SilkRoad .pk2 Modifier
Visit the official website for the .pk2 Modifier for official updates on the software at
This is aimed on .pk2 modification only. If any of you are interested in modifying an existing texture, sound text format, etc.
You can basically modify every single thing in the game since they are all in those pk2 files.
-10,572 Texture format
-832 Wav sounds
-1813 Animation movement
-233 Text files which include scripted files that are easy to modify
- Alot more...
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You need all the files that comes with the .pk2 editor.
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Make sure to make a BACKUP OF DATA.PK2
Have some fun modifying those low lvl monster.
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NOTES: Read the readme.txt files for more information of how to use this.
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WTV.exe is a really good program to view the *.dds file
You can also use dds_converter to convert file to *.bmp, modify them, convert them back to *.dds by respecting it's original format.
Newer version of my tool will enable us change the format of the dds file 'eventually'.
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If you are missing components to run this program, such as .ocx files or .dll. Please download the "Missing Components" file if you are getting an error along those lines, located in the attachments below
Basic Guide For Monsters[Steps change for each version]:
First, make sure you have all the files that came with the .pk2 modifier in the same forlder for this to work.
STEP 1:
Open PK2 Editor, choose a "mtrl", then click "mob", choose the area of where the monster is located. Select the monster of your choice and now select "Export". It should be saving to your desktop, which is the default location, it can be changed.
If you want to view the .dds file, use the WTV.exe, if you want to edit it go to the next step.
STEP 2:
Open DDS Converter, locate the exported .dds file, select .bmp as the image file to use to edit the image as Output Format, click "Convert".
STEP 3:
Just open the image file(.bmp), which you just converted it to. Edit it using a picture editing software, such as Paint, PaintShop, or Photoshop. Edit the image as needed.
STEP 4:
This is the complicated part.
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As for everyone having problem just convert it to *.bmp instead of *.tga it's easier to modify. When converting it back to *.dds you need to take off the checkbox in the mipmap to have a smaller filesize if there no mipmap used. The filesize need to be the same as the original one else it won't work. I'm currently working on it to enable us to insert bigger and smaller file then the original one.
Please post the data.txt if you corrected the level of every monster. Sorry didn't felt like doing it. You can use the format S3 or nvidia it doesn't matter.
Anyway just play around with it and you will find it
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STEP 5:

Close DDS Converter. Open PK2 Editor, click the import directory line and locate where your edited monster file is(.dds), click on "Import".
THIS IS PROGRAM IS NOT COMPLETE, AND STILL CONTAINS BUGS!
Downloads:

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