JA-BiA-Tools Project
#1
Posted 25 February 2012 - 12:27 AM
Source code link:
http://github.com/sb...yc/JA-BiA-Tools
Documentation link:
http://github.com/sb...-BiA-Tools/wiki
Getting started link:
http://github.com/sb...Getting-started
If you are interested in contributing to this project, contact me through a private message.
http://github.com/sbobovyc/JA-BiA-Tools/wiki
#2
Posted 25 February 2012 - 12:28 AM
* Merged blender 0.5 plugins into master branch
8/22/2012 5:50 PM
* added sqlite capability to ctx_file
8/21/2012 8:28 PM
* added progress indicator to pak_file
7/10/2012 6:29 PM
* Merged 0.4 blender tools into master
6/23/2012 3:34 PM
* Merged 0.3 blender tools into master
6/15/2012 5:32 PM commit 9f98d793855fe7bc387cff7c618b048e1cdc9e34
* pak_magick can now unpack point blank configs
6/12/2012 8:27 PM commit d309d85afeb85483cadb9fd200f2848a664b24b5
* pak_magick can now unpack shades of red configs
6/5/2012 5:38 PM merged blender_0.1_tools into master
* packaged plugins in a zip
* corrections to CRF format documentation
* export support for multi-mesh objects
* vertex normals get exported
* importer visualizes normals and other data with the use of vertex colors
* updated wiki documentation
5/29/2012 6:47 PM commit c8cc77f831ab6a7888b5fc3436819bde52e78051
* removed unused options from Blender exporter
* added verbose option to exporter
* exporter no longer converts mesh from quads to triangles, user is responsible for that
5/25/2012 8:37 PM commit f3c2ccad764c8df7c5363c82fcb46bb4c216a1c5
* alpha Blender exporter is operational
* exporter no longer requires a specular texture to be used
5/11/2012 7:25 PM commit 834b94c7f4c515ea9897bcfbb6f771a54d8449f2
* Released beta of vtp_magick
5/9/2012 8:20 PM commit e919ed020162d8fdc35194aa73a90708a18e6ff6
* vtp file format determined
* released alpha version of vtp_magick
4/16/2012 9:26 PM commit eb503e526669acd639addc213f845e9ab981d397
* Specular color now supported on type 2 objects
* Shadeless no longer default option in plugin
4/14/2012 8:18 PM commit 1e81faa49592690569cdc60ee470d56c104bb385
* Blender plugin handles missing files properly
* Color textures and normal maps are handled separately
4/13/2012 9:57 PM commit 9103227e56043948f7182dec425524d9e517fe74
* Added vertex colors support to importer
4/12/2012 4:18 PM commit ccd00a49505568b5fdb01f066b5101531a44316f
* Added use_shadeless option to Blender importer
* Image search options in Blender importer now works
* Tweaked normal factor
* Removed a bunch of unused options from importer
4/12/2012 12:33 AM commit dcc32ba8165359da235676c8cf61dfb8da36e02d and febc7829f14bed93e7234ecea72b0ec576ce2c94
* Blender plugin now supports normal maps
* Corrected objects being mirrored
* Fixed ordering of vertices for UV texturing in Blender plugin
4/4/2012 10:06 PM commit 83688a86225bbb0d6d748a41ee4479517786b04a and 9ddc242d574ddccb99eae21de4b05f183041d627
* Added experimental crf2obj.exe
* Added screenshot of dumped object
* Added crf2obj.py
4/4/2012 7:10 PM commit d73a2cdbb2b8214dacb0da11619abb18e3b48300
* Added icon to cui_magick
* Changed error messages to exceptions
* Test bench script modified to reflect new functionality in several of the tools
3/29/2012 8:27 PM commit 8cb575c4e3ff02aa31dda3ffb43bc7717c2639d8
* determined the cause of pyinstaller not properly packaging jabia_wizard
* deleted find_pkle.exe from repo
3/28/2012 6:56 PM commit 11d322c5d4b0d931cf77e9a4b81d82a8c6064de1
* pak_magick and pak_file now support encrypted pak files
3/23/2012 1:16 PM commit f478a297fd29259b9cad21b7f517384c3350210d
* cui_magick can now unpack/pack interface.cui file
3/1/2012 7:50 PM commit 87b90fac080e7174d81100fd87483f8cf18f96e9
* CUI files can now be decompiled/recompiled up to section 6
2/28/2012 8:47 PM commit 3c8bcfa3a25dd08296b62ef49b618de8399c1ce9
* Added several data structures that store data from cui file.
