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Blankname

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Everything posted by Blankname

  1. Blankname

    LTX Converter

    converts liquid text files from .ltX to .txt and viceversa http://www.mediafire.com/file/spx1ssgiesyiknt/LTXConverter_v1.00.zip/file
  2. Blankname

    LTX Converter

    source code: http://www.mediafire.com/file/aemjbofehxzobga/LTXConverter_v1.00%28src%29.zip/file
  3. Blankname

    UVA Editor

    most variables are still unknown https://www.mediafire.com/?cv8ydmj7s1flowx please report any find here edit: updated to v0.91
  4. Blankname

    UVA Editor

    updated tool: http://www.mediafire.com/file/zlkuvpaprah210x/UVAEditor_v1.00.zip/file source code: http://www.mediafire.com/file/4c0ya6v4z6uvein/UVAEditor_v1.00%28src%29.zip/file
  5. Blankname

    LCR Editor

    updated tool: http://www.mediafire.com/file/i7pxxgb914t7dlt/LCREditor_v1.00.zip/file source code: http://www.mediafire.com/file/z5hr8i7nu0bosxc/LCREditor_v1.00%28src%29.zip/file
  6. Blankname

    LCR Editor

    the format is 100% known http://www.mediafire.com/file/r9zq9sb2sldq51q/LCREditor_v0.93.zip
  7. Blankname

    old game based on BR engine

    i can extract them perfectly without any problem
  8. cant believe nobody found this out before... 해상왕 장보고 (Haesang-wang Jang Bogo) / The Lord of the Sea http://www.4gamer.net/games/013/G001310/20031009225900/ http://www.old-games.ru/game/6748.html took a brief look and the game structure and file formats seems the same... this means we can port models from this game to br
  9. Blankname

    old game based on BR engine

    ofc, the game engine (aka samurai) is the whole br source code itself, and it seems these lazy korean developers almost didnt make any changes to it. you can even find br textures in the h2o files hmm models/models.h2o? where else btw, some files cannot be extracted due to unicode filenames; and maps use a new file format (v0.80, wotw uses v0.68)
  10. Blankname

    windowed mode

    just found out how to enable legacy windowed mode in this game am i allowed to post modified exes?
  11. Blankname

    windowed mode

    i will try to do it using a dll, so no need to modify any game file it might be also possible to enable widescreen resolutions
  12. researching the .exe is what im doing, as i already said h2o tools are incomplete and causes the game to crash sometimes when using repacked h2o files
  13. in case anyone intersted i have started researching the h2o format by reverse engineering the liquid exes (BR, LotR:WotR, Dragonshard) and found out that br and wotr h20 formats are different, although both have a version number of 6.0 (they probably didnt bother to change it to 7.0) more finds: unknown1 after 'number of files' is actually 'number of <unknown>' which stores a structure of 8 bytes at the end of the file (8 bytes x number of unknown1). the contents of this structure is unknown since unknown2 is always 0x0CE34100 if there directories or 0x00000000 otherwise, it doesnt seem important to know the purpose of this variable (where is unknown3?? lol) unknown4 is also always 0x7CFC1200, neither seems important surely offset and unknown5 are one only variable of 64 bits, since the (un)compressed sizes of h2o files are also stored in 64 bits variables so we are only left with unknown6...
  14. i have made a little unofficial update for the h2otool. it now reads user input from console and and has some minor bufixes https://www.mediafire.com/folder/m3ilwb1j98hck/h2otool my goal is to implement the pkware compression functions, but no sure how long it will take me or if i will even be able to do it, since im still a beginner at C
  15. Blankname

    H2O Archive And Other File Formats

    if im not wrong, apart from the missing compression, the h2o tool were also adding extra 0Dh characters after every file i also remember the .ini file supports more stuff than it has
  16. Blankname

    Modding Battlereams.dat

    awesome!
  17. Blankname

    Modding Battlereams.dat

    great news guys a friend of mine has started working in this game and he already did a quite good progress
  18. Blankname

    Modding Battlereams.dat

    i dont know yet. i noticed the are 178 Data_ sections, but only 89 strings. also every ID in those sections got a strange value that normally is 04 00 00 00 yea, Enum_AbilityType should be useful as well
  19. Blankname

