Norrin Radd's fb program packNR'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 V1.4This 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 1.6fbExtractor 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 1.4fbExtractor 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
QuotePut 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 V1.0fbBuilder 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_typewhere 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 xmlAn example cfg file is included, it is the cfg file for xml2 shared_nodes.fb
cfgBuilder by Norrin Radd RELEASE V1.0cfgBuilder 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
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.
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?
I keep trying and all I get is empty folders.
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)
XP Pro SP2
ok, i also use xp, so it should be fine. Don't worry about trying it anymore until i take a look at it.
@ 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.
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
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
Fixed :bowdown1:
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.
but is that how it is defined in the fb file?
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)
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.
That makes sense. Any way that a __combined extractor is on the way? :shy:
:laugh:
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
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.
thanks, i'll take a look later tonight.
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.
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.
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.
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
Well, those igbs are < 100kb, so they are small. Some VERY small.
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)
@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?
No, because the PC looks for these models in different folders, whereas they are all loaded from the packages folder on the PS2.
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
I think that'd be a safe bet. It probably ties the models together.
ok, then i may look into this when i have time. It is worth it you think?
Yeah, since the maps'll look cleaner and will likely load quicker if they are PS2.
ok, thanks
_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.
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
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.
just tried it out and i wanted to say thank you, it makes things way easier.
no problem, i'm just glad it works for people and hope it can be useful
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
re-uploaded V1.4 since the old link wasnt working anymore
fbBuilder released,
this program can make fb file types from other files using a configuration file
see first post
Quote from: Norrin Radd on July 29, 2007, 08:14PM
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
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.
i can probably post another example in the next few days, but can you tell me more specifically what problems you are having
ok for fbbuilder i added a new example file (it can be found in the zip file) for toadnoanims_3301 from xml1
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.
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
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?
no, it isnt all xml, see the new example file i provided in the updated zip file, you will see it looks like this:
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
Thanks. That's what I need.
Hey Norrin, I'm getting an error with fbBuilder. "Error: File could not be opened"
Here's the cfg:
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
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
Must be the second. I bet I have a typo or a missing file. Thanks for the clarification.
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
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)
ok, good luck :thumbsup:
if you have any other problems let me know
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 :)
Quote from: Canino on March 10, 2008, 02:47AM
Norrin, it´s just a sugestion...
Why fbextractor doesn't generate a cfg file for use in fbbuilder? It would be pretty handy.
Quote from: 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 :)
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
Is it possible to get a PKGB --> CFG builder as well? That'd make PC conversions a lot faster.
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)
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.
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
So just the old XML1 style then?
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
Gotcha. So we decompile with with XMLBcui and then use the text-based file to create the cfg. Works for me.
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.
Very cool. Thanks much Norrin.
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:
script 0 0
in the cfg file it converts it will look something like:
scripts/MYSCRIPT scripts/MYSCRIPT script
but if you have:
script mylocation py
it will convert it to:
mylocation/scripts/MYSCRIPT.py mylocation/scripts/MYSCRIPT.py script
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?
Yes, I will try to upload them soon, within a week or so.
Ok, thanks.
Sorry for the wait:
NR's fb program pack Download (http://www.mediafire.com/download.php?wyngmjmlhfi)