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 Post subject: [release] Alien Isolation BML converter
PostPosted: Wed Nov 26, 2014 2:44 am 
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alien isolation uses a binary xml format for some engine tweakers. the game itself seems to read a mix of plaintext xml, a text format, and the bml files. all the spacing is preserved, but comments are not. strings are stored alphabetically.

here is a 010 binary template for the nodes - there are flags which i have lost interest in understanding that are needed to reconstruct the xml:

moved to: https://gist.github.com/x1nixmzeng/ffeab42c5d0d3549f945


update
i've written and attached a tool to convert between bml and xml (and xml to bml) :ninja:

source: https://github.com/x1nixmzeng/AlienBML

update 2
fixed bml exporting

download from this post

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Last edited by WRS on Mon Dec 08, 2014 5:13 pm, edited 5 times in total.

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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Wed Nov 26, 2014 2:59 am 
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cool, i was just telling a friend last night I was curious about the BML files, now this. :)


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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Wed Nov 26, 2014 3:15 am 
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Good work!

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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Wed Nov 26, 2014 3:26 am 
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so instead of reconstructing the whole xml file, you should be able to edit the nodes with attributes.

there is also inner node text for flags 3 and 7 in the l1 instance:

Code:
  <ViewconeSet>
    <ID>3</ID>
    <Name>VIEWCONESET_SLEEPING</Name>
    <Filename>ViewconeSets\VIEWCONESET_SLEEPING</Filename>
  </ViewconeSet>


Image

i'd be interested to know if this has any effect in-game

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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Tue Dec 02, 2014 3:07 am 
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update

i discovered how the flag bits work, so i can now convert from bml -> xml :)

it doesn't change the parser, but:

Code:
  uint AttribCount : 8,
    Info : 3,
    Children : 21;


if anyone is actually looking to mod this game i'll write something up. leave a reply

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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Tue Dec 02, 2014 4:51 am 
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yes, I'm interested in teh BML format. any further info you find would be appreciated.


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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Tue Dec 02, 2014 5:37 am 
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Same

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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Tue Dec 02, 2014 7:35 am 
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very cool. make this editable and we can properly mod that shit game [bruce]


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 Post subject: Re: Alien Isolation (rough BML script)
PostPosted: Wed Dec 03, 2014 11:29 pm 
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bump.

i've written a tool and attached it in the main thread.

for some reason i chose c#, so you may need .net 4.5 or something like that.

it's untested as i don't own the game. let me know if it works :)

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 Post subject: Re: [release] Alien Isolation BML converter
PostPosted: Thu Dec 04, 2014 3:33 am 
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very nice, works well. :) But i did notice if I specify a target filename, it just prints the instructions, instead of processing.

Example: AlienBML ADRIANA.BML out.xml

But if i only specify an input, it works.

Example: AlienBML ADRIANA.BML


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 Post subject: Re: [release] Alien Isolation BML converter
PostPosted: Thu Dec 04, 2014 8:37 am 
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that is so nice. i'm writing up a modded file immediately for the weapon settings. alien ai programming next.

edit: seems the game crashes with a modified file. guess it's not read yet


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 Post subject: Re: [release] Alien Isolation BML converter
PostPosted: Thu Dec 04, 2014 6:37 pm 
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thanks volfin, i submitted a fix for that

odrin wrote:
seems the game crashes with a modified file. guess it's not read yet


i'm all ears:

  • which file did you edit
  • what edits did you make (upload the files would be better)

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 Post subject: Re: [release] Alien Isolation BML converter
PostPosted: Fri Dec 05, 2014 2:39 am 
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Well I did a simple test. I dropped a BML your converter so it changes to XML. Then i dropped that XML on your converter so it converts back to a BML. Doing a diff of the two files, they should be identical, but they aren't. In fact were many, many differences. Even the file length changed. (original was longer) Nodes seem to change order, etc. I think that test would work with any BML, but for example I tried with FONT_CONFIG.BML


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 Post subject: Re: [release] Alien Isolation BML converter
PostPosted: Fri Dec 05, 2014 6:54 am 
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the file i edited was "GBL_ITEM.BML"

i changed some settings like the amount of ammunition available for each fuel cell. default 25, i changed to 250, for example.


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 Post subject: Re: [release] Alien Isolation BML converter
PostPosted: Fri Dec 05, 2014 4:26 pm 
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@WRS: GBL_item.BML -> XML, ok
Then gbl_item_noconflict.xml -> BML, smaller than original BML

That the BML filesizes differ should not be a problem (from my experiences with another game's binary/XML conversion)

I logged br.BaseStream.Position ('Start' from your code) when trying to convert the smaller BML to XML again:
Code:
21884  21912  21940  9956  9984  10012  10040  10068
  10096  176  10068  10096  10124  192

10184 Possible large number of attributes -> 239 (node=AlienBML.AlienString+Ref)
142050 eof met, program break

(maybe it helps improving your tool)

Keep up this good stuff. (don't owe the game so far, so can't make more use of it)


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