    Modding Battlereams.dat

    no, it doesnt work that way. DE B7 0F 00 00 00 00 00 (0x00000000000FB7DE) is the offset where X section is located at. or maybe its offset 0x000FB7DE and 0000 is something else? idk 00000004 AIWARPARTY_DEFENSE means AIWARPARTY_DEFENSE = 04 00 00 00 that you can use somewhere in .dat...dont ask me where
  20. Blankname

    Modding Battlereams.dat

    the sections in the first list (all Enum_'s) are just a list of possible IDs together with their string. these IDs are used in the sections of the second list (Data_) that is the important part of the file where u guys are editing all the stuff
  21. Blankname

    Modding Battlereams.dat

    il be adding the current section list in this post 0x000017CF Enum_AbilityTriggers http://pastebin.com/jQnrZq9i 0x00001BD3 Enum_AbilityType http://pastebin.com/ZjwQ9QnU 0x00005F50 Enum_AIBuildingType http://pastebin.com/mHygaDCF 0x000060F3 Enum_AIWarPartyType http://pastebin.com/ctfC57uP 0x000063BD Enum_AmbientLifeEffects http://pastebin.com/CQ32gWRL 0x0000666D Enum_AmbientLifeSounds http://pastebin.com/ZfBfHEFX 0x00006AC7 Enum_AmbientLifeType http://pastebin.com/aatu3nVA 0x00007168 Enum_AnimationClassType http://pastebin.com/TqpidNZ3 0x0000724C Enum_ArtType http://pastebin.com/KB8kt5Y6 0x00007315 Enum_BattleGearAcquisitionType http://pastebin.com/GnrRFYCA 0x00007976 Enum_BattleGearType http://pastebin.com/0d8mjrEB 0x0000A4CC Enum_BattleGearUseType http://pastebin.com/MkNY0jMD 0x0000A5FD Enum_BBox http://pastebin.com/dWSeLSvt 0x0000A7FC Enum_BeamBlendType http://pastebin.com/zjAKdkEB 0x0000A8C8 Enum_BeamDrawType http://pastebin.com/EDfF3MEE 0x0000A9B4 Enum_BeamMotionType http://pastebin.com/bxp2TNi3 0x0000AB2C Enum_BeamSubType http://pastebin.com/0EThhaaK 0x0000AC08 Enum_BeamType http://pastebin.com/ViAxLk4B
  22. Blankname

    Modding Battlereams.dat

    its the .dat structure. if i finish the list then it should be possible to edit anything inside battlerealms.dat
  23. Blankname

    Modding Battlereams.dat

    its pretty simple here are the two first sections Enum_AbilityTriggers: http://pastebin.com/jQnrZq9i Enum_AbilityType: http://pastebin.com/ZjwQ9QnU EDIT: few more Enum_AIBuildingType: http://pastebin.com/mHygaDCF Enum_AIWarPartyType: http://pastebin.com/ctfC57uP Enum_AmbientLifeEffects: http://pastebin.com/CQ32gWRL Enum_AmbientLifeSounds: http://pastebin.com/ZfBfHEFX Enum_AmbientLifeType: http://pastebin.com/aatu3nVA Enum_AnimationClassType: http://pastebin.com/TqpidNZ3 Enum_ArtType: http://pastebin.com/KB8kt5Y6 Enum_BattleGearAcquisitionType: http://pastebin.com/GnrRFYCA
  24. Blankname