* Corrected a major mistake in implementation of the jabia_file class. Now files should be created with correct extensions.
2/27/2012 7:58 PM commit 05954bb7f3c59eec7f018eec5752b36088145555
* Added jabia_file object in order to simplify cui_file, deg_file and cui_file objects. End users should not be affected by this change, but developers need to be aware.
* Added a simple tool test script.
* Added a small cofig file parser. This is just some test code, not production ready.
http://github.com/sbobovyc/JA-BiA-Tools/wiki
#6
Posted 25 February 2012 - 03:25 AM
I do use a x64 OS.
Do i have to virtualize a x86 OS to use them or there's any workaround ?
Am i doing something wrong ?
P.s.
Thanks.
Tools are developed on a 64 bit system. What is the problem specifically? What errors are you seeing?
http://github.com/sbobovyc/JA-BiA-Tools/wiki
#8
Posted 25 February 2012 - 12:20 PM
It works on a 64 bit OS. On this page: JABiA Tools, you'll see "Downloads" on the right side. Click on it and click on "Download as zip".I do use a x64 OS.
Do i have to virtualize a x86 OS to use them or there's any workaround ?
Am i doing something wrong ?
P.s.
Thanks.
#9
Posted 25 February 2012 - 06:38 PM
It works on a 64 bit OS. On this page: JABiA Tools, you'll see "Downloads" on the right side. Click on it and click on "Download as zip".
It's working now, thanks.
#10
Posted 28 February 2012 - 06:24 PM
I looked at the Wiki and "Setting up the toolchain" has 4 steps, but the 1st step's "Tools" link seems to offer a combined zip "sbobovyc-JA-BiA-Tools-05954bb". Do I still need to backtrack and click each file, click raw, & use the windows command line?
"Using the tools" vs "Drag and drop" - Do I need to use the command line steps first or can I just use the unpacking/packing tools (from the "disk" subfolder in the "sbobovyc-JA-BiA-Tools-05954bb" zip) via drag and drop?
Assuming the .zip is an alternative I started JABiA, ran the find_pkle.exe and copied the configs & interface files into my working directory. Then I proceeded to drag the .pak files on top of pak-magick.exe. This seems to work as an alternative, not a cumulative step, but: confirmation would be nice to be sure I'm not missing something; does it matter what order I unpack the .pak files in; and do I need to leave JABiA running throughout the entire process?
Do I need to do anything with the ctx' cui' & deg' ...magick.exe's?
Lastly, how do I get the game to recognise the un-pak'd files since simply renaming the 'pak.crypt files, copying in my new bin_win32 folder & launching the game results in a runtime error?
Apologies if all this goes beyond what you were aiming for with the whole Getting Started thing, but my brief look at the JABiA modding scene suggests your is paving the way.
Cheers.
#11
Posted 28 February 2012 - 07:17 PM
Please forgive me if I'm being particularly dense, its been a long time since I tried to install mods on a game and I'm having trouble wrapping my head around JA-BiA's peculiarities. I found the JA-BiA Tools Project while trying to figure out how to get LtChamber's IMP mod working as it seems the default values were overwriting the mod'd mercs IMP said were being saved. Looking at other mods installation instructions didn't help much.
I looked at the Wiki and "Setting up the toolchain" has 4 steps, but the 1st step's "Tools" link seems to offer a combined zip "sbobovyc-JA-BiA-Tools-05954bb". Do I still need to backtrack and click each file, click raw, & use the windows command line?
"Using the tools" vs "Drag and drop" - Do I need to use the command line steps first or can I just use the unpacking/packing tools (from the "disk" subfolder in the "sbobovyc-JA-BiA-Tools-05954bb" zip) via drag and drop?
Assuming the .zip is an alternative I started JABiA, ran the find_pkle.exe and copied the configs & interface files into my working directory. Then I proceeded to drag the .pak files on top of pak-magick.exe. This seems to work as an alternative, not a cumulative step, but: confirmation would be nice to be sure I'm not missing something; does it matter what order I unpack the .pak files in; and do I need to leave JABiA running throughout the entire process?
