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 Post subject: Media.pk2 Revealed [56k Warning]
PostPosted: Sat May 03, 2008 12:23 pm 
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Joined: Mar 2008
Posts: 151
Location: Czech
Contens:

Recomended programs:
PK2tools(PK2editor and extractor)
http://www.silkroadforums.com/viewtopic.php?t=73206

DDS/DDJ converter or manual ddj editing thread



Media.pk2 contens
Image

Config
Contains option.txt, which allows you to change intro movie, but only for KSRO.
Constantinople
Code:
//StartProcess = "CPSLoadingMission"
StartProcess = "CPSVersionCheck"
//Map = "0"

StartCharacter = "1907"
StartWeapon = "0"
IntroName = "script\intro\constantinople.txt"
IntroBGM = "maintheme_cut.ogg"

Roc(last two lines)
Code:
IntroName = "script\intro\roc.txt"
IntroBGM = "roc_bgm_total.ogg"

Chinesse ferry
Code:
IntroName = "script\intro\china_wharf.txt"
IntroBGM = "maintheme_cut.ogg"

If you want play with it you can change script data(KSRO) in script\intro and respected txt file

Definition for camera script(KSRO), script\intro
Code:
0.0 S_CameraInsert 0.0 78 105 8319.4 504.60 468.3 -0.979 4.334 -0.006 10

Code:
78 105
- region code(codes can be found in data.pk2, name is regioninfo.txt, it goes by updates so chinese areas are first)
Code:
8319.4 504.60 468.3
northsouth(may be oposite), height, eastwest(not sure may be oposite)
Code:
-0.979 4.334 -0.006
respected angles(tangens alfa)

You can download premade option.txt for ksro here(intro_movie_KSRO_only.zip)
http://hosted.filefront.com/JanChlpik/2221400

Other files in config are not interesting

Cursor
Does not contain cursor used ingame so nothing to say

Effect effects for 2D items and targeting
the colored circle are the ones you see when you click on monster or ground
Image
Image

Fonts
0.dat, i.dat, y.dat is used in KSRO to make these letters different(0,i,y)
Fix is here
If you want change font you can do it in textuisystem.txt under entry UIC_STT_FONTNAME, make sure it is at right place(guide here)

Icon
Contains icons of various items(32x32)
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Icon\action
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Icon\cos
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icon\etc\
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icon\etc\icon
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icon\item\avatar
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icon\item\china\man
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icon\item\china\shield
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icon\item\china\weapon
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icon\item\china\woman
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icon\item\etc
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icon\item\europe\accessory
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icon\item\europe\man
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icon\item\europe\shield
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icon\item\europe\weapon
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icon\item\europe\woman
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icon\item\fort
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icon\npc
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icon\skill\china
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icon\skill\etc
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icon\skill\europe
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icon\skill\monster
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icon\skill\tc
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icon\skillgroup\Europe and icon\skillgroup\Europe
Contains icons of skill trees

icon\skillmastery
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icon\skillmastery\China
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icon\skillmastery\Europe
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icon\stateodd
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icon64
icon64\cos
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icon64\item\avatar
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icon64\item\etc
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icon64\item\package
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Interface
Contains pictures of inventory, underbar, minimap, alchemy window, party, window etc.

Launcher(+Eu)
Contains pictures of launcher, .dat are renamed BMP pictures mostly(only hex 3rd letter in file to P and rename it)

Minimap and MinimapD
Contains area maps shown in top right corner.(D version is for downhang dungeon).

Resinfo
Links text and pictures together
Example:
Code:
   GDR_TEXT_CHINA:CIFTextBox
   {
      ClientRect=RECT,"0,0,0,0"
      Color=COLOR,"255,178,101,200"
      DDJ=STRING,""
      FontColor=COLOR,"255,255,255,255"
      FontIndex=INTEGER,"0"
      HAlign=INTEGER,"0"
      ID=INTEGER,"200"
      Rect=RECT,"19,47,401,87"
      Style=INTEGER,"0"
      SubSection=STRING,""
      Text=STRING,"UIO_NEWCHAR_CTL_CHINESE_TT"
      UV_LB=POINT,"0,1"
      UV_LT=POINT,"0,0"
      UV_RB=POINT,"1,1"
      UV_RT=POINT,"1,0"
      VAlign=INTEGER,"0"


GDR_TEXT_CHINA:CIFTextBox
Instruction continues at IFTextBox.txt

DDJ=STRING,"interface\\character\\chr_job.ddj"
Location of picture
or no picture
DDJ=STRING,""

Text=STRING,"UIO_NEWCHAR_CTL_CHINESE_TT"
Text(It will be loaded either from textdataname.txt, textuisystem.txt, textquest.txt, texthelp.txt, textzonename.txt or textevent.txt)

Color=COLOR,"255,178,101,200"
Determines color in ARGB system(which alpha means visibility(255=100%), but not sure about this As I was testing it and I am not sure if they dont have it defined in their own way.

