I want to know if EFF files can be edited, what program should I use to edit it?
I want to know if EFF files can be edited, what program should I use to edit it?
Yes they can be editted, the files themselves are part of the set up for custom glows. Most straightforward program to use HxD as the format itself is not hard to figure out.
can I edit it using 010 editor too? and can you give me a link for HxD?. you're right about the glows, that is what I am after for.
- - - Updated - - -
Never mind about the HxD hex editor link.. I already found one. btw can you teach me the basics on editing EFF files?
Look for my posts. i had a release of all the strs etc like 2 years ago.
It also includes a strs for EFF files. The strs is mostly self explanatory.
Only thing you need to keep in mind, that saving it with datedit sometimes puts tons of empty data at the end of the file you need to remove.
I can identify the spots to edit by just looking at them in HxD, to me they really stick out so I don't use strs. Because I do new particles in order, majority of the time I just add 1 to a single spot in the last file I did then save it as a new eff.
If they don't stick out to you, this is lifestream's str from the release he was talking about. Just would need to change it a little to use it in 010.
Code:enum EFFECTWAVETYPE{ NONE=0, ENV=1, SCROLL=2, ENVWAVE=3 } [filemask="*.eff"] struct EffectFile { calc FileSize [value=FileSize]; calc BlockSize [value=SizeOf(EffectBlock)]; calc BlockCount [value=FileSize/BlockSize]; child EffectBlock [count=BlockCount]; } struct EffectBlock [preload=1] { u16 Size [readonly]; u8 [tag="version"]; cstr [len=20] TextureName1; cstr [len=20] TextureName2; cstr [len=20] TexturePath; u8 [tag="EnvMapping"]; u8 [tag="GlassEffect"]; u8 [tag="Wave"]; u8 [tag="Wave2"]; u32 [tag="WaveDelay"]; float [tag="BlendFactor"]; float [tag="WaveSpeed"]; u8 [tag="SwapTexture"]; u8 [tag="TextureAlpha"]; u8 [tag="Light"]; enum8 EffectType1[enum=EFFECTWAVETYPE]; enum8 EffectType2[enum=EFFECTWAVETYPE]; float [tag="x ID1"]; float [tag="y ID1"]; float [tag="z ID1"]; u32 ParticleID1; float [tag="x ID2"]; float [tag="y ID2"]; float [tag="z ID2"]; u32 ParticleID2; float [tag="x ID3"]; float [tag="y ID3"]; float [tag="z ID3"]; u32 ParticleID3; float [tag="x Entity"]; float [tag="y Entity"]; float [tag="z Entity"]; u32 [tag="EntityID"]; float [tag="FlickerFactor"]; cstr [len=20] ObjectName; u32 [tag="---"]; }
That Explains a Little..structorian is easily to read... but it will cost you time to remove those empty blocks using HeX... I know this is a little bit out of the blue, but i saw one of your tutorial about adding glows to items.. can you explain to me how index 621 became 2 6D or 6D 02 00 00... im not good in computing... thats why I hate numbers... a complete explanation might clear my mind... thank you in advance..
it's decimal number (base 10 0 to 9) converted to hexadecimal (base 16 0 to F). use some online calculators etc to make it easier to convert or just use strs or 010.
Great Info Thank you.. but I have one final Request.. since im too lazy.. can you post here a complete full name of the items in ItemEffectList?, since they are in hex and even if I found them on the Item.dat I dont know which item it is... glad if you share it to me..
the cose in effectlist is the model code in item.dat, use strs for item.dat.