    Modding Battlereams.dat

    hey guys i started researching the .dat format today. this is what i have found so far: header 0x00000000 02 00 00 00 // number of section lists 0x00000004 14 00 00 00 00 00 00 00 // section list [1] offset 0x0000000C A4 7F 0F 00 00 00 00 00 // section list [2] offset # section list [1] 0x00000014 6F 00 00 00 // number of sections 0x00000018 to 0x0000038F: // section offsets CF 17 00 00 00 00 00 00 D3 1B 00 00 00 00 00 00 50 5F 00 00 00 00 00 00 F3 60 00 00 00 00 00 00 BD 63 00 00 00 00 00 00 6D 66 00 00 00 00 00 00 C7 6A 00 00 00 00 00 00 68 71 00 00 00 00 00 00 4C 72 00 00 00 00 00 00 15 73 00 00 00 00 00 00 76 79 00 00 00 00 00 00 CC A4 00 00 00 00 00 00 FD A5 00 00 00 00 00 00 FC A7 00 00 00 00 00 00 C8 A8 00 00 00 00 00 00 B4 A9 00 00 00 00 00 00 2C AB 00 00 00 00 00 00 08 AC 00 00 00 00 00 00 FC B0 00 00 00 00 00 00 13 B2 00 00 00 00 00 00 A0 BC 00 00 00 00 00 00 AD BD 00 00 00 00 00 00 D0 D5 00 00 00 00 00 00 31 06 01 00 00 00 00 00 F9 0B 01 00 00 00 00 00 03 0D 01 00 00 00 00 00 7C 0D 01 00 00 00 00 00 3E 21 02 00 00 00 00 00 56 22 02 00 00 00 00 00 1E 6D 03 00 00 00 00 00 A4 75 03 00 00 00 00 00 2E 81 03 00 00 00 00 00 B2 82 03 00 00 00 00 00 27 85 03 00 00 00 00 00 84 90 03 00 00 00 00 00 B3 95 03 00 00 00 00 00 67 31 04 00 00 00 00 00 C5 32 04 00 00 00 00 00 34 34 04 00 00 00 00 00 6E 35 04 00 00 00 00 00 4D 37 04 00 00 00 00 00 FB 5B 04 00 00 00 00 00 B2 5C 04 00 00 00 00 00 F9 5F 04 00 00 00 00 00 8E 60 04 00 00 00 00 00 9E 66 04 00 00 00 00 00 7E A0 04 00 00 00 00 00 62 A4 04 00 00 00 00 00 16 A9 04 00 00 00 00 00 AF A9 04 00 00 00 00 00 18 AA 04 00 00 00 00 00 67 AE 04 00 00 00 00 00 81 B0 04 00 00 00 00 00 BF B1 04 00 00 00 00 00 ED 1B 05 00 00 00 00 00 1F 1D 05 00 00 00 00 00 07 22 05 00 00 00 00 00 F0 22 05 00 00 00 00 00 7A 24 05 00 00 00 00 00 2A 32 05 00 00 00 00 00 96 33 05 00 00 00 00 00 5E 34 05 00 00 00 00 00 43 35 05 00 00 00 00 00 6C 37 05 00 00 00 00 00 53 38 05 00 00 00 00 00 03 3A 05 00 00 00 00 00 AE 5C 05 00 00 00 00 00 85 65 05 00 00 00 00 00 AA 66 05 00 00 00 00 00 11 92 05 00 00 00 00 00 61 A0 05 00 00 00 00 00 52 A1 05 00 00 00 00 00 BB 66 06 00 00 00 00 00 DE 46 07 00 00 00 00 00 5C 3A 08 00 00 00 00 00 0D D8 09 00 00 00 00 00 39 DD 09 00 00 00 00 00 E7 E0 09 00 00 00 00 00 95 E4 09 00 00 00 00 00 3A E5 09 00 00 00 00 00 3A EC 09 00 00 00 00 00 85 02 0A 00 00 00 00 00 40 04 0A 00 00 00 00 00 99 06 0A 00 00 00 00 00 4F 08 0A 00 00 00 00 00 64 09 0A 00 00 00 00 00 CA 0F 0A 00 00 00 00 00 A8 22 0A 00 00 00 00 00 01 25 0A 00 00 00 00 00 AE A3 0B 00 00 00 00 00 E3 D0 0C 00 00 00 00 00 AA D1 0C 00 00 00 00 00 15 D3 0C 00 00 00 00 00 70 D4 0C 00 00 00 00 00 5C 0D 0D 00 00 00 00 00 64 20 0D 00 00 00 00 00 4A 21 0D 00 00 00 00 00 DB 22 0D 00 00 00 00 00 91 26 0D 00 00 00 00 00 BD 2D 0D 00 00 00 00 00 FD 2E 0D 00 00 00 00 00 F0 2F 0D 00 00 00 00 00 3A F7 0D 00 00 00 00 00 03 12 0E 00 00 00 00 00 81 1E 0E 00 00 00 00 