bms script for sdfdata file extension [south park fractured but whole]

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

blabla88 wrote:Can you remove all folders and files except the one you edit, to reimport faster?


of course! but be careful about the folders;

mainfolder/camel/localization/packages/english/


choose mainfolder and type " * "
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

Yes i read it, but it says files not folder.

" I suggest to delete the files that have not been modified so that the
reimporting process will be faster and safer. In the folder leave
only the files you modified."

Otherwise, i managed to import it back with change, by removing only other files in "english" folder.

I didn't asked correctly. Can i remove folders, thus deleting path to files, or do i need to keep that path (camel\localization\packages\english)
wlscks7
Posts: 18
Joined: Wed Oct 18, 2017 10:54 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by wlscks7 »

OK
I tried different font and game crashed again :(
So we need edit fontmetrics files too?
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

Trying to edit main menu with long text. I will post result.

Also deleted all files except path to changed files, so lets see what happens.
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

original font files already contains letters but if you use them while editing LOCPACK files in game cant see the font. i think we need to change something in locpack files to make fonts work!

also we need to solve that long-line problem
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

Didn't worked. Seems like you need to keep all other folders. Btw it reimported back 17 files, even when i left only one. I will check the modified data, if i actually edit it :D
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

https://i.imgur.com/t1NkPMa.jpg -- edited string

https://i.imgur.com/pi1Hgqo.jpg -- original string


like you see; edited string should be same size or shorter.
Last edited by kornix3 on Sat Oct 21, 2017 8:02 pm, edited 2 times in total.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by aluigi »

script for locpackbin:
viewtopic.php?p=27552#p27552
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

Yeah seems like i fried completely all folders in that sdf file. Don't do it :D
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

So now; we can export locpackbin files but we can't make the lines longer and we need to edit fonts.

these are our only problems.
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

Question about that menu translation. Did you edited only menus lockpack or menus lockpack and menus lockpackbin?
wlscks7
Posts: 18
Joined: Wed Oct 18, 2017 10:54 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by wlscks7 »

So importing bigger file is not problem?
Just make lines longer and fonts work?
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

blabla88 wrote:Question about that menu translation. Did you edited only menus lockpack or menus lockpack and menus lockpackbin?


You need to edit both lockpackbin and lockpack. If you messed up something while doing these game will use the "dummystingsworstcase" default english files..

example; if you type; "Edit." in locpack and if you type "Editt" (double-t) in lockpackbin, this will be cause error and game will use dummystringsworstcase files.
Last edited by kornix3 on Sat Oct 21, 2017 8:00 pm, edited 1 time in total.
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

kornix3 wrote:
blabla88 wrote:Question about that menu translation. Did you edited only menus lockpack or menus lockpack and menus lockpackbin?


You need to edit both lockpackbin and lockpack.


That explains something. Thanks.
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

I am trying to figure it out how game can show longer lengths in other languages.

for example in german language that "you must be online" string is too long but it's showing succesfully in game. im trying to check out how its going on


i think barks files have connection about string lengths.
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

First i need to successfully implement text in to game, then i will look on longer lengths.

Lets see if this works. When i edited main menu text i found something, that might be related to text length.

ŒX±ß×}¢nÊN  CONTINUE1ŒX±ß×ê This is how it should look like, but when i copy pasted text, it changed to this:

ŒX ±ß×}¢nÊN  CONTINUE1ŒX ±ß×ê
Last edited by blabla88 on Sat Oct 21, 2017 8:13 pm, edited 1 time in total.
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

blabla88 wrote:First i need to successfully implement text in to game, then i will look on longer lengths.

Lets see if this works. When i edited main menu text i found something, that might be related to text length.


i can help you if u still struggling about how to import only edited files, send me your steamid so we can chat there
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

blabla88 wrote:First i need to successfully implement text in to game, then i will look on longer lengths.

Lets see if this works. When i edited main menu text i found something, that might be related to text length.

ŒX±ß×}¢nÊN  CONTINUE1ŒX±ß×ê This is how it should look like, but when i copy pasted text, it changed to this:

ŒX ±ß×}¢nÊN  CONTINUE1ŒX ±ß×ê


are you trying to edit on locpackbin without exporting them with aluigis' tool?
blabla88
Posts: 19
Joined: Sat Oct 21, 2017 3:52 pm

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by blabla88 »

Im giving up. Can't even change main menu text. I'l wait until smarter people show up. Thank you ubisoft, for these complications.

I export files from "200" sfd file, change both menus lockpack and menus lockpackbin, repack them back, rewrite original files but still nothing. Here they are

Look for "https://zenhax.com test 1"
Last edited by blabla88 on Sat Oct 21, 2017 8:27 pm, edited 2 times in total.
kornix3
Posts: 42
Joined: Wed Oct 18, 2017 3:47 am

Re: bms script for sdfdata file extension [south park fractured but whole]

Post by kornix3 »

blabla88 wrote:Im giving up. Can't even change main menu text. I'l wait until smarter people show up. Thank you ubisoft, for these complications.


i can help you! i can change any text but length and font is my problem.

we must unite our forces. just send me your skype or steam id to my pm box