Post by Deleted on May 4, 2020 1:04:38 GMT
First of all, this guide is incomplete. I haven't touched this text since I stopped trying to edit Dante's Office and Bloody Palace in a few ways.
Long ago, in ancient times, I tried to comprehend the contents of the very first BP stage.
The file is st423.pac. When you extract it, you're presented with the following files, which I've identified to the best of my ability, which is lacking -- hence the question marks:
- _000.ukn - ?
- _001 folder - Textures.
- _001.index - Lists all of the texture files. If the texture folder has more textures than on this list, the omited textures will not load. Open with notepad or whatever to edit.
- _001.ptx - ?
- _002.ukn - The stage model.
- _003.ukn - Collision.
- _004.txt - Object/Door/Portal/Player spawn point placement data
- _005.pac - More textures.
- _006.ukn - Camera functionality (collision?)
- _007.pac - Probably another piece of the map(the huge heads in the distance?).
So, open the st423_004.txt. Inside, you'll find the following data:
# SET 100 STAY ; ƒ[ƒvƒ][ƒ“i…j
eff V 965
echain off
pos 2978, 517, 2985
"SET 100" - Denotes the water portal object, as opposed to the actual collision box (the spot you have to be in to use the portal).
"eff" - Likely denotes the water effects.
"echain off" - ?
"pos" - Is the location of that object, values are X, Y, Z.
I've not tested every single line, but SET 101 and SET 102 are the other two portals and I can't remember which is which.
The following part controls the sound effect playing for that object. "Code" is basically the name of the sound and "pos" is the position it plays in. No idea what the other settings do, but when you move the objects, you should move this too.
# SET 102 SE ; ƒ[ƒvƒ][ƒ“SEˆê”–Ú
move once
valid 3D
settype normal
num 1
bank room
code 173
type 51
id 0
pos 4184, 1000, 3302
Next, open the cfg.pac for the stage and you'll find the following:
- cfg_001.lig - Lighting.
- cfg_002.pac - Contains a "sef" file (?).
- cfg_003.cam - (Fixed) Camera settings.
- cfg_004.eve - ?
- cfg_005.pos - Where Dante/enemies spawn (does not change enemy spawn height?)?
- cfg_006.ukn - ?
- cfg_007.ukn - ? (might make game crash)
- cfg_008.ukn - Scripted camera event after killing all enemies
- cfg_009.ukn - enemy(ies) that spawn
Open st423cfg_000.txt.
# DOOR 0
;ƒŒƒxƒ‹{‚P‚̃[ƒvƒz[ƒ‹‚ðÝ’u
BoxIn 0 2978.0 15.0 2985.0 150.0 80.0 150.0 0
BoxLoad -1 AUTO
NextRoom 423
NextPosId 0
Type BtnOn
FadeType 3
"BoxIn" - Location of the door/portal's hitbox/trigger.
The first three values are XYZ.
The next three are likely the size of the trigger. (?)
"BoxLoad" - ?
"NextRoom" - Tells the game which area to load when using the portal.
"NextPosId" - Tells the game which position to load the player in (BP only has one starting place anyway but this can be changed to other entrances in rooms that have more than one).
"Type" - Denotes what kind of trigger this is.
"BtnOn" - Means you have to press the Action button to use it, as opposed to simply entering it.
"FadeType" - The type of screen fade-out.
1 - "Random" effects in red
2 - Breaks the screen.
3 - Fade to white
4 - Same as 1 but blue (Secret Mission effect)
5, etc... - Freeze frame (nothing)
It's been a long time since I've touched these settings and I've only released one mod for the standalone PC port.
However, the txt files in the HD collection are identical so everything in here is still useful.
You can download the mod from Nexus Mods.
Quick rundown on what I did to make this mod:
Step 1 - Identified the rooms via trial and error (copy & rename process works just fine, the game won't crash.)
Step 2 - Replaced the BP stage's internal files with the ones from the colosseum, including .
Step 3 - Opened .index and corrected the list of textures.
Step 4 - Spent HOURS adjusting the location of the fire/water/lightning portals by moving both the objects and the portals, then the sounds.
Changed the water portel to have a white fade effect when using, and the lightning portal to be blue, while fire portal uses a red effect.
Edited the portals to be used automatically when you step into them.
Step 5 - Lamented the fact I couldn't figure out how to edit enemy spawns and released it anyway.
If you got any questions about anything not in this incomplete guide... ask, but I probably won't be of much help unless I get back into modding again.
I hope this is enough to encourage somebody else to make some stage mods.