Marvel Mods

Marvel Ultimate Alliance I & II => Console Versions => Topic started by: Norrin Radd on July 29, 2007, 08:14pm

Title: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Norrin Radd on July 29, 2007, 08:14pm
Norrin Radd's fb program pack
NR's fb program pack Download (http://www.mediafire.com/download.php?wyngmjmlhfi)
Contains fbExtractor, fbBuilder, and cfgBuilder. Instructions for each can be found below.


fbExtractor by Norrin Radd RELEASE V1.4

This program extracts .fb file types into separate files, which are contained in the .fb file. Please let me know if you have any questions or problems.

Version 1.6
fbExtractor Download (http://www.marvelmods.com/ftp_users/NorrinR/programs/fbExtractor_V1.6.rar)

Added in V1.6:
A cfg is made as FILENAME.cfg where FILENAME is the fb file you are exporting. This cfg file is compatible with fbBuilder

Version 1.4
fbExtractor Download (http://www.marvelmods.com/ftp_users/NorrinR/programs/fbExtractor_V1.4.zip)

Added in V1.4:
A rough package file (pkg file) is made as FILENAME.pkg where FILENAME is the fb file you are exporting

Fixed in V1.2
Now the program functions in directories with spaces in them.

======Using fbExtractor======
It's pretty simple. Open the command prompt, go to the directory with the .fb file and type:
fbExtractor.exe fb_file.fb

Or, it can be used like this:
Quote from BliZZ
Quote
Put it in c:\windows and Right click/"open with" an fb. Select fbExtractor and check "always open these types of file with it". Then fbs are a double click away from decompiling.

Notes:
1. During extraction, new folders may be created and files may be overwritten. Make sure to backup any important files before running this program.
2. Put fbExtractor.exe in c:\windows directory (or similar directory for your machine) to be able to use fbExtractor in any directory.
3. If you are not in the directory where the fb_file.fb file is located, it will give an error saying the file could not be found.
4. Lines on the screen that say the following (or something similar):
A subdirectory or file C:\...\.. already exists.
are normal. This is part of the normal operation, it is just saying that the directory mentioned is already in existance and a new directory with the same name does not need to be created.

fbBuilder by Norrin Radd RELEASE V1.0
fbBuilder Download (http://www.marvelmods.com/ftp_users/NorrinR/programs/fbbuilder.zip)

Instructions:
1. unzip exe and cfg file to a folder
2. place files you want compiled to an fb file type into that folder
3. create the cfg file using the instructions below
4. double click on fbBuilder.exe and enter your cfg file name, the output fb file will be CFGFILENAME.fb, where CFGFILENAME is your cfg file name

How to setup the cfg:
actual_file_name file_path_full file_type
where actual_file_name is the name of the file in the same directory as the exe, file_path full is the full path that is put in the fb, and file_type is the type of file
example:
shared_nodes.engb data/shared_nodes.engb xml
An example cfg file is included, it is the cfg file for xml2 shared_nodes.fb

cfgBuilder by Norrin Radd RELEASE V1.0
cfgBuilder Download (http://www.marvelmods.com/ftp_users/NorrinR/programs/cfgBuilder_V1.0.rar)

This program creates a cfg file from a .pkg file type for use with fbBuilder

Instructions:
1. unzip exe and cfg file to a folder
2. place files you want converted to cfg file types into that folder
3. create the cfg file using the instructions below
4. double click on cfgBuilder.exe and enter your pkg file name, the output cfg file will be PKGFILENAME.cfg, where PKGFILENAME is your pkg file name
(Alternatively you can run it using command line as "cfgBuilder.exe PKGFILENAME")

The filetypes accepted are those in cfgBuilder_info.cfg file so that users can easily change parameters and add/remove filetypes. The format of the file is as follows:
FILETYPE DIRECTORY EXTENSION
where DIRECTORY is the added directory to the beginning of the file location, and EXTENSION is the file extension. In addition, the '#' at the beginning of a line denotes a comment

Thanks to:
Teancum for the idea to make the program and fb file type information, and BliZZ for the usage tip

Link to Modding Rundown: FBs
http://marvelmods.com/forum/index.php?topic=631.msg11565#msg11565
Title: Re: fbExtractor V1.0 RELEASED
Post by: BliZZ on July 30, 2007, 10:37am
Uh, it made all the directories fine, but none of the files actually extyracted. There were just actors, dialogs, etc folders.

