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The Witcher 2
Re: The Witcher 2
Thank you! Works great, have all items names! Hell yeah!
In Opera I have problem with "invalid character reference" http://www.w3.org/TR/REC-xml/#NT-CharRef
Think 'cos of polish language
In Opera I have problem with "invalid character reference" http://www.w3.org/TR/REC-xml/#NT-CharRef
Think 'cos of polish language

Last edited by Arxel on Sat May 28, 2011 8:44 pm, edited 1 time in total.
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Re: The Witcher 2
i'm ask Rick in PM, but he is not aviable ;)
to unpack a ru0.w2strings (Russian) must be added one line in the file \Gibbed.RED.FileFormats\StringsFile.cs:
to unpack a ru0.w2strings (Russian) must be added one line in the file \Gibbed.RED.FileFormats\StringsFile.cs:
Code: Select all
private static uint GetRealKey(uint fileKey)
{
switch (fileKey)
{
// ------------------------------- skipped
case 0x63481486: return 0x42386347; //RU ver 1.1
case 0x77932179: return 0x54932186; //RU ver 1.0-1.0.0.3
}
return 0;
}
Last edited by hhrhhr on Sat May 28, 2011 9:36 pm, edited 1 time in total.
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Re: The Witcher 2
Interesting since my Steam copy of the game doesn't have those values. Thanks.
http://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Re: The Witcher 2
Which exactly files does Gibbed.RED.ResourceEdit can unpack?
Anyone know where I can find locations of items? Some coordinates or something? I know that some of them we can find in shops, but I would like to make for example a maps with all herbs on them
Anyone know where I can find locations of items? Some coordinates or something? I know that some of them we can find in shops, but I would like to make for example a maps with all herbs on them

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Re: The Witcher 2
ResourceEdit is still very early in development and can't actually edit anything yet, and its support for resources is very minimal at this point.
http://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Re: The Witcher 2
Is it possible to add these changes to witcher2-gibbed-tools?hhrhhr wrote:i'm ask Rick in PM, but he is not aviable
to unpack a ru0.w2strings (Russian) must be added one line in the file \Gibbed.RED.FileFormats\StringsFile.cs:Code: Select all
private static uint GetRealKey(uint fileKey) { switch (fileKey) { // ------------------------------- skipped case 0x63481486: return 0x42386347; //RU ver 1.1 case 0x77932179: return 0x54932186; //RU ver 1.0-1.0.0.3 } return 0; }
Re: The Witcher 2
Thank you! Excellent work - decodes ru0.w2strings and encodes without problems.Tosyk wrote:new version is here, Gibbed.RED.ResourceEdit not included.



Last edited by Dimmell on Sun May 29, 2011 10:32 pm, edited 1 time in total.
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Re: The Witcher 2
all thanks to Rick, pleaseDimmell wrote:Thank you! Excellent work - decodes ru0.w2strings and encodes without problems.Tosyk wrote:new version is here, Gibbed.RED.ResourceEdit not included.
Re: The Witcher 2
You won't be able to do something like this with the current available tools.Arxel wrote:Anyone know where I can find locations of items? Some coordinates or something? I know that some of them we can find in shops, but I would like to make for example a maps with all herbs on them
The locations of the herbs are most likely in all the herbs.w2l files that are in various directories under levels. But those files are binary data, so it will be a while before it's figured out.
Re: The Witcher 2
FYI: I'm maintaining the project page for Rick's tools at Witcher Nexus. There's a setup file for easy/familiar installation, and a readme on the project page that has basic usage instructions and answers to frequently asked questions. (ResourceEdit is currently not included per Rick's request.) Feel free to send anyone who needs only the binaries there. Oh, and if you're registered on Nexus, please endorse the file to show Rick some love. 

