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  1. #1 Reply With Quote
    Research NicoDE's Avatar
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    Risen 2 - Quest Export

    This tool reads the /data/compiled/library/compiled_quests.bin and displays the quest objects in XML format (Risen 1 raw data format).

    Download: Risen2QuestExport_12.7z

    Best regards,
    Nico

    Hint: You might open other document archives, but the object information is only displayed as "dump".

    History:
    • 0.0 Initial release
    • 1.0 FinishedQuests support
    • 1.1 List sorted
    • 1.2 Dumps extended
    "Some components report an error/warning but you have decided to ignore them."
    NicoDE is offline Last edited by NicoDE; 29.05.2012 at 21:38.

  2. #2 Reply With Quote
    Ehrengarde JFaron's Avatar
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    and

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  3. #3 Reply With Quote
    Veteran Machtl's Avatar
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    Great tool
    Much thanks Nico

    Will you make a tool for archieving the quest files too?

    Mfg
    Machtl

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  4. #4 Reply With Quote
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    Quote Originally Posted by Machtl View Post
    [...] Will you make a tool for archieving the quest files too? [...]
    I'm not sure, but I think Risen did that automatically. I'll test it now, so hang on
    edit: I placed the files at \data\raw\infos\ and nothing happened, when I changed the Experience Points.

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    JFaron is offline Last edited by JFaron; 16.05.2012 at 14:53.

  5. #5 Reply With Quote
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    Quote Originally Posted by Machtl View Post
    Will you make a tool for archieving the quest files too?
    Only if the game cannot be used to create the compiled document archives.

    I have no Risen 2 here to test it. The raw quest path might been changed to /data/raw/library/quests/ (/data/raw/quests/ in Risen 1). However, /data/raw/* are not mounted by default and the game might no longer compile the document archives automatically (I wouldn't be surprised if some "features" are no longer included to avoid modifications...).

    ps@JFaron: it's all about Quests, not Infos
    "Some components report an error/warning but you have decided to ignore them."
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  6. #6 Reply With Quote
    Mod-Starter Project  LordOfWAR's Avatar
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    Thanks for the tool .

    Quote Originally Posted by NicoDE View Post
    Only if the game cannot be used to create the compiled document archives.

    I have no Risen 2 here to test it. The raw quest path might been changed to /data/raw/library/quests/ (/data/raw/quests/ in Risen 1). However, /data/raw/* are not mounted by default and the game might no longer compile the document archives automatically (I wouldn't be surprised if some "features" are no longer included to avoid modifications...).

    ps@JFaron: it's all about Quests, not Infos
    Seems like game not recompiling it in this time . I am tried 1.0.1168 & 1.0.1210 version:

    1. Extracted compiled_quests.bin into "...\Steam\steamapps\common\risen 2\data\raw\library\quests\".
    2. Changed value in one of the source files.
    3. Set "NoWatch=false", "NoPhysical=false" in mount_list.ini.
    4. Created empty folder here - "...\Steam\steamapps\common\risen 2\data\compiled\library\"
    5. Launched game (even tried to launch new game), but without any luck...

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  7. #7 Reply With Quote
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    Quote Originally Posted by LordOfWAR View Post
    Seems like game not recompiling it in this time [...]
    Did you also try to create a new quest file to test it?
    (you did not mention that you added (uncommented) the data/raw/library in the mount file, did you?)
    "Some components report an error/warning but you have decided to ignore them."
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  8. #8 Reply With Quote
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    Quote Originally Posted by NicoDE View Post
    [...] ps@JFaron: it's all about Quests, not Infos
    upps. (<- Can I say that in English too ? )
    I tried several things but it still doesn't work ...

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  9. #9 Reply With Quote
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    Quote Originally Posted by NicoDE View Post
    Did you also try to create a new quest file to test it?
    (you did not mention that you added (uncommented) the data/raw/library in the mount file, did you?)
    Just tried also to uncomment "data/raw/library" in mountlist and copy some xqst file into another, new one (with modifiing it) - result still the same, folder - "...\Steam\steamapps\common\risen 2\data\compiled\library\" still empty .

    I am also noticed that game automatically created another empty folder - "...\Steam\steamapps\common\risen 2\data\raw\library\effects".

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  10. #10 Reply With Quote
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    Quote Originally Posted by JFaron View Post
    I tried several things but it still doesn't work ...
    In this case my tool is neat, but useless

    A quest editor is "a bit" more work (should handle hierarchy, dependencies, references, ...). But I should finish my object property editor first.
    "Some components report an error/warning but you have decided to ignore them."
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  11. #11 Reply With Quote
    Ritter Baltram's Avatar
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    Thank you very, very, very much for this tool!

