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-   -   [DFX2] Could someone Please Help Explain To How Mod Delta Force Games .Pff Files (https://novahq.net/forum/showthread.php?t=49680)

noddynod443 04-20-2019 09:23 AM

Could someone Please Help Explain To How Mod Delta Force Games .Pff Files
 
Hello Gentlemen,

I am 95% new to the idea of modding any of the Delta Force games.

I saw that "Joint Operations Somalian Conflict Mod (JO BHD Mod)" and was inspired by it.
I would like to try doing the same thing "adding most of the stuff/assets from DFBHD to DFX2.

From my little bit of experimenting I think the main files I should be trying to "edit/add to" are the "localres.pff" and the "resource.pff"

(using the PFF Editor)I tried experimenting with adding joint operations typhoon rising objects to Xtreme 2. The problem I ran into was that after opening the localres.pff from JO and the localres.pff from DFX2 is that I discovered that 99% of the files in each are have identical names.
:dontknow:
Well, I backed up the files, and since I didn't know what any of the files were anyway, I just tried using the option to merge the two together.

Custom Joint Operations maps/missions now load up in xtreme 2, however somehow the player models from each must be interfering with each other because the all the people models are "stuck" in a weird stick figure look in which their arms and legs animation doesn't move...

I wish there was a guide to what all of the files in the localres.pff and resource.pff are and what they are for.

Should I rename all of the objects/files I what to add from JO's PFF to DXF2's PFF so that they are not overwritten by files of the same name already in DXF2's PFF?:dontknow:


Thank You Gentlemen,

noddynod443

noddynod443 04-24-2019 10:09 PM

Never mind, I figured it out! :)
Still, does anyone have a guide/tutorial to understanding what all the files in a PFF file are?

Scott 04-25-2019 08:02 AM

There is a ton of info in the guides here: https://novahq.net/files.php?Type=Guide

Some of the stuff even though it's for specific for the older games is relevant for the newer games like JO or DFX

~BLÃÐE~ 04-25-2019 03:21 PM

Quote:

Originally Posted by noddynod443 (Post 391312)
Never mind, I figured it out! :)
Still, does anyone have a guide/tutorial to understanding what all the files in a PFF file are?

.3di = Holds the 3D design of things like buildings, weapons, etc. 3DS Max

.3ds = 3D Studio 3D Scene (Mesh File). 3D Studio Max

.ain = Helps with the AI coordinates.

.adm = Animation Data Map.

.adl = Animation Data Batch Listing.

.adt = Animation Data Triggers.

.aip = AI perimeters file.

.ase = 3D Max ASCII file.

.bad = Bone Animation Data.
.bin = Holds text strings to be displayed in-game. BinEd

.bms = Exported .mis file for play in the game. BMS2MIS

.bmx = Mission save file. NOT player save.

.cin = Cinematics file.CineTool

.cpt = Depth map file for terrains.

.csv = Microsoft Excel Document file. Microsoft Excel

.dbf = Dialog binary format (may need to be decrypted). NotePad

.dds = Texture files which hold textures for the .3di files. Photoshop (with plugin), DDS View, DDS Thumbnail Viewer

.def = Holds weapon profiles, item profiles, etc. for the game. Notepad

.end = Cinematics file played at end of mission, decrypt, open with notepad

.env = Environment files for the game (type of sky).

.fnt = Font files for the game. WordPad

.htm = Hyper Text Markup Language Internet Explorer, Firefox, Opera, Safari, NotePad

.iai = Item Attributes Info (replaces ITEMS.def).

.ifl = Build Info Listing.

.grm = Facial Expressions for Characters, use via wac Notepad

.kda

.key = Key file (for keys on the keyboard). Notepad

.ldo = Loadout text.

.lwf = Hold sound profiles. Notepad

.mdt = depth map, rename to tga, open with Potoshop

.mis = Mission files. MED

.mnu = Game menu files. Notepad

.npj = NILE mission file (like the .mis). NILE

.pcx = PC Bitmap Graphic. .pcx is used to display the loading screens, the mission briefing screens, etc. IrfanView, Photoshop, GIMP

.ptg = same as .ptu, usually one of each..

.ptl = Particle file. ParticleEdit

.ptu = Effects Definition, decrypt, edit with Notepad

.raw = Greyscale raw image for terrains. Photoshop

.rc = TextTool resource. TextTool

.sav = Player save file.

.sbf = Stream Binary File... Holds the in-game music. Music File Player

.scr = Dialog Script File.

.sdf = Sound Define Format.

.stx = Sound Text Xref.

.tga = Truevision Targa Graphic. IrfanView, Photoshop, GIMP

.til = Tile file. Used in the MED.

.tpj = Terrain Project File. TrnGen

.trn = Terrain files for missions to be played/made on. MED

.tsd = Tile Surface Defines.

.txt = Text files. Notepad

.wac = nestable IF/THEN/ELSE/ENDIF boolean logic commands Notepad

.wav = Sound files for the game. Windows Media Player



Extension Description File Type Xref Notes

LDO Loadout TEXT

ENV Enviroment/Sunset TEXT

AIP AI parameters TEXT

TRN Terrain TEXT

STX Sound Text Xref TEXT

CIN Cinematic TEXT Use CineTool; per mission

TSD Tile Surface Defines TEXT

IAI Item Atributes Info TEXT future format; per item; replaces "items.def"

IFL Build Info Listing TEXT AIP,ADM,3DI build data

ADM Anim Data Map TEXT BAD per item (people only)

ADT Anim Data Triggers TEXT BAD

ADL Anim Data Batch Listing TEXT ADT

MIS Text Mission Format TEXT

SDF Sound Define Format TEXT SCR Use SNDC or SoundTool

SCR dialog SCRipt file TEXT DBF,SDF,LWF,RC,BIN Use SNDC

BMS Binary Mission Format BINARY MIS

BIN TextTool run-time formatBINARY RC Use TextTool; contains localized text strings; per mission*

RC TextTool resource BINARY Use TextTool

BAD Bone Animation Data BINARY MAX might be changed to ADB to avoid confusion

DBF Dialog binary format BINARY SCR Use SNDC

LWF loose wave format BINARY SDF

3DI 3D model BINARY Use SNDC

noddynod443 04-25-2019 08:11 PM

Wow! Thanks a TON ~BLÃÐE~ :) :) :)

~BLÃÐE~ 04-26-2019 02:38 AM

Glad to help, if there is anything else you want to know...


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