00 70 1F 0E 00 00 00 00 00 D2 4D 0F 00 00 00 00 00 CF 4E 0F 00 00 00 00 00 48 53 0F 00 00 00 00 00 31 54 0F 00 00 00 00 00 1D 7F 0F 00 00 00 00 00 0x00000390 to 0x000017CE: // section strings Enum_AbilityTriggers Enum_AbilityType Enum_AIBuildingType Enum_AIWarPartyType Enum_AmbientLifeEffects Enum_AmbientLifeSounds Enum_AmbientLifeType Enum_AnimationClassType Enum_ArtType Enum_BattleGearAcquisitionType Enum_BattleGearType Enum_BattleGearUseType Enum_BBox Enum_BeamBlendType Enum_BeamDrawType Enum_BeamMotionType Enum_BeamSubType Enum_BeamType Enum_BuildingAnimStateType Enum_BuildingAttachmentType Enum_BuildingPathingCategory Enum_BuildingType Enum_ButtonType Enum_CampaignGlobals Enum_ClanType Enum_ClimateType Enum_ConsoleTooltipType Enum_ControlScriptType Enum_ControlType Enum_CreatureType Enum_CursorType Enum_DamageClassType Enum_DecalTypes Enum_DialogueActorType Enum_DynamicAttachmentType Enum_EffectType Enum_ForestAlertType Enum_GameLOD Enum_HorseSoundType Enum_HotKeyGroupType Enum_HotKeyType Enum_InterfaceModelAnimStateType Enum_InterfaceModelType Enum_LOD Enum_MagicObjectType Enum_MaterialType Enum_MAXJointProperties Enum_MAXTriangleProperties Enum_MiscModelAnimStateType Enum_MiscModelType Enum_ModelAttachmentFlagType Enum_ModelClass Enum_ModelEventMarkers Enum_ModelType Enum_MovementType Enum_MusicType Enum_ObjectClassType Enum_ObjectCompositionType Enum_ObjectType Enum_PathingCategory Enum_PrecipitationType Enum_ProjectileAnimStateType Enum_ProjectileCollisionResultType Enum_ProjectileDrawType Enum_ProjectileMotionType Enum_ProjectileType Enum_ProvinceType Enum_ProximityEffectType Enum_ScreenType Enum_ScriptCommands Enum_ShadowShapeType Enum_SoundEventType Enum_SoundType Enum_SpeechFXEventType Enum_SpeechFXType Enum_SpellType Enum_StartingArmyType Enum_StartingTownType Enum_StaticModelAnimStateType Enum_StaticModelType Enum_StaticObjectType Enum_TargetableRangeType Enum_TargetClassType Enum_TeamColors Enum_TechniqueClass Enum_TechniqueEffectType Enum_TechniqueType Enum_TerrainCompositionType Enum_TerrainTextureType Enum_TextureType Enum_ThemeType Enum_TileSetType Enum_TriggerType Enum_UnitAndBattleGearType Enum_UnitAnimStateType Enum_UnitBattlePlanType Enum_UnitClassType Enum_UnitPriorityType Enum_UnitSpeechFXEventType Enum_UnitStanceType Enum_UnitStaticAttachmentStateType Enum_UnitStaticAttachmentType Enum_UnitType Enum_UpgradeType Enum_UsageType Enum_UVAType Enum_WeaponClassType Enum_WeaponImpactType Enum_WeaponSlotType Enum_WeaponType Enum_WorldDataType # section list [2] 0x000F7FA4 59 00 00 00 // number of sections 0x000F7FA8 to 0x000F8537: // section offsets ED 93 0F 00 00 00 00 00 DE B7 0F 00 00 00 00 00 39 B9 0F 00 00 00 00 00 5C BC 0F 00 00 00 00 00 9A BC 0F 00 00 00 00 00 D0 BC 0F 00 00 00 00 00 D3 BD 0F 00 00 00 00 00 0B C2 0F 00 00 00 00 00 EB C2 0F 00 00 00 00 00 15 C3 0F 00 00 00 00 00 10 D3 0F 00 00 00 00 00 BB D3 0F 00 00 00 00 00 06 D4 0F 00 00 00 00 00 8C