I was using it on tutorial1 from XML2PS2.
Title: Re: fbExtractor V1.0 RELEASED
Post by: Norrin Radd on July 30, 2007, 11:59am
hm, it worked fine for me (i used items.fb and another one, i will try tutorial1 later)
edit:
i even decompiled the xmlb files it created, with no problems.
i also viewed the igb files and saw the textures

edit:
did you do a search on your computer to see if the files were created anywhere?
Title: Re: fbExtractor V1.0 RELEASED
Post by: BliZZ on July 30, 2007, 02:19pm
I keep trying and all I get is empty folders.
Title: Re: fbExtractor V1.0 RELEASED
Post by: Norrin Radd on July 30, 2007, 02:25pm
ok i will try using that .fb, but is that the only one you tried? its weird if it makes the correct folders though. Tonight i will download the package i released and test it. But i know that at least i have a working version (although i am not 100% sure if every single byte is in the exact location in the newly created files).

edit: also, what operating system are you using?
(i am wondering because it may be the format that i use to create new files with)
Title: Re: fbExtractor V1.0 RELEASED
Post by: BliZZ on July 30, 2007, 02:34pm
XP Pro SP2
Title: Re: fbExtractor V1.0 RELEASED
Post by: Norrin Radd on July 30, 2007, 02:37pm
ok, i also use xp, so it should be fine. Don't worry about trying it anymore until i take a look at it.
Title: Re: fbExtractor V1.0 RELEASED
Post by: Teancum on July 30, 2007, 02:46pm
@ BliZZ -- remember that when you're running a command line program it's gonna have trouble with certain directories.  For instance.  I ran it from C:\Documents and Settings\BLA\Desktop\FB_extractor and got no files, but putting it in C:\FB_extractor fixed that.
Title: Re: fbExtractor V1.0 RELEASED
Post by: Norrin Radd on July 30, 2007, 02:59pm
ok, then its the spaces in the directory name (possibly)

if this is the problem, i will fix it

edit:
yeah, theres errors when there is a space in the directory name, i'll try to fix it
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 04:04pm
ok problem fixed and new program uploaded.

Now the program works from within directories with spaces in them, such as \Documents and Settings\ etc.

edit:
BliZZ please let me know if this solves your problem
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 04:53pm
Fixed :bowdown1:
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 04:54pm
Fixed :bowdown1:

Cool.  :naughty:
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 05:00pm
Although, all of the .igbs (the map itself and the files that go in "models/") don't extract separately, they are all in a file called __combined.igb.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 05:02pm
but is that how it is defined in the fb file?
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 05:06pm
That is the first .igb. There are other ones immediately following it, but they stay as part of it. (Or maybe I am misunderstanding, and they ARE all a part of __combined.igb, and they need to be extracted from that. Dunno)
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 05:11pm
with a name like __combined.igb i would assume that other igbs are inside that one. also, the program exctracts the other files correctly so why not this one.

edit:
i extracted several igbs from a different .fb file, so this is another reason why i assume it is extracting the __combined.igb correctly. I uses the file size given in the header of the fb to find the size of the file, so it shouldnt overshoot any file.
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 05:12pm
That makes sense. Any way that a __combined extractor is on the way? :shy:

