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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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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. 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? Thank You Gentlemen, noddynod443 |
#2
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Never mind, I figured it out!
Still, does anyone have a guide/tutorial to understanding what all the files in a PFF file are? |
#3
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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
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04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#4
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Quote:
.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 |
#5
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Wow! Thanks a TON ~BLÃÐE~
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#6
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Glad to help, if there is anything else you want to know...
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