Do I need to do anything with the ctx' cui' & deg' ...magick.exe's?
Lastly, how do I get the game to recognise the un-pak'd files since simply renaming the 'pak.crypt files, copying in my new bin_win32 folder & launching the game results in a runtime error?
Apologies if all this goes beyond what you were aiming for with the whole Getting Started thing, but my brief look at the JABiA modding scene suggests your is paving the way.
Cheers.
unzip , move *pak. File via drap & Drop on the unpacked Exe !
Copy edited File TO BIAdir\bin_win32\ inclusive subdirs
run the Game
#12
Posted 29 February 2012 - 01:23 AM
Please forgive me if I'm being particularly dense, its been a long time since I tried to install mods on a game and I'm having trouble wrapping my head around JA-BiA's peculiarities. I found the JA-BiA Tools Project while trying to figure out how to get LtChamber's IMP mod working as it seems the default values were overwriting the mod'd mercs IMP said were being saved. Looking at other mods installation instructions didn't help much.
I looked at the Wiki and "Setting up the toolchain" has 4 steps, but the 1st step's "Tools" link seems to offer a combined zip "sbobovyc-JA-BiA-Tools-05954bb". Do I still need to backtrack and click each file, click raw, & use the windows command line?
"Using the tools" vs "Drag and drop" - Do I need to use the command line steps first or can I just use the unpacking/packing tools (from the "disk" subfolder in the "sbobovyc-JA-BiA-Tools-05954bb" zip) via drag and drop?
Assuming the .zip is an alternative I started JABiA, ran the find_pkle.exe and copied the configs & interface files into my working directory. Then I proceeded to drag the .pak files on top of pak-magick.exe. This seems to work as an alternative, not a cumulative step, but: confirmation would be nice to be sure I'm not missing something; does it matter what order I unpack the .pak files in; and do I need to leave JABiA running throughout the entire process?
Do I need to do anything with the ctx' cui' & deg' ...magick.exe's?
Lastly, how do I get the game to recognise the un-pak'd files since simply renaming the 'pak.crypt files, copying in my new bin_win32 folder & launching the game results in a runtime error?
Apologies if all this goes beyond what you were aiming for with the whole Getting Started thing, but my brief look at the JABiA modding scene suggests your is paving the way.
Cheers.
I have modified the documentation to make it less ambiguous. Good documentation is almost as challenging to create as good tools. Anyone is welcome to help me with coding or documentation on this project.
http://github.com/sbobovyc/JA-BiA-Tools/wiki
#13
Posted 29 February 2012 - 04:48 AM
I have modified the documentation to make it less ambiguous. Good documentation is almost as challenging to create as good tools. Anyone is welcome to help me with coding or documentation on this project.
I could help you traslating it from english to italian, dunno if it's useful though...
#16
Posted 16 March 2012 - 08:44 PM
Seems they crypted with new key...
Edit: Sorry, my bad memory. Didnt remember to run the game first!
#17
Posted 16 March 2012 - 11:03 PM
I cant open the crypted config pak file ?
Seems they crypted with new key...
Edit: Sorry, my bad memory. Didnt remember to run the game first!
I can confirm that find_pkle.exe works with 1.11. I am thinking about writing a little wizard that automates a lot of the initial steps for modding.
http://github.com/sbobovyc/JA-BiA-Tools/wiki
#18
Posted 28 March 2012 - 11:59 PM
I would like to announce that pak_magick now supports unpacking of encrypted files. This makes find_pkle obsolete and hopefully streamlines mod development process. Special thanks to noword.forever for the sample pyCrypto code.
http://github.com/sbobovyc/JA-BiA-Tools/wiki
#19
Posted 29 March 2012 - 05:30 AM
How is the tool for those .crt files going on ?
There are many of those in the game and woul love to play with those files.
#20
Posted 29 March 2012 - 05:48 AM
Thanks for better tools.
How is the tool for those .crt files going on ?
There are many of those in the game and woul love to play with those files.
The .crf files (3d object files). I have not worked on those in a while. Sir Kane was working on a 3ds Max plugin for those. I don't know how far he has gotten.
http://github.com/sbobovyc/JA-BiA-Tools/wiki
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users