Re: The Witcher 2
For the .USM files, it seems the game using ui_video.swf in global folder for playing them. I don't know much about coding stuff, but I've found this actionscript inside the .swf file. Maybe it helps somebody, who knows?
Code: Select all
// Action script...
// [Action in Frame 1]
stop ();
function PlayVideo(vName, vLoop)
{
video.attachVideo(ns);
ns.loop = vLoop;
ns.setOpenTimeout(0);
if (_global.gfxVersion != undefined)
{
vName = vName + ".usm";
}
else
{
vName = vName + ".flv";
} // end else if
ns.play(vName);
subLine.subtitleTxt.text = "";
SetStatusText("Play: " + vName + "\n");
blackscreen.gotoAndPlay(2);
} // End of the function
function StopVideo()
{
movieInfo = undefined;
ns.close();
flash.external.ExternalInterface.call("MovieStopped");
} // End of the function
function PauseVideo(vLoop)
{
ns.pause(vLoop);
} // End of the function
function GetSubtitleLanguage()
{
return (subtitleLanguage);
} // End of the function
function GetAudioLanguage()
{
return (audioLanguage);
} // End of the function
function SetAudioLanguage(vLang)
{
audioLanguage = vLang;
setupLanguage();
} // End of the function
function SetSubtitleLanguage(vLang)
{
subtitleLanguage = vLang;
setupLanguage();
} // End of the function
function GetDuration()
{
if (movieInfo == undefined)
{
return (0);
} // end if
return (movieInfo.duration);
} // End of the function
function GetMovieInfo()
{
return (movieInfo);
} // End of the function
function setupLanguage()
{
if (movieInfo == undefined || movieInfo.audioTracks == undefined)
{
return;
}
else
{
ns.audioTrack = 0;
ns.subAudioTrack = audioLanguage;
ns.subtitleTrack = subtitleLanguage;
} // end else if
} // End of the function
function ShowStatus(enable)
{
if (enable)
{
statusTxt._visible = true;
statusTxt.text = "";
statusTxt.scroll = statusTxt.maxscroll;
}
else
{
statusTxt._visible = false;
} // end else if
} // End of the function
function onKeyDown()
{
if (Key.getCode() == 3)
{
StopVideo();
} // end if
} // End of the function
_global.gfxExtensions = 1;
Stage.scaleMode = "Scale";
ShowStatus(false);
var nc = new NetConnection();
nc.connect(null);
var ns = new NetStream(nc);
var movieInfo;
var audioLanguage = 0;
var subtitleLanguage = 0;
Key.addListener(this);
SetStatusText = function (msg)
{
if (statusTxt._visible)
{
statusTxt.text = statusTxt.text + (msg + "\n");
statusTxt.scroll = statusTxt.maxscroll;
} // end if
};
ns.onMetaData = function (infoObject)
{
movieInfo = infoObject;
for (var _loc1 in movieInfo)
{
SetStatusText(_loc1 + ":" + movieInfo[_loc1]);
} // end of for...in
if (movieInfo.audioTracks != undefined)
{
SetStatusText("Audio tracks:" + movieInfo.audioTracks.length);
}
else
{
SetStatusText("No audio tracks!");
} // end else if
if (movieInfo.audioTracks != undefined)
{
SetStatusText("Subtitles tracks:" + movieInfo.subtitleTracksNumber);
}
else
{
SetStatusText("No subtitles tracks!");
} // end else if
setupLanguage();
};
ns.onCuePoint = function (infoObject)
{
flash.external.ExternalInterface.call("CuePoint", infoObject.name);
};
ns.onSubtitle = function (line)
{
subLine.subtitleTxt.text = line;
gotoAndPlay("playSubtitle");
};
ns.onStatus = function (infoObject)
{
SetStatusText("STATUS: " + infoObject.code);
switch (infoObject.code)
{
case "NetStream.Play.Start":
{
flash.external.ExternalInterface.call("MovieStarted");
break;
}
case "NetStream.Play.Stop":
{
flash.external.ExternalInterface.call("MovieStopped");
break;
}
} // End of switch
gotoAndPlay(playSubtitle);
};
if (_global.gfxVersion == undefined)
{
PlayVideo("movie", false);
gotoAndPlay("playSubtitle");
ShowStatus(true);
} // end if
// [Action in Frame 2]
trace ("go");
// [Action in Frame 134]
trace ("stop");
stop ();