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:
Ergebnis 1 bis 20 von 20
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"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- ConnorGeändert von NicoDE (29.05.2012 um 20:38 Uhr)
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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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Geändert von JFaron (16.05.2012 um 13:53 Uhr)
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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"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
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Thanks for the tool .
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...#Stand With Ukraine
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"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
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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".#Stand With Ukraine
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"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
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Thank you very, very, very much for this tool!
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.
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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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."Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
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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
"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
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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."Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
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Geändert von Baltram (29.05.2012 um 22:13 Uhr)