    Quote Originally Posted by NicoDE View Post
    In this case my tool is neat, but useless
    I wouldn't say that. At the very least, this program is a great starting point for a quest compiling tool. And who knows if we still can get the game to recompile the binary file somehow. Maybe it's just a missing switch or something like that.

    Quote Originally Posted by NicoDE View Post
    But I should finish my object property editor first.
    Oh. I was about to start working on something like that too (now I'm glad I don't have to ). Any other programs in progress? We should avoid doing work twice.
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  12. #12 Reply With Quote
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    Quote Originally Posted by Baltram View Post
    I was about to start working on something like that too (now I'm glad I don't have to ). Any other programs in progress? We should avoid doing work twice.
    Risen2QuestExport is nothing more than a test application (some parts are quick 'n dirty) for my framework that, later, might be used to load and save different Risen 2 file formats.
    Currently I'm evaluating TJvInspector and how well the software interfaces match.
    "Some components report an error/warning but you have decided to ignore them."
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  13. #13 Reply With Quote
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    Quote Originally Posted by NicoDE View Post
    Risen2QuestExport is nothing more than a test application (some parts are quick 'n dirty) for my framework that, later, might be used to load and save different Risen 2 file formats.
    Currently I'm evaluating TJvInspector and how well the software interfaces match.
    Will ._xmat be one of these file formats?
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  14. #14 Reply With Quote
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    Quote Originally Posted by Baltram View Post
    Will ._xmat be one of these file formats?
    Well, if most of the stuff is object-based and the rest can be derived/guessed from Risen 1 - why not
    I spent 5 minutes to take a look at the FX_WeaponStrip_01._xmat. Seems not impossible to support it - here is a dump:
    Spoiler:(zum lesen bitte Text markieren)
    Code:
    // Resource object
    
    class eCMaterialResource2 (0xF676792C), 2
    Properties {
      InstanceMaterial (0xA6620F29), class bCString (0xA83E6117), 0x00000002 {0000}
    }
    Serializer {
      class eCMaterialResource2 (0xF676792C), 2, 0x00000000 {}
      class eCResource2 (0x7BF929DD), 1, 0x00000000 {}
      class bCObjectBase (0x84ADA072), 1, 0x00000000 {}
    }
    
    // Resource data
    
    class eCShaderDefault (0x8514B69F), 2
    Properties {
      BlendMode (0x0C869A2F), enum eEShaderMaterialBlendMode (0xF53DB0D4), 0x00000008 {11124BD207000000}
      MaskReference (0x97424000), unsigned char (0xF9CBA7A0), 0x00000001 {00}
      TradeAlphaAsSolid (0x54F7D2CA), bool (0x7C94B391), 0x00000004 {00000000}
      TransformationType (0x0D4CD39E), enum eEShaderMaterialTransformation (0x6CFCFA01), 0x00000008 {30F2172700000000}
      EnableSpecular (0x9C7A470B), bool (0x7C94B391), 0x00000004 {00000000}
      DisableLighting (0xDE75A9EF), bool (0x7C94B391), 0x00000004 {01000000}
      DisableFog (0x485EEA75), bool (0x7C94B391), 0x00000004 {00000000}
      CompressedNormalMap (0xBE762D41), bool (0x7C94B391), 0x00000004 {00000000}
      DoubleSided (0x31F5E369), bool (0x7C94B391), 0x00000004 {00000000}
      EnableBoxMapping (0xA8030D21), bool (0x7C94B391), 0x00000004 {00000000}
      EnableCameraObstacle (0x18413CE2), bool (0x7C94B391), 0x00000004 {00000000}
      ColorSrcDiffuse (0x19B85292), class eCColorSrcProxy (0xEA5C610C), 0x0000001C {01003A53B60552F35B48AD98490346970D7C01000000000000000000}
      ColorSrcOpacity (0x7870B8C5), class eCColorSrcProxy (0xEA5C610C), 0x0000001C {01000000000000000000000000000000000001000000000000000000}
      ColorSrcSelfIllumination (0x42E7840B), class eCColorSrcProxy (0xEA5C610C), 0x0000001C {01000000000000000000000000000000000001000000000000000000}
      ColorSrcSpecular (0x40EA374B), class eCColorSrcProxy (0xEA5C610C), 0x0000001C {01000000000000000000000000000000000001000000000000000000}
      ColorSrcNormal (0xBB771995), class eCColorSrcProxy (0xEA5C610C), 0x0000001C {01000000000000000000000000000000000001000000000000000000}
      ColorSrcDistortion (0xB2FF3E1B), class eCColorSrcProxy (0xEA5C610C), 0x0000001C {01000000000000000000000000000000000001000000000000000000}
      VertexTransform (0x7E8415FF), class eCVertexTransformProxy (0xAB94715F), 0x00000012 {010000000000000000000000000000000000}
      SpecularPower (0xE4370611), unsigned char (0xF9CBA7A0), 0x00000001 {40}
      MaterialType (0x15E374D6), enum eEMaterialType (0x8296FEB5), 0x00000008 {4BEDAD6201000000}
      MaxShaderVersion (0xC3457868), enum eEShaderMaterialVersion (0x0DFFFD90), 0x00000008 {7C187DA603000000}
      FallbackMaterial (0x4390FA64), class bCString (0xA83E6117), 0x00000002 {0000}
      UseDepthBias (0x04D96366), bool (0x7C94B391), 0x00000004 {00000000}
      RenderPriority (0x08DDE047), int (0x0B888030), 0x00000004 {00000000}
      FrozenOverlayMaterial (0xC091ED4A), class bCString (0xA83E6117), 0x00000002 {0000}
      BurnedOverlayMaterial (0x5045ACD6), class bCString (0xA83E6117), 0x00000002 {0000}
      HighlightedOverlayMaterial (0xEA047617), class bCString (0xA83E6117), 0x00000002 {0000}
      Name (0x7C898026), class bCString (0xA83E6117), 0x00000002 {0000}
    }
    Serializer {
      class eCShaderDefault (0x8514B69F), 2, 0x00000000 {}
      class eCShaderBase (0x4BD80AB5), 1, 0x00000089 {010047454330C748865D01001F000000560000001B000000010017613EA82680897C0D0000000B00566572746578436F6C6F72C748865D010000000000052531830100000000002BE27B0D0100240000003A53B60552F35B48AD98490346970D7CCC0100004C000000BC020000F400000000000000CFCD831101000000000072A0AD84010000000000}
      class eCShaderEllementBase (0x0D7BE22B), 1, 0x00000024 {A18FAF878D52828B65340B6EF6C98F34240000005200000014010000FA00000000000000}
      class bCObjectRefBase (0x1183CDCF), 1, 0x00000000 {}
      class bCObjectBase (0x84ADA072), 1, 0x00000000 {}
    }
    