DD 0F 00 00 00 00 00 B5 E1 0F 00 00 00 00 00 42 E3 0F 00 00 00 00 00 70 E3 0F 00 00 00 00 00 5F E4 0F 00 00 00 00 00 89 E4 0F 00 00 00 00 00 C1 E4 0F 00 00 00 00 00 60 E5 0F 00 00 00 00 00 2E E8 0F 00 00 00 00 00 FA E8 0F 00 00 00 00 00 24 E9 0F 00 00 00 00 00 0C EA 0F 00 00 00 00 00 C0 EA 0F 00 00 00 00 00 79 EC 0F 00 00 00 00 00 A3 EC 0F 00 00 00 00 00 0E ED 0F 00 00 00 00 00 4C ED 0F 00 00 00 00 00 DB ED 0F 00 00 00 00 00 BB EE 0F 00 00 00 00 00 E5 EE 0F 00 00 00 00 00 E1 F1 0F 00 00 00 00 00 36 F2 0F 00 00 00 00 00 73 F2 0F 00 00 00 00 00 00 F3 0F 00 00 00 00 00 E0 F3 0F 00 00 00 00 00 0A F4 0F 00 00 00 00 00 BA F4 0F 00 00 00 00 00 E4 F4 0F 00 00 00 00 00 92 F5 0F 00 00 00 00 00 2D F6 0F 00 00 00 00 00 F5 F9 0F 00 00 00 00 00 5D FA 0F 00 00 00 00 00 32 FD 0F 00 00 00 00 00 6B 0D 10 00 00 00 00 00 E8 0D 10 00 00 00 00 00 1A 0E 10 00 00 00 00 00 50 11 10 00 00 00 00 00 8E 11 10 00 00 00 00 00 7B 14 10 00 00 00 00 00 F8 14 10 00 00 00 00 00 7F 15 10 00 00 00 00 00 41 18 10 00 00 00 00 00 3F 19 10 00 00 00 00 00 FE 19 10 00 00 00 00 00 A6 1A 10 00 00 00 00 00 86 1B 10 00 00 00 00 00 B0 1B 10 00 00 00 00 00 59 1F 10 00 00 00 00 00 F2 1F 10 00 00 00 00 00 F7 22 10 00 00 00 00 00 29 23 10 00 00 00 00 00 5B 23 10 00 00 00 00 00 8F 23 10 00 00 00 00 00 97 24 10 00 00 00 00 00 11 25 10 00 00 00 00 00 5C 26 10 00 00 00 00 00 B7 28 10 00 00 00 00 00 B3 38 10 00 00 00 00 00 84 3A 10 00 00 00 00 00 AE 3A 10 00 00 00 00 00 8E 3B 10 00 00 00 00 00 2F 3C 10 00 00 00 00 00 B0 3D 10 00 00 00 00 00 2D 3F 10 00 00 00 00 00 5F 3F 10 00 00 00 00 00 86 42 10 00 00 00 00 00 B0 42 10 00 00 00 00 00 46 47 10 00 00 00 00 00 BC 48 10 00 00 00 00 00 32 51 10 00 00 00 00 00 E2 52 10 00 00 00 00 00 22 54 10 00 00 00 00 00 3D 54 10 00 00 00 00 00 A5 54 10 00 00 00 00 00 CC 54 10 00 00 00 00 00 E7 54 10 00 00 00 00 00 10 55 10 00 00 00 00 00 D0 EA 12 00 00 00 00 00 84 EC 12 00 00 00 00 00 BC F5 12 00 00 00 00 00 F0 F5 12 00 00 00 00 00 54 F6 12 00 00 00 00 00 B2 21 13 00 00 00 00 00 1A 31 13 00 00 00 00 00 C5 31 13 00 00 00 00 00 86 3A 13 00 00 00 00 00 10 36 14 00 00 00 00 00 9C 3A 14 00 00 00 00 00 4C 43 14 00 00 00 00 00 60 4A 14 00 00 00 00 00 F4 4B 14 00 00 00 00 00 1C 4C 14 00 00 00 00 00 40 63 14 00 00 00 00 00 56 9F 15 00 00 00 00 00 D0 9F 15 00 00 00 00 00 34 A1 15 00 00 00 00 00 16 C5 15 00 00 00 00 00 E2 C8 15 00 00 00 00 00 A0 DF 15 00 00 00 00 00 CF E1 15 00 00 00 00 00 2F 0F 17 00 00 00 00 00 81 10 17 00 00 00 00 00 AC 11 17 00 00 00 00 00 31 12 17 00 00 00 00 00 65 12 17 00 00 00 00 00 91 12 17 00 00 00 00 00 ED 1E 17 00 00 00 00 00 1E 1F 17 00 00 00 00 00 43 21 17 00 00 00 00 00 3B 2D 17 00 00 00 00 00 6F 7A 17 00 00 00 00 00 DF 7D 17 00 00 00 00 00 E3 80 17 00 00 00 00 00 14 81 17 00 00 00 00 00 31 81 17 00 00 00 00 00 39 89 17 00 00 00 00 00 B9 89 17 00 00 00 00 00 D1 0F 18 00 00 00 00 00 79 15 18 00 00 00 00 00 8B 37 18 00 00 00 00 00 1D 38 18 00 00 00 00 00 BF 38 18 00 00 00 00 00 5B 07 