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DeathDaisy

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About DeathDaisy

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  1. Ive been experimenting with my idea of replacing the face parts with full frame photos, and its not as straight-forward as I hoped. I figured I should share what I found tho in case someone else wanna take a look as Ive kinda hit a wall. The face parts are located in two places. as tidy .png files in /swf/il2/characterphotos/ separated in folders by faction and face part like /101/mouth/ etc. but those are mostly not used as far as I can tell. instead there is another set in /swf/cache/il2/characterphoto_#.dds where # is 1 to 5, where all the parts are randomly thrown together in five 1024x1024 dds images. each characterphoto_#.dds got a matching characterphoto_#.atlas, a plain text file with a list of which parts of the image contains which parts of the face. textures: characterphoto_1.png /102/background/2.png 351 0 350 350 0 0 350 350 /102/background/1.png 0 351 350 350 0 0 350 350 /201/background/7.png 351 0 350 350 0 0 350 350 /201/background/2.png 351 0 350 350 0 0 350 350 /201/background/3.png 351 351 350 350 0 0 350 350 /102/background/3.png 351 351 350 350 0 0 350 350 /103/background/3.png 351 351 350 350 0 0 350 350 /103/background/1.png 0 351 350 350 0 0 350 350 /103/background/2.png 351 0 350 350 0 0 350 350 /103/background/5.png 0 0 350 350 0 0 350 350 /201/background/1.png 0 351 350 350 0 0 350 350 /101/background/2.png 351 0 350 350 0 0 350 350 /101/background/1.png 0 351 350 350 0 0 350 350 /101/background/3.png 351 351 350 350 0 0 350 350 /103/head/4.png 702 0 319 350 31 0 350 350 /201/head/1.png 702 351 305 334 45 16 350 350 /103/head/2.png 729 686 294 329 56 21 350 350 /102/head/5.png 378 702 350 321 0 29 350 350 /102/head/3.png 27 702 350 321 0 29 350 350 /103/signs-flipped/4.png 0 702 26 22 184 276 350 350 /103/signs-flipped/2.png 1022 0 0 0 350 350 350 350 /103/signs-flipped/1.png 1022 0 0 0 350 350 350 350 Im not 100% sure what each number is, but it seems to be like this "image path" "vertical pixel where the image starts" "horizontal pixel ditto" "size of part" "this one Im not sure" "this neither" "the last two are always 350, havent tried messing with them yet" even if you delete the cache file, it doesnt generate a new one, seemingly because it also exists in the compressed swf.gtp. so Ive changed the portraits by just modifying the characterphoto_#.dds and .atlas files, changing the ones in /swf/il2/characterphoto/ doesnt seem to do anything. and so Ive successfully changed the .dds and .atlas files to replace the mouth parts with portraits and made the other parts transparent. but turns out the largest problem is that the game skews the portraits, surely because it theoretically gives more randomness to the original parts which it would if they didnt all look like terrifying ghosts anyway, so the portraits look very wonky. I have searched heaven and earth among the files to try and find where the game decides how to use the parts and hopefully how many parts there are so you can add more, but I havent found a thing. best clue I got is a value called "avatarPath" in /bin/game/careerProcessor.dll, but that might be a red herring. otherwise there is no relevant mentions of "mouth", "characterphoto", "avatar" or anything else Ive been able to think of in any data files. Ill probably experiment a bit more, but Im really at a loss so maybe someone else has some ideas
  2. the others Ive checked ^^ but this could be it, gonna experiment a bit and see what those dds files do. thanks! UPDATE: the cache files are definitely the ones messing me up. its weird cuz they seem to exist in swf.gtp too, so removing them from the data/swf folder doesnt actually generate new ones. to me it seems the ones in il2/characterphotos are entirely arbitrary. the parts in cache are defined in a .atlas file with the same name, and I dont think itd be too hard to make the game display photos instead of the parts. my plan is to change the mouths into photos since they are the most numerous, and have one for each country transparent so you can use the background layer for some extra photos too. I dont know how the game interprets the portrait image and atlas files yet, but if its possible to just add extra parts by adding them into the atlas or something, you could potentially add enough to make the images not repeat too often
  3. the random generated portraits for the career are, lets be honest, ghastly, so I tracked down the images for them in swf/characterphoto and had the idea that I could maybe either try and make the parts less bad or make most parts transparent and change one part into different real photos (even with the risk of duplicates, it couldnt be worse). however I just cant get any changes to show up in game. as far as I can tell you just place your modded files in the correct place in the file structure and they should work? does it only work for graphics and not stuff in /swf?
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