servers offer is not enough anymore. Which is why im glad i found this wonderful little tool thats been created. I think it gives just the edge that Cabal needs to bring it back to life.
The question i pose to you is...Can i help with the evolution of Mr.Paint in any way? I currently have alot of time on my hands and with a little direction from someone knowledgable i would be more than happy to help in updating the tex files for armor, epaulets, etc. Or any other aspects of this project. Because im sure im not the only one waiting for updates lol.
So to the moderators/creators, if i can help in any way, let me know either by private message or through this thread. I eagerly await a responce. thanks.
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Post by FauxBestaan on Jun 16, 2009 10:45:35 GMT
.tex files can be opened in Notepad. Each line is layed out like so: NAME (displayed in Mr. Paint), offset into ECH/EBM, DDS filesize, EBM/ECH (w = woman.ech, w1 = woman1.ech, m = man.ech, m1 = man1.ech, etc., and anything else is a direct link to the EBM/ECH file starting from your CABAL Online \Data folder. ex. if 1h_bld_00.EBM is stored in C:\Program Files\CABAL\Data\Item\arms\1h_bld_00.EBM, you drop the \Data and everything before it, so it becomes \Item\arms\1h_bld_00.EBM). Download Sweetscape 010 Editor and my EBM/ECH 010 template (get it here: forum.ragezone.com/f458/sweetscape-010-ebm-template-and-wiki-477467/). Add the template to the template list in 010 Editor, set it to run on load, and set the mask to *.ebm,*.ech Open an EBM/ECH in 010 Editor (right-click -> 010 Editor v3). In the template results window, go to "struct MT MaterialsAndTextures" -> "struct MAT Material" -> "struct TEX Texture" -> "ubyte texture_data[x]". This should highlight the DDS Data. At the bottom of 010 Editor, it should say something like "Start: 127 [7fh]". 127 would be the offset. "uint32 texture_data_size" is the DDS filesize.
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