:laugh:
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 05:13pm
could be, if you send me some info, i can see what i can do

edit:
by info i mean some files, and a bit of information on how they should be broken up
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 05:18pm
http://www.momoshare.com/file.php?file=bda2dfc57b3a30fcb0796ee15a77da60

That is one that comes out of tutorial1.fb. It has tutorial1.igb (the map) and several models (like containers, walls, etc) contained in it.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 05:19pm
thanks, i'll take a look later tonight.
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 05:20pm
And, just to be clear, the files that go in actors (character models, animations) are NOT in it. Just the models that go in the "models" folder and the maps themselves.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 05:22pm
so, in the models folder, you get this file called __combined.igb, but this __combined.igb file contains all the igbs that are suppose to be present in the SAME folder called models.

is this correct?
this would mean that all the extracted files go in the same folder.
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 05:25pm
No. __combined.igb comes out in the main folder. In it are ALL the files that would go in "models" AND the map itself which goes in maps/ActX/MapName.

EDIT: This is only for maps. Characters have "models" separately. It appears to be a fast way for the game engines to load the map and its pipes/crates/doors by bundling them together.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 05:47pm
in the file you sent, there also appears to be a Hud\hudhead

also, some of the igbs in there are super small, i dont even know if the information between them is part of the igb or not, because its so small, maybe you want to look into that. Because if the data right after (or soon after) the filename is not part of the igb, it may be difficult to find where that information is
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on July 30, 2007, 06:53pm
Well, those igbs are < 100kb, so they are small. Some VERY small.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on July 30, 2007, 07:01pm
since i dont see a header format (like the fb files) that says the file size for each igb within the large one, it may be difficult to define all the inner igb's. I would have to search the file for the keyword "igb" or something, but the keyword "igb" also shows up at random spots within the file.

unless someone can find out if the file size for these inner igbs is located somewhere, i may just work on adding formats to the xmlconverter before i start to work on this innerigbConverter more (unless people feel this is more urgent)
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on August 01, 2007, 11:36am
@blizz, Are you sure that when extracted these igbs are useful (from the __combined.igb) ?
because __combined.igb is an igb on its own, it just happens to contain other igbs. Is there any way to reference/load just it on the pc, and get the igbs within it, as the ps2 would load it?
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on August 01, 2007, 11:42am
No, because the PC looks for these models in different folders, whereas they are all loaded from the packages folder on the PS2.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on August 01, 2007, 11:57am
would it be safe to assume the first part of __combined.igb, the part which has no file name, is useless for the pc?
because it doesnt have a filename, so i'm not sure what it would be called
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on August 01, 2007, 12:02pm
I think that'd be a safe bet.  It probably ties the models together.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on August 01, 2007, 12:05pm
ok, then i may look into this when i have time. It is worth it you think?
Title: Re: fbExtractor V1.2 RELEASED
Post by: BliZZ on August 01, 2007, 12:06pm
Yeah, since the maps'll look cleaner and will likely load quicker if they are PS2.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on August 01, 2007, 12:10pm
ok, thanks
Title: Re: fbExtractor V1.2 RELEASED
Post by: Teancum on August 01, 2007, 01:42pm
_combined.igb is a very convoluted file.  It's nothing like the standard structure, so there's no real way to chop it up.  What you can do is rename _combined.igb to heli1.igb or whatever level you're replacing.  It works fine, aside from the fact that the PC version uses shaders (which causes flickering) and the PS2/Xbox versions don't.  So until we find a way around the shaders it's pointless.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on August 01, 2007, 01:48pm
thanks for the info Teancum

