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My Games. My Style.

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2DA Parser Works!!

Just an update on my project to create new modder tool:   The .2da file parser works! Yaaay!   This is the commit where the file parser works.   Tonight (22:51 at my place as I typed this blog entry) I'm going to work on the .dlg parser. Especially because for unknown reasons KotOR Tools refuse to parse any .dlg files I have.

pepoluan

pepoluan

 

Now This is a Strange File...

BioWare's GFF files are simply... uhh... perplexing.   I had... quite an interesting time trying to grasp my head around the ideas.   So this post is kind-of a self-note for me.   So, we have "Structs". Inside a Struct, there's a property "FieldCount"   A Struct can have one "Field", in which case the "DataOrDataOffset" property contains an index to the "Fields Array", pointing directly to the lone field definition of that Struct.   So far so good.   But what's interesting is if a St

pepoluan

pepoluan

 

SWiKe ToolSuite

So, as a challenge to my programming skill -- and in great desire of a better way to integrate mods -- I've started a project called "SWiKe ToolSuite".   Haven't had enough time to actually develop the ToolSuite this week, but starting this weekend I'm going to pour forth some real effort.   At the very least, thanks to the information kindly shared in this thread , I have managed to create a decoder of .2da files, yay!   When I'm no longer embarrassed of the code's quality, I promise I'

pepoluan

pepoluan

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