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Detailed editing question regarding .bsr

Discussion on Detailed editing question regarding .bsr within the SRO Coding Corner forum part of the Silkroad Online category.

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Old   #1
 
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Detailed editing question regarding .bsr

I'm looking for a way to possibly open .bsr files or any item related files to deeply edit the looks and textures of items, avatars, mobs. Pretty much anything.

Are there certain files inside the pk2's that can be edited to change the appearance of items. I'm looking to edit through photoshop or another possible program. Is there anyway to do this ?

I am not looking to just replace one avatar or item with another. I want to individually edit.

Time and headaches is not an issue. Post up if anyone has seen or heard of solutions to this.
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Old 09/29/2011, 15:39   #2
 
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The .bsr isn't the actual object. the .bms files contain the 3d models.

There isn't something that you can just open it you'll have to write your own reader or view it with a hex editor.

But the textures are all in .ddj files if i'm correct so if you edit those and keep the same name you'll be fine.

Best chance of finding that stuff in the data.pk2 there is a folder called 'prim' (or 'res') which probably contains these textures.
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Old 09/29/2011, 18:30   #3
 
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Alright. Yea I kinda figured it wouldn't be as simple as loading it into Photoshop. Dealing with an avatar wouldn't be a flat image. Alright we'll that would be some really nice stuff to come across a way to edit these.

But I am curious on how Xinhkones made the Zombie avatar on SRF. Looks like its graphically bugged though possibly because its not a 3d object.

I'm gonna start editing the textures of objects here today. Thanks for the help.
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Old 09/30/2011, 14:40   #4
 
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The ingame objects aren't stored in one piece. there is the 3d object with all the triangles and stuff and the textures which are 2d images which are .dds but joymax added a little header and changed the name but they are just .dds

So what they do ingame is just take that picture and put it around the 3d object. I've seen some .dds files of faces and they were all streched.

So you can easily convert the .ddj to a .dds there are some tools which do this for you and you just load the .dds in photoshop and edit and convert it back to .ddj and import it back to the .pk2 file
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Old 09/30/2011, 18:58   #5
 
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Yea I had a feeling they would have done something like that instead of creating the whole piece of work. Much simpler to just stretch it around a 3d image. I'm going to check it out. I downloaded a ddj viewer that way I don't have to convert everything to view it. Haven't tested it yet but I am curious about 1 other thing.

I am familiar with the whole weapon changing glows etc. Seals and what ever.

But I'm trying to add more glows for say. Now I know every byte that I add into a file has to be made up for and removed to keep the size of the file the same to prevent memory errors.

Now could I possibly go into a ddj file and edit the dds and make my own custom glow with a range of rgb codes. Can I then take that ddj file then add it into the media. Then go into the media hex and edit it to read the new ddj file code for a special glow so I'm not limited to +9 as the highest.

I'd like to make more glows for every 2 levels after +9.

Basically can I go into the hex and remove blank codes or hexes with "00" to subtract from the additional bytes adding from the new ddj. Now I would have to essentially add a new code for every weapon created right ? Or is there a way to just add say +12 glow with a new ddj and then have it read that ddj automatically ?
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Old 10/01/2011, 12:12   #6
 
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I have no idea how that stuff exactly works but the glowing sounds a lot like particles which were the .efp files if i'm correct. So I have no idea where those files are too edit but they might also be a .ddj file so mabye someone else can help you out with that part.

About the adding glows I have no idea how that works but I guess it's hardcoded into the client so in the worst case you need to edit to edit the exe and reassabmle it but it might also be in a little file in the media.pk2

Anyway I have never done anything with that stuff so I can't really give you a correct answer but mabye someone else can.
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