edit:
although i'm not clear on how the shaders will affect the game.
are you saying the levels will be pretty much the same, or not? i'm a bit confused
Title: Re: fbExtractor V1.2 RELEASED
Post by: Teancum on August 01, 2007, 03:31pm
yeah, the levels are basically the same, but for some reason it flickers from RGBA to BGRA in places.  I have no idea what's causing it, I assumed it was the shaders, but I could be wrong.
Title: Re: fbExtractor V1.2 RELEASED
Post by: nodoubt_jr on August 04, 2007, 04:03pm
just tried it out and i wanted to say thank you, it makes things way easier.
Title: Re: fbExtractor V1.2 RELEASED
Post by: Norrin Radd on August 04, 2007, 04:04pm
no problem, i'm just glad it works for people and hope it can be useful
Title: Re: fbExtractor V1.4 RELEASED
Post by: Norrin Radd on August 10, 2007, 09:14pm
i released a new version which makes a package (pkg) file when it is extracting, it is just a rough pkg file that will need to be edited, but its better than nothing
Title: Re: fbExtractor V1.4 RELEASED
Post by: Norrin Radd on September 24, 2007, 08:03pm
re-uploaded V1.4 since the old link wasnt working anymore
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on November 20, 2007, 12:59am
fbBuilder released,
this program can make fb file types from other files using a configuration file
see first post
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Teancum on November 20, 2007, 09:53am
fbBuilder by Norrin Radd RELEASE V1.0
fbBuilder Download (http://www.marvelmods.com/ftp_users/NorrinR/programs/fbbuilder.zip)

Instructions:
1. unzip exe and cfg file to a folder
2. place files you want compiled to an fb file type into that folder
3. create the cfg file using the instructions below
4. double click on fbBuilder.exe and enter your cfg file name, the output fb file will be CFGFILENAME.fb, where CFGFILENAME is your cfg file name

How to setup the cfg:
actual_file_name file_path_full file_type
where actual_file_name is the name of the file in the same directory as the exe, file_path full is the full path that is put in the fb, and file_type is the type of file
example:
shared_nodes.engb data/shared_nodes.engb xml
An example cfg file is included, it is the cfg file for xml2 shared_nodes.fb


Thanks to:
Teancum for the idea to make the program and fb file type information, and BliZZ for the usage tip

Link to Modding Rundown: FBs
http://marvelmods.com/forum/index.php?topic=631.msg11565#msg11565

Thanks much Norrin! 

For those wondering how to convert PKGBs (PC) for use in an FB config, I'll show you a very quick-and-easy way to build FBbuilder configs from PC PKGBs
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Canino on January 16, 2008, 01:41am
I'm trying to make fb files with fbbuilder, but I couldn't (OK, maybe I'm not that smart after all). Could you please post another example of using it? I'm trying to make fb file for characters. I'm doing a PS2 mod.
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on January 16, 2008, 01:42am
i can probably post another example in the next few days, but can you tell me more specifically what problems you are having
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on January 17, 2008, 07:36am
ok for fbbuilder i added a new example file (it can be found in the zip file) for toadnoanims_3301 from xml1
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Canino on January 19, 2008, 03:20pm
I'd like to make XML characters playable in MUA PS2, but for that I must know how to create fb files for them - and I just couldn't. Thanks.
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on January 19, 2008, 03:43pm
if you want a better idea of what needs to be in them, use fbExtractor to extract existing fb's from mua
then you'll see all the files that the characters should have

then using the examples that are in the fbBuilder zip, you can make your own fbs with files for xml characters
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Canino on January 21, 2008, 01:12pm
Exactly. That was what I was doing, but unfortunately I couldn't make those files. I tried to create a fb file for Dr. Strange using Scarlet Witch's skin and doesn't work. I think it might have something to do with the kind of file. I  mean, is it all xml?
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on January 21, 2008, 01:17pm
no, it isnt all xml, see the new example file i provided in the updated zip file, you will see it looks like this:
Code: [Select]
3301.igb actors/3301.igb actorskin