19 00 00 00 00 00 9D 10 19 00 00 00 00 00 60 3E 19 00 00 00 00 00 80 7D 19 00 00 00 00 00 50 81 19 00 00 00 00 00 DF 1B 1B 00 00 00 00 00 1B 56 1C 00 00 00 00 00 06 DE 1E 00 00 00 00 00 4A 0F 20 00 00 00 00 00 0E 12 20 00 00 00 00 00 C2 13 20 00 00 00 00 00 E6 14 20 00 00 00 00 00 17 15 20 00 00 00 00 00 27 1A 20 00 00 00 00 00 96 46 20 00 00 00 00 00 7A 47 20 00 00 00 00 00 18 80 20 00 00 00 00 00 7D 7E 21 00 00 00 00 00 78 3E 22 00 00 00 00 00 D5 3E 22 00 00 00 00 00 51 3F 22 00 00 00 00 00 B5 4D 22 00 00 00 00 00 4B 63 22 00 00 00 00 00 23 64 22 00 00 00 00 00 6F B8 23 00 00 00 00 00 4F CF 23 00 00 00 00 00 05 34 24 00 00 00 00 00 36 34 24 00 00 00 00 00 BE 3C 24 00 00 00 00 00 7A 6B 24 00 00 00 00 00 5A 8B 24 00 00 00 00 00 8A 7F 25 00 00 00 00 00 12 84 25 00 00 00 00 00 6F 86 25 00 00 00 00 00 F3 E6 25 00 00 00 00 00 27 EA 25 00 00 00 00 00 D3 EA 25 00 00 00 00 00 84 FB 25 00 00 00 00 00 A0 00 26 00 00 00 00 00 1B 0B 26 00 00 00 00 00 B0 13 26 00 00 00 00 00 60 14 26 00 00 00 00 00 64 14 26 00 00 00 00 00 0x000F8538 to 0x000F93EC: // section strings Data_Abilities Data_AIWarPartyMakeUps Data_AmbientLife Data_AmbientLifeEffects Data_AmbientLifeSounds Data_BattleGear Data_Beams Data_BuildingAnimStates Data_BuildingAttachment Data_Buildings Data_BuildingTechTree Data_Buttons Data_Clans Data_ClanSFX Data_Climates Data_ConsoleToolTips Data_Controls Data_ControlScripts Data_Creatures Data_Cursors Data_Decals Data_DialogueResources Data_DynamicAttachment Data_Effects Data_ForestAlerts Data_GameLOD Data_GameTriggers Data_HorseSound Data_HotKeyGroups Data_HotKeys Data_InterfaceModelAnimStates Data_InterfaceModels Data_MagicObjects Data_Materials Data_MAXJointProperties Data_MAXTriangleProperties Data_MiscModelAnimStates Data_MiscModels Data_ModelClasses Data_ModelEventMarkers Data_Models Data_Music Data_Objects Data_PathingCategory Data_Precipitation Data_Projectiles Data_Provinces Data_Screens Data_ScriptCommands Data_ScriptCommandUserTypes Data_SoundEvents Data_Sounds Data_SpeechFX Data_SpeechFXEvents Data_Spells Data_StartingArmies Data_StartingTowns Data_StaticModelAnimStates Data_StaticModels Data_StaticObjects Data_TeamColors Data_Techniques Data_TerrainTextures Data_Textures Data_Themes Data_TileSet Data_UnitAndBattleGear Data_UnitAnimStates Data_UnitBattlePlans Data_Units Data_UnitSpeechFXEvents Data_UnitStaticAttachment Data_UnitStaticAttachmentStates Data_UnitToUnitAndBattleGear Data_UnitToWarPartyEffectiveness Data_Upgrades Data_UVAs Data_WeaponEffects Data_WeaponImpact Data_Weapons Data_WeaponSFX Data_WorldVariables MapEditor_ForestTypes MapEditorObjects ModelMaster3ScriptCommands ModelMasterScriptCommands ParticleMasterScriptCommands Paste Errors ScreenMasterScriptCommands ps: i dont have the game installed yet, the offsets are from a modded .dat edit: data types: 0x00000004 long 0x00000005 float 0x00000007 string
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