    OEO: 000003D1
    "Some components report an error/warning but you have decided to ignore them."
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  15. #15 Reply With Quote
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    Version 1.2

    To make this tool a bit more useful, the dumps for all compiled document archives have been extended (in fact only the serialization data of eCImageEffect and eCImageFilterBase is not parsed, and the eCImageFilterEffect item data is not formatted). As long as you have the INI file in the same directory, the name hashes are resolved (including the enumeration constant names).

    An editor will take a while (no estimated release date), but now you might browse through the documents.
    "Some components report an error/warning but you have decided to ignore them."
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  16. #16 Reply With Quote
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    Quote Originally Posted by NicoDE View Post
    Version 1.2
    Thank you very much! This makes info editing a lot more easier.

    With this I just could finally figure out why one of my info conditions did not work (already spent two hours on it )...
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  17. #17 Reply With Quote
    Ehrengarde JFaron's Avatar
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    Quote Originally Posted by Baltram View Post
    Thank you very much! This makes info editing a lot more easier.

    With this I just could finally figure out why one of my info conditions did not work (already spent two hours on it )...
    *confused*
    I thought "it's all about Quests, not Infos"

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  18. #18 Reply With Quote
    Ritter Baltram's Avatar
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    Quote Originally Posted by JFaron View Post
    *confused*
    I thought "it's all about Quests, not Infos"
    As for version 1.2 it is perfectly possible (and sensible) to open all compiled_*.bin files except for compiled_achievements.bin.

    (Prior to v1.2 most of the serialization data was not parsed.)

    Quote Originally Posted by NicoDE View Post
    To make this tool a bit more useful, the dumps for all compiled document archives have been extended (in fact only the serialization data of eCImageEffect and eCImageFilterBase is not parsed, and the eCImageFilterEffect item data is not formatted).
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  19. #19 Reply With Quote
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    Quote Originally Posted by Baltram View Post
    As for version 1.2 it is perfectly possible [...]
    Ok, but you still need to use a hex-editor for editing the infos, right?
    Cause the export-function does only work with quests...

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  20. #20 Reply With Quote
    Ritter Baltram's Avatar
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    Quote Originally Posted by JFaron View Post
    Ok, but you still need to use a hex-editor for editing the infos, right?
    Yes. But you also need to use a hex editor when editing quests as the export function is rather useless atm.

    The compiled_infos.bin dumps are a great help when hex-editing infos.
    Baltram is offline Last edited by Baltram; 29.05.2012 at 23:13.

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