50_civilians_male.igb actors/50_civilians_male.igb actoranimdb

hud_head_3301.igb HUD/hud_head_3301.igb model

3301_hud.igb ui/HUD/characters/3301.igb model

there are models, actorskins, etc. all the same things you would find in the package files (.pkg(b) files)
also, what you can do to see the names directly is open an fb that you have with a hex editor, then search for the name of some file, like 3301.igb, a couple of lines further you will see the related name, it will say actorskin

hope that helps
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Canino on January 21, 2008, 01:25pm
Thanks. That's what I need.
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Teancum on February 27, 2008, 09:45am
Hey Norrin, I'm getting an error with fbBuilder.  "Error: File could not be opened"

Here's the cfg:

Code: [Select]
15401.igb actors/15401.igb actorskin
154_psylocke.igb actors/154_psylocke.igb actoranimdb
psylocke_icons1.igb textures/ui/psylocke_icons1.igb texture
special_elemental.xmlb char/psyloc/special_elemental.xmlb effect
psylocke.engb data/talents/psylocke.engb xml_talents
hud_head_15401.igb HUD/hud_head_15401.igb model
ps_psylocke.engb data/powerstyles/ps_psylocke.engb fightstyle
p1_arc.xmlb effects/char/psyloc/p1_arc.xmlb effect
p1_charge.xmlb effects/char/psyloc/p1_charge.xmlb effect
p1_impact.xmlb effects/char/psyloc/p1_impact.xmlb effect
p2_arc.xmlb effects/char/psyloc/p2_arc.xmlb effect
p2_charge.xmlb effects/char/psyloc/p2_charge.xmlb effect
p3_armor.xmlb effects/char/psyloc/p3_armor.xmlb effect
p3_charge.xmlb effects/char/psyloc/p3_charge.xmlb effect
p3_power.xmlb effects/char/psyloc/p3_power.xmlb effect
p4_impact.xmlb effects/char/psyloc/p4_impact.xmlb effect
p4_onslaught.xmlb effects/char/psyloc/p4_onslaught.xmlb effect
p8_charge.xmlb effects/char/psyloc/p8_charge.xmlb effect
p8_power.xmlb effects/char/psyloc/p8_power.xmlb effect
powerup_elemental.xmlb effects/char/psyloc/powerup_elemental.xmlb effect
powerup_slow.xmlb effects/char/psyloc/powerup_slow.xmlb effect
special_bolthit.xmlb effects/char/psyloc/special_bolthit.xmlb effect
special_bolttrail.xmlb effects/char/psyloc/special_bolttrail.xmlb effect
special_xtreme.xmlb effects/char/psyloc/special_xtreme.xmlb effect
psylocke_bolt.igb models/effects/psylocke_bolt.igb model
ents_psylocke.xmlb data/entities/ents_psylocke.xmlb xml
psylocke_blade_01.igb models/bolton/psylocke_blade_01.igb model
psylocke_blade_02.igb models/bolton/psylocke_blade_02.igb model
psylocke_blade_03.igb models/bolton/psylocke_blade_03.igb model
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on February 27, 2008, 09:21pm
It gives that message if either:
1) it could not open the cfg file
or
2) it could not open one of the files mentioned in the cfg file

So if you remove all the entries you will be able to tell if its 1)
For 2) you would have to double check that all the names are correct for all te files you have and you might have to do trial and error until you can figure out which file(s) is messing it up
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Teancum on February 28, 2008, 06:17am
Must be the second.  I bet I have a typo or a missing file.  Thanks for the clarification.
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on February 28, 2008, 08:23am
Also, just in case you haven't used it before, make sure all your files you are putting into the fb are in the same folder as the fbBuilder exe
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Teancum on February 28, 2008, 08:26am
Yeah, I got the _nc of the character to build properly, but when I was adding stuff for the combat version I got the error.  So I'm either missing a file or typed something wrong (I just used the pkgb as a reference)
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on February 28, 2008, 08:28am
ok, good luck :thumbsup:
if you have any other problems let me know
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Canino on March 10, 2008, 02:47am
Norrin, itīs just a sugestion...
Why fbextractor doesn't generate a cfg file for use in fbbuilder? It would be pretty handy.
Title: Re: fbExtractor V1.4 and fbBuilder V1.0 RELEASED
Post by: Noelemahc on April 13, 2008, 01:36am
I second that. It's kinda bothersome to type it all up by hand, especially if you have the prospect of modifying a LOT of FBs in the near future as I seem to do :)
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on July 22, 2008, 04:44pm
Norrin, it´s just a sugestion...
Why fbextractor doesn't generate a cfg file for use in fbbuilder? It would be pretty handy.

