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 Post subject: MX Vs ATV Unleashed
PostPosted: Fri Feb 03, 2006 1:28 pm 
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hello,

i played this game,seen a track editor but it can't import the official tracks :)

your created track is then converted to .pak

would be funny to a way to use the official track into editor,modding community wont to share their tool claiming that another users want steal their work..well kiddies community.

here's an example...

http://rapidshare.de/files/12449557/MST.pak.html

greets.


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PostPosted: Fri Feb 03, 2006 2:28 pm 
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Code:
004 - Amount of Files

//for each file:
    100 - Filename
    004 - File Offset relative to start of data
    004 - File Length

//for each file:
      x - file data


I know I've seen this format in another game, but can't find out which one. Anyway, here's a compiled BMS-script that will support importing.


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 Post subject:
PostPosted: Fri Feb 03, 2006 6:19 pm 
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thanks a lot!

you make my day!


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PostPosted: Wed Mar 29, 2006 11:59 pm 
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PXR wrote:
I know I've seen this format in another game, but can't find out which one. Anyway, here's a compiled BMS-script that will support importing.


I hope you can remember which game because I'd like to get importing/file replacement for this file format?


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PostPosted: Fri Mar 31, 2006 11:41 am 
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Well, I have written a plugin for this that will enable extract and replacement.
Working on creation and adding.


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PostPosted: Fri Mar 31, 2006 4:59 pm 
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Mr. Mouse is the man!
Thanks!

Don't forget to check out the graphic files too.


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PostPosted: Sat Apr 01, 2006 10:45 pm 
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Okay, I fixed a bug Kamshaft pointed out when opening the common.pak.

Turns out the plugin tripped over a 0-sized file in the common.pak when replacing and recreating. What use could a zero sized file have?Perhaps a placeholder. Whatever the use, the plugin couldn't handle it. Now, it can.

So, no adding/new yet, but at least that minor bug fixed.

Get the attached plugin and throw it in the plugins/pak folder, overwriting the old plugin as needed.


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PostPosted: Sun Apr 02, 2006 12:39 pm 
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Ah a swift update.

Now with creation support.

This should go a long way in helping people mod. You see, in theory you can extract files from an original archive somewhere. Then alter some of the files and then recreate the archive (in the base folder where you saved the extracted files) and you should have a new archive that containes the altered files as well.

Just go to File->New to create a PAK file from this game. Then say Yes to create from directory/folder and point to the folder where your files are. That should create an archive from the files (recursively) in that folder.


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PostPosted: Sun Apr 02, 2006 1:19 pm 
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The path doesn't seem to be retained.
The files seem to be.

Try making a path that is long...like...

\Data\UserTracks\Swan_Hills_2006\Swan_Hills_2006.scn

It only keeps....

erTracks\Swan_Hills_2006\Swan_Hills_2006.scn


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PostPosted: Sun Apr 02, 2006 1:45 pm 
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odd


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PostPosted: Sun Apr 02, 2006 1:55 pm 
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Your telling me.


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PostPosted: Sun Apr 02, 2006 2:59 pm 
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fixed (test it please) ;)


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PostPosted: Sun Apr 02, 2006 3:13 pm 
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Seems to grab the full path instead of the one you point to.

Everything is else seems fine, except for the .PAK extension needs to be .pak (lowercase) otherwise the game doesn't read the archive, must be case sensitive.

Any luck with the DXT graphics files?


Last edited by Kamshaft on Sun Apr 02, 2006 3:21 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sun Apr 02, 2006 3:18 pm 
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Ok, fixed another small thing. The previous version ignored zero sized files. Now it saves those as well.

Please provide the two files of the tracks , one that does show and the other that doesn't.


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PostPosted: Sun Apr 02, 2006 3:28 pm 
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Modified my post. PLease re-read.


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