#How to figure out the corresponding fxr id for SFX in DS3?
155 messages · Page 1 of 1 (latest)
? the number in the FXR file name is the ffx/sfx ID
and while the internal ID could theoretically be different from the file name, I have never ever seen or heard of this happening
does ds3 use resource lists?
yes
yeah so if you wanna find the models and textures, find the resource list (same id) and open it with a text editor
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
you're probably not looking in the right ffxbnds
For real? I checked out everything, but I can't find any reference to even the sfx I mentioned here
m50
Do I gotta unpack the mXX bnds as well? Yapper always throws an error when I try
try using yabber+
Getting this error!
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)
Sound like some sort of compatibility error
Question, what part of those lines refer to vfx?
<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>
if ur trying to edit dks3 vfx, the best you can do is using dantelionfxr3
its easier to understand what you're editing
Do you still need help? I am an fxr boy
I just use Notepad+ though
All of those lines refer to the Vfx
Where can I get these version?
Might be bit off topic but since you suggested the tool, do you know what version of net core you must have to run it? it keeps saying i need to install but i already did, I used this tool in my old pc but can't make to work in my new one
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
<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>
I think our timezones misalign, but I can try and help somewhat.
Just know that there are multiple different ways to change scale, so choosing the right one may be tricks
So with Action 131, its going to be changing size relative to effect age
Learning to seperate FXR code is key to understanding it
At the top you have properties 1
Correlates here in the spreadsheet
FFXProperty to the /FFXproperty represents 1 cell in the spreadsheet
Meaning these (and possible the FFXProperty below it) are the corresponding scale cells
Right now they don't have field to edit. It makes sense because the Property type is A16B4
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
However, I think first you should look to a different place for what you are trying to do
Similar stuff in 60X actions
@vital ice Check and see if you have an action 603 in your code
just control F
Sorry probably explained more than necessary
Got it
If you have a 603, first try this
603 is typically a BIG action
so skip properties 1 and properties 2, go to Fields 1, and go down to the 5th FFXproperty
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
<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">
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
That's not the entire 603
it's going to be like, around 100 lines long I think
What program are you using to view this
I have a notepad version open, but lemme open a xml with notepad++ real quick
please open notepad++ lmao it makes stuff so easy
You can click on like