I second that. It's kinda bothersome to type it all up by hand, especially if you have the prospect of modifying a LOT of FBs in the near future as I seem to do :)

Good news, I just updated fbExtractor program (V1.6) so that it creates a cfg file during extraction. I tested it and this file is compatible with fbBuilder. Not sure how many people use these programs other than me, but I hope it helps!

See first post for download link
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Teancum on July 22, 2008, 05:01pm
Is it possible to get a PKGB --> CFG builder as well?  That'd make PC conversions a lot faster.
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on July 22, 2008, 05:25pm
It may not work very well, because some files you may want the eng versions, and some files you may want the xml versions (in the pkg there are some details not included)
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Teancum on July 22, 2008, 05:34pm
True, but in the end no matter how easy it becomes to build FBs it's really for more advanced users anyways, so if you simply state that's the case we'll know ahead of time.  Even if it builds a partial cfg it makes things much faster.
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on July 22, 2008, 05:36pm
Ok, default is all xmlb, ill see if i can get something going

edit:
it will read pkg's though, and not pkgb, because they are easier to work with
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Teancum on July 22, 2008, 05:37pm
So just the old XML1 style then?
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Norrin Radd on July 22, 2008, 05:41pm
No i mean decompiled pkgb file, i call 'em pkg's. Sorry for the confusion. It is much easier to parse text to text than binary to text
Title: Re: fbExtractor V1.6 and fbBuilder V1.0 RELEASED
Post by: Teancum on July 22, 2008, 05:48pm
Gotcha.  So we decompile with with XMLBcui and then use the text-based file to create the cfg.  Works for me.
Title: Re: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Norrin Radd on July 22, 2008, 07:29pm
OK cfgBuilder released. See first post for details. I also packaged them together in a pack (they are also still available separately).

Note that you can add additional file types (to the cfgBuilder_info.cfg file), this way i don't have to change the program, you can edit the filetypes manually.
Title: Re: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Teancum on July 22, 2008, 07:36pm
Very cool.  Thanks much Norrin.
Title: Re: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Norrin Radd on July 22, 2008, 09:00pm
No problem. I think i forgot to say this, but a '0' in the cfgBuilder_info.cfg file means that nothing will be added, so if you have this:

Code: [Select]
script 0 0in the cfg file it converts it will look something like:
Code: [Select]
scripts/MYSCRIPT scripts/MYSCRIPT script
but if you have:
Code: [Select]
script mylocation pyit will convert it to:
Code: [Select]
mylocation/scripts/MYSCRIPT.py mylocation/scripts/MYSCRIPT.py script
Title: Re: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Enigma on February 26, 2009, 02:51pm
Could someone please re-upload all of these programs? The links are dead and I didn't think asking in the dead character thread was the right place.
Edit: Come to think of it, what about all of his other programs? Could they be uploaded somewhere?
Title: Re: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Norrin Radd on February 26, 2009, 09:24pm
Yes, I will try to upload them soon, within a week or so.
Title: Re: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Enigma on February 26, 2009, 09:34pm
Ok, thanks.
Title: Re: fbExtractor V1.6, fbBuilder V1.0, and cfgBuilder V1.0 RELEASED
Post by: Norrin Radd on March 05, 2009, 10:30pm
Sorry for the wait:
NR's fb program pack Download (http://www.mediafire.com/download.php?wyngmjmlhfi)