Junior Spellweaver
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- Oct 31, 2013
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This was requested by @Shichibukai in a thread which talk about other thing, so I open a new thread to discuss about.
The request is as follow:
You are right, the skills do not say which tmb or tab is using, the files in charge of giving the IDs are the .tfx.
The HTLauncher does not read those .tfx files, the one which reads them is HT3DHeaven.dll HTLauncher just stores in a table the ID and the file name to provide the name of the file to HT3DHeaven.dll when it ask for it by its ID.
.tfx files for characters skills FX are divided by Race, so for example FX for Deva/Garuda are on the fxPCRaceDevGar.tfx.
As I said before I didn't play with .tfx files and because I don't have the sources of the HT3DHeaven.dll I really don't know the whole meaning of the content stored on those files.
You have 2 ways for making the links:
1- starting from fxPC.xml file
2- starting from the .tfx file
If you know the skill name you want to link, then use way 1, but if you want to link all skills from one race then use way 2.
So for example following the skill you mentioned IRIN TIRIKA and starting from fxPC.xml, you know:
SkillID: 1100065
Activate: 1001801
Impact: 1000456
FXName for 1001801: PAR47_ATV (search on FXSkill tab)
FXName for 1000456: PAR28_ATK (search on FXSkill tab)
offset for PAR28_ATK on the fxPCRaceAsuRak.tfx : starts on 00000C84
offset for tmb ID: 00000D6C - 00000D6F value in Hex C0 84 1E 00
Because Hex values are stored inverse you use 1E84C0 in a programmer calculator so value = 2000064 that is the ID for the tmb used whic name is: mUP_2000064.tmb
one thing you may notice on the fxPC.xml is that the model and the animation only differs in the extension and the ID, so models ext are .tmb and animations are .tab, models ID starts with 20 and animations with 22, at this point you can assume that the animation that model use is mUP_2000064.tab with ID 2200064, looking again on the fxPCRaceAsuRak.tfx the next 4 bytes that follow the tmb offset are : 00 92 21 00, inverted Hex = 219200 Dec value= 2200064, that confirms the animation that model use is the mUP_2000064.tab
then, one* of the models and animations used by Impact FX for IRIN TIRIKA is mUP_2000064.
Lets see one* used by Activate
offset for PAR47_ATV on the fxPCRaceAsuRak.tfx : starts on 00010534
offset for tmb ID (4 bytes): 00010914 - 00010917 Hex Value= CB 85 1E 00 Dec value=2000331
tmb Name for 2000331=mMultiArrow1_2000331.tmb
so we can assume animation will be mMultiArrow1_2000331.tab ID=2200331
next 4 bytes on the file are 0B 93 21 00 Dec Value= 2200331
*when reading the .tfx files you will notice that FXName may use more than 1 texture file, those textures files may or may not use the same Model and Animation. the model ID offset will start 12 bytes before the texture name and is stored as I said in 4 bytes, after those 4 bytes the next 4 ones stores the animation ID. If you want to simplify your linking process you can make a binary reader program, of course even I already say where will the IDs start, you will need to find the bytes counts for those things you dont need to read (hope you know what i mean)
Hope this answer your request.
Regards
The request is as follow:
@Eliana Gherbaz Hi, Can I ask a little bit of help?
I am trying to locate each TMB/TAB file are used for each skill, though it appears that the skills didn't show which of the tmb/tab files are used.
Example: IRIN TIRIKA
On the fxpc, it only provides the skill ID 1100065
and it also shows numbers on the PCSkillAction tab,
but upon checking the client, it's obvious that it's name is mMultiArrow1_2000331.
I am trying to make new skill effects for each skill, as for now, I can only change the skill models,
You must be registered to see linksinstead of the meteor, I can only do this for now and I also the new skill animation, but it's not included in the video.
You are right, the skills do not say which tmb or tab is using, the files in charge of giving the IDs are the .tfx.
The HTLauncher does not read those .tfx files, the one which reads them is HT3DHeaven.dll HTLauncher just stores in a table the ID and the file name to provide the name of the file to HT3DHeaven.dll when it ask for it by its ID.
.tfx files for characters skills FX are divided by Race, so for example FX for Deva/Garuda are on the fxPCRaceDevGar.tfx.
As I said before I didn't play with .tfx files and because I don't have the sources of the HT3DHeaven.dll I really don't know the whole meaning of the content stored on those files.
You have 2 ways for making the links:
1- starting from fxPC.xml file
2- starting from the .tfx file
If you know the skill name you want to link, then use way 1, but if you want to link all skills from one race then use way 2.
So for example following the skill you mentioned IRIN TIRIKA and starting from fxPC.xml, you know:
SkillID: 1100065
Activate: 1001801
Impact: 1000456
FXName for 1001801: PAR47_ATV (search on FXSkill tab)
FXName for 1000456: PAR28_ATK (search on FXSkill tab)
offset for PAR28_ATK on the fxPCRaceAsuRak.tfx : starts on 00000C84
offset for tmb ID: 00000D6C - 00000D6F value in Hex C0 84 1E 00
Because Hex values are stored inverse you use 1E84C0 in a programmer calculator so value = 2000064 that is the ID for the tmb used whic name is: mUP_2000064.tmb
one thing you may notice on the fxPC.xml is that the model and the animation only differs in the extension and the ID, so models ext are .tmb and animations are .tab, models ID starts with 20 and animations with 22, at this point you can assume that the animation that model use is mUP_2000064.tab with ID 2200064, looking again on the fxPCRaceAsuRak.tfx the next 4 bytes that follow the tmb offset are : 00 92 21 00, inverted Hex = 219200 Dec value= 2200064, that confirms the animation that model use is the mUP_2000064.tab
then, one* of the models and animations used by Impact FX for IRIN TIRIKA is mUP_2000064.
Lets see one* used by Activate
offset for PAR47_ATV on the fxPCRaceAsuRak.tfx : starts on 00010534
offset for tmb ID (4 bytes): 00010914 - 00010917 Hex Value= CB 85 1E 00 Dec value=2000331
tmb Name for 2000331=mMultiArrow1_2000331.tmb
so we can assume animation will be mMultiArrow1_2000331.tab ID=2200331
next 4 bytes on the file are 0B 93 21 00 Dec Value= 2200331
*when reading the .tfx files you will notice that FXName may use more than 1 texture file, those textures files may or may not use the same Model and Animation. the model ID offset will start 12 bytes before the texture name and is stored as I said in 4 bytes, after those 4 bytes the next 4 ones stores the animation ID. If you want to simplify your linking process you can make a binary reader program, of course even I already say where will the IDs start, you will need to find the bytes counts for those things you dont need to read (hope you know what i mean)
Hope this answer your request.
Regards
Last edited: