#How to figure out the corresponding fxr id for SFX in DS3?

155 messages · Page 1 of 1 (latest)

vital ice
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i'm trying to play around with a bit of SFX editing, however I do not understand how to pull the fxr ID from the SFX so I can edit it in the xml unpacked from Yapper

Example, I wanna edit edit the Chaos Bed Vestiges of the Demon Prince, it has an SFX id of 650233, how do I figure out the fxr id? Thanks for any help in advance!

lofty spire
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? the number in the FXR file name is the ffx/sfx ID

obsidian olive
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what he said

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ignore the 0s at the beginning

lofty spire
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and while the internal ID could theoretically be different from the file name, I have never ever seen or heard of this happening

obsidian olive
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does ds3 use resource lists?

lofty spire
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yes

obsidian olive
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yeah so if you wanna find the models and textures, find the resource list (same id) and open it with a text editor

vital ice
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Weird, I have seen some sfx that don't have a corresponding fxr ID, which was why I assumed it isn't always the same

lofty spire
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you're probably not looking in the right ffxbnds

vital ice
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For real? I checked out everything, but I can't find any reference to even the sfx I mentioned here

lofty spire
vital ice
# lofty spire m50

Do I gotta unpack the mXX bnds as well? Yapper always throws an error when I try

lofty spire
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try using yabber+

vital ice
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Unhandled exception: System.IO.FileNotFoundException: Could not load file or assembly 'netstandard, Version=2.1.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified.
File name: 'netstandard, Version=2.1.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'
at Yabber.Program.UnpackFile(String sourceFile)
at Yabber.Program.Main(String[] args)

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Sound like some sort of compatibility error

vital ice
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Question, what part of those lines refer to vfx?

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<FFXActionCall ActionID="131">
<Unk02>false</Unk02>
<Unk03>true</Unk03>
<Unk04>0</Unk04>
<Properties1>
<FFXProperty TypeEnumA="0" TypeEnumB="0">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="16" TypeEnumB="4">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="16" TypeEnumB="4">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="16" TypeEnumB="4">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="19" TypeEnumB="7">
<Section8s />
<Fields />
</FFXProperty>
</Properties1>
<Properties2 />
<Section10s />
<Fields1>
<FFXField xsi:type="FFXFieldInt" Value="0" />
</Fields1>
<Fields2 />
</FFXActionCall>

charred briar
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its easier to understand what you're editing

dusty owl
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I just use Notepad+ though

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All of those lines refer to the Vfx

wild token
lofty spire
knotty hound
vital ice
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The thing I need currently how to find out what actually refers to scale aka the y x z of the sfx so I can edit size, I know that action ID 131 refers to color and scale, however I still don't know what exactly to edit there

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<FFXActionCall ActionID="131">
<Unk02>false</Unk02>
<Unk03>true</Unk03>
<Unk04>0</Unk04>
<Properties1>
<FFXProperty TypeEnumA="0" TypeEnumB="0">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="16" TypeEnumB="4">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="16" TypeEnumB="4">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="16" TypeEnumB="4">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="19" TypeEnumB="7">
<Section8s />
<Fields />
</FFXProperty>
</Properties1>
<Properties2 />
<Section10s />
<Fields1>
<FFXField xsi:type="FFXFieldInt" Value="0" />
</Fields1>
<Fields2 />
</FFXActionCall>

dusty owl
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Just know that there are multiple different ways to change scale, so choosing the right one may be tricks

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So with Action 131, its going to be changing size relative to effect age

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Learning to seperate FXR code is key to understanding it

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At the top you have properties 1

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Correlates here in the spreadsheet

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FFXProperty to the /FFXproperty represents 1 cell in the spreadsheet

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Meaning these (and possible the FFXProperty below it) are the corresponding scale cells

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Right now they don't have field to edit. It makes sense because the Property type is A16B4

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If you want to edit those properties specifically, you will have to edit the property type (the easiest way to do this is read up on it, then find somewhere else in the code you have that uses that type, copy that code and insert it so that you don't make any mistakes writing it yourself

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However, I think first you should look to a different place for what you are trying to do

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Similar stuff in 60X actions

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@vital ice Check and see if you have an action 603 in your code

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just control F

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Sorry probably explained more than necessary

vital ice
dusty owl
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If you have a 603, first try this

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603 is typically a BIG action

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so skip properties 1 and properties 2, go to Fields 1, and go down to the 5th FFXproperty

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This will at least give you a unidimensional size increase, if you want to change x y z separately that'll be somewhere else. Plus, this only changes partical size, not spawner size

vital ice
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<FFXActionCall ActionID="603">
<Unk02>false</Unk02>
<Unk03>true</Unk03>
<Unk04>0</Unk04>
<Properties1>
<FFXProperty TypeEnumA="0" TypeEnumB="0">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="0" TypeEnumB="0">
<Section8s />
<Fields />
</FFXProperty>
<FFXProperty TypeEnumA="0" TypeEnumB="0">

dusty owl
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In the spreadsheet the keywords you'd want are probably "size" and "scale". Just make sure you read the input because that will have an effect on how the values input are interpretted by the code

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That's not the entire 603

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it's going to be like, around 100 lines long I think

