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How To Modify .khm Game Files

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Corbent
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Joined: 16 Sep 2012


Post Posted: Sun Sep 16, 2012 five:00 am   Mail service bailiwick:  [Question] Is it possible to change game files directly? Reply with quoteMark this post and the followings unread

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Greetings everyone.

This is my story.

I play CnC:RA3 casually with my brother and with friends sometimes.

We use a pocket-size mod that disables ultimate weapons (mass destruction ones only, not the support ones). Even so at that place are other overnice mods out there and since only i modernistic can exist active at a fourth dimension, information technology becomes a problem.

I have bones experience modding, I take the tools, and I have followed some tutorials so that'southward covered. However I have explored the data folder in the game and the same "mod procedure" tin can't exist applied to the base game in order to effectively go two mods running (A modified base folder, plus a loaded modern). When browsing the BIG files, XML files if they are fifty-fifty there, seem to be hidden within other archives, peradventure the BIN ones.

Then question is... "Is is possible to detect editable files in the base of operations game binder, and so I can run the game with modest modifications and load a mod on top of that?" or "Is in that location whatever way to stack mods?"

While looking through the game files, I had the idea of putting the mod Big file into the base game data binder with the cadre BIG files and editted "RA3_english_1.12.SKUDEFS" to load it, and it works, the game runs equally if the mod was loaded with the Control Center. Only if I try to load a mod with the control center on top of that, game crashes. So modernistic stacking this mode was unsuccesful.

Thanks for reading.


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ApolloTD
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Joined: 19 Nov 2003


Post Posted: Sun Sep 16, 2012 3:29 pm   Post field of study: Reply with quoteMark this post and the followings unread

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Curt answer is NO, more complete respond to that is pretty much that unlike games before C&C3 anything after that works past and then called stream data method which do not store the xml coding in normal way but its rather compiled so not anymore as manifestly text so editing it is not quite an selection unless feel free trying hex edit without much any guide what so ever.

BIN files exercise indeed comprise the compiled XMLs but not like originals and bin file is also refpack compressed and basicly the whole deal of modding in this engine is that y'all can but override things with the coding and thus disable, conventional delete is not an matter that works here exactly and trying put two mods on top of each other will conflict in the changes and game engine tin't probably determine which i is supposed to override ultimately given both are mod stream and crashes are unavoidable.

Just manner to combine mods in manner desired would require source files in assets and xml files from original mod creators and then those xmls composite and compiled as private mod and no, you can't de-compile existing mod files fully yourself back to original thus why EA provided mod sdk with the source XMLs.


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Corbent
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Post Posted: Sun Sep 16, 2012 4:23 pm   Mail subject: Reply with quoteMark this post and the followings unread

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Yeah, pretty much what I assumed. However I had hope since I have found decompilers and clever tricks for other games in the past, and as well I have been succesful in some Frankenstein-style experiments merging stuff.

Anyways, thanks for the reply, I hope that if another Cerise Warning game appears, it is more mod friendly. But I uncertainty it.


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Ju-Jin
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Joined: 23 Mar 2009
Location: Federal republic of germany


Post Posted: Mon Sep 17, 2012 12:08 am   Postal service field of study: Reply with quoteMark this post and the followings unread

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ApolloTD wrote:

BIN files do indeed comprise the compiled XMLs but not like originals and bin file is also refpack compressed


BIN, IMP, and RELO are needed for storing the information and the MANIFEST to give them construction.

ApolloTD wrote:

and basicly the whole deal of modding in this engine is that you tin merely override things with the coding and thus disable, conventional delete is not an matter that works hither exactly and trying put 2 mods on tiptop of each other volition conflict in the changes and game engine can't probably determine which one is supposed to override ultimately given both are modern stream and crashes are unavoidable.


No, you can "delete" things from existence loaded, the map streams does that. And you can delete straight when you edit the original files. (For instance I did a small "modern" for TW that contains only files that are needed for the game, so the game wont load anything else (similar faction units), start much faster, and is quite overnice for modding (basically a clean slate))

ApolloTD wrote:

Only way to combine mods in manner desired would require source files in assets and xml files from original modernistic creators and then those xmls blended and compiled as private mod and no, you tin't de-compile existing mod files fully yourself back to original thus why EA provided modernistic sdk with the source XMLs.


Wrong, WrathEd shows you can de-compile stuff (fifty-fifty much much earier work from other people shows that), thus with the right tools y'all could combine it. It's just no one created these tools yet.
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ApolloTD
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Joined: xix Nov 2003


Post Posted: Tue Oct 02, 2012 12:29 pm   Mail service subject: Reply with quoteMark this post and the followings unread

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I meant conventional deleting in the sense that directly file delete is not an option as system is notably linked and thus demand to sever the links in actual bin etc files or game engine may act in baroque style and direct file supplant (not usual mod sdk compiling) like for sounds ends upward bad given the bin file for example seems to define some audio specific data which gave me some funny playback... Of course with enough knowhow it is doable just no usual person can even endeavor.

Anyway while all that precise data is nice and all, signal still is, presently can't do it all yet and may non exist so much point in making such a tool with shrinking community in mind given EA already abandoned SAGE/RNA anyway which was long overdue anyway.


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