Rect=RECT,"19,47,401,87"
is are, where it will be displayed.Not sure for what resolution is it or if it is resolution independent

Rest is text formating and aligment.

server_dep\silkroad
server_dep\silkroad\event
contains mall_notify.txt which allows you to turn item mall notification on/off and change text.

Code:
Open = "1"

TextMargin = "5"
TextString = "New item(s) has been stocked\nin Item Mall."

Mall_Open = "1"
Mall_FrontImg = "interface\mall\mall_fur_avatawindow.ddj"
Mall_ManItemString = "Fur Dress(M)"
Mall_WomanItemString = "Fur Dress(F)"
Mall_SellingTime = "Until stocks are sold out"


Open = "1"
Mall popup, when you start game(1=on/0=off)

TextString = "New item(s) has been stocked\nin Item Mall."
text on popup

Rest configures item mall start page possibly

server_dep\silkroad\textdata
Contains textdataname.txt, textuisystem.txt, textquest.txt, texthelp.txt, textzonename.txt and textevent.txt, which contain text in game(item names, quest contents, npc dialogues, system msg etc)

Rest of textdata not explored yet, but I can say its 99% complete.

_________________
My threads:
CSRO/KSRO fully english(premade) + anySRO fully english
Media.pk2 Revealed [56k Warning]
[Release]DDJ/DDS converter
All europe quest

Inactive.
Send me pm if something is not working. But reply may take longer.


Last edited by JanChlpik on Fri May 16, 2008 6:09 pm, edited 18 times in total.

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 Post subject: Re: Media.pk2 Revealed
PostPosted: Sat May 03, 2008 4:34 pm 
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It's pretty well done, but you should tell what we can do with all that info.

Continue though please :) well done.


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 Post subject: Re: Media.pk2 Revealed
PostPosted: Sat May 03, 2008 11:48 pm 
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A little more info would be appreciated

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 Post subject: Re: Media.pk2 Revealed
PostPosted: Sun May 04, 2008 4:18 am 
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well done dude...well done

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 Post subject: Re: Media.pk2 Revealed
PostPosted: Sun May 04, 2008 4:37 am 
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Not much that people don't know about or how to get. Please continue so we can see where it ends up, but good so far. And about the cursors, they are in the client file or launcher file. Can't remember what cruor said.

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 Post subject: Re: Media.pk2 Revealed
PostPosted: Sun May 04, 2008 8:38 am 
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The scripting system is actually one of the more enjoyable things to play around with, but it's easier to use if you know a few things about the camera.

Here's the axes:
Image

And where they go in the script:
[?] [S_CameraInsert] [t] [x-tile] [y-tile] [x] [z] [y] [θ] [ψ] [φ] [d]

  • Not sure about the first value. It seems to be used along with an S_Start to keep t relatively small.
  • t is start time for the camera's movement.
  • x-tile and y-tile correspond to regioninfo, the minimap, and the map files. They place the origin at the southwest corner of the map.
  • x, y, and z are the coordinates for the focal point of the camera within the tile. One unit is equal to 1/2048th of a tile, so there are 8 units per pixel if you are looking at the minimap.
  • θ, ψ, and φ are the pitch, yaw, and roll of the camera respectively. They are relative to the focal point and are measured in radians (180/π degrees). The camera will never turn more than π radians about the focal point.
  • d is the distance of the camera from the focal point.

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 Post subject: Re: Media.pk2 Revealed [56k Warning]
PostPosted: Mon Jun 09, 2008 12:31 am 
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wow, realy nice!


Last edited by obeckcity81 on Tue Jun 10, 2008 7:45 pm, edited 1 time in total.

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 Post subject: Re: Media.pk2 Revealed [56k Warning]
PostPosted: Tue Jun 10, 2008 9:04 am 
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Damn. Those item mall icons are really interesting, especially the green, blue, and red books. @.@


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 Post subject: Re: Media.pk2 Revealed [56k Warning]
PostPosted: Tue Jun 10, 2008 4:57 pm 
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hi, i made a little introskript now with this tut.

http://de.youtube.com/watch?v=Wyk_zm8bdT0


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 Post subject: Re: Media.pk2 Revealed [56k Warning]
PostPosted: Tue Jun 10, 2008 5:49 pm 
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wow that is very good. could u write a tut specificly how to do that lol v nice

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