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What program are you using to view this

vital ice
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I have a notepad version open, but lemme open a xml with notepad++ real quick

dusty owl
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please open notepad++ lmao it makes stuff so easy

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You can click on like the "<" in properties1 and see where it ends

vital ice
dusty owl
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Just find the “Fields1” in that my guy

vital ice
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got it

dusty owl
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So it’s gonna be the 5th field there

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The float that’s currently = 1

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Like increase it to 5, save, and see if it work

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Oh shot I forgot to mention

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this will only change the scale of the effect contained in that 2200

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So test it, if it works, good, then change all the rest of them accordingly. Though the other 2200s may have different arrangements

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@torpid breach is it possible to scale the entire file? What if we created a super container around all the 2200s and slapped an action ID above that 🧐

dusty owl
vital ice
# dusty owl How we doin’ bub

Tried testing it by going to DSAnim and simply add the vfx in the tae of a player weapon art so I can see it, got blue screened for the first time in 3 years and Windows forcefully updated

dusty owl
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Jeez fuck

vital ice
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Yup, all the sudden Windows shit the bed

dusty owl
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Particle size too beeg absolute unit when multiplied by factor of 5

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Nah I don’t know anything about DSAnim studio, I just check my stuff in game

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I must sleep, let me know if you get at least some success. Eventually Schinken and I will be making more and more tutorials

vital ice
torpid breach
charred briar
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you could check here on the github page

vital ice
dusty owl
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what is the fxr file name

vital ice
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650233

dusty owl
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what folder is effect folder is it in? common?

vital ice
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Nope m50 instead, frpg_sfxbnd_m50_effect-ffxbnd-dcx/sfx/effect to be exact

dusty owl
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Bro this file is massive

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You changed all seventeen 603's?

vital ice
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Seventeen nah just one

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You think I gotta change every single one?

dusty owl
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Typically, yes

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However I just did and it had little effect

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Standby

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@torpid breach Discovered new action ID in this file, "60"

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@vital ice I'm pretty sure you're in for a rough time

vital ice
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Oof

dusty owl
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So, through a massive amount of editing, I was able to make it smaller

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You have seventeen 603's, and if you're going to wholesale make the effect smaller, I'm pretty sure you'll have to change every one of them

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Not only that, you might have to change the particle accelerations, but unsure on that

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Your BIG problem is that you have a 604 (which I colored blue here, ignoring the rocks)

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604 is not very well documented in CCCode spreadsheet, and specifically not much about particle scale

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It also had A96B24's, Dynamic Scalar Custom Curves, which I don't really understand. I replaced them all with A16B4s but it didn't seem too effective

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Someone else will probably have to take over from here, because it's not as simple as I thought, or at least as I understand it. It would be a lot of trial and error for me. I would first identify each part of the effect. You have at LEAST 18 particle effects in this effect, which is the most I've ever seen myself in a vanilla file. Most of the vanilla files I work with have like 8 (though the resulting ones I make have like 20)

vital ice
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Jesus, that suddenly turned alot more complicated

dusty owl
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mmm it's not too bad, but maybe if you've never worked with FXR before

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But I'd get someone else's take on it.

charred briar
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I still recommend you to go with the tool at first, will help you a lot more to visualize info @vital ice

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most datamined stuff are there on dantelionfxr3

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color related stuff are all pretty clear on where they are located and stuff

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and try starting with smol and simpler effects

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like buffs or smol bullets

vital ice
vital ice
dusty owl
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CCCode's?

dusty owl
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Generally when I do stuff like this, I isolate one effect container (a 2200) and get that looking how I want, then isolate another. I didn't do that when I worked with your FXR earlier today, so I really don't know what the effects were

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If you figure out that 604 you should let us know what you did, because AFAIK it's not documented on how to change the size of that

vital ice
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Did the same, weirdly for me it didn't change anything

charred briar
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and also this

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one sec

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afaik it will scale the whole effect

torpid breach
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make an extra google sheet with your discoveries and the same formatting as in the FXR notes

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or @hazy bison could you please give Andy access to the FXR notes sheet?

hazy bison
# lofty spire yes

No puddingcat i asked a friend to run a script to to mimic the resource bnd since most actions were documented already. The list also has a bug but goodsir has been too busy with life and i haven't gotten into coding yet

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@dusty owl make an editing request and notify 12 avenger about it

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I was planing to make a "clean" fxr notes sheet but eh didn't get very far due to the lazy

torpid breach
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Andy wants to or so I've heard evilcowboysmile

dusty owl
dusty owl
hazy bison
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There's a copy of his notes that are being kept "updated"

lofty spire
hazy bison
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yes

hazy bison
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wait ds3 was never mentioned

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fxr ptsd strike again

lofty spire
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no, it was and you are right puddingcat

hazy bison
vital ice
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Nothing I change makes a difference, at that point can someone just look over the fxr and look what isn't working

hazy bison
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did you save the fxr repack the sfx bnd and reload the game?

vital ice
dusty owl
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What are you trying to change

dusty owl
# vital ice Yup

So you saved your changes, repacked the xml back to fmr, then repacked the bnd, the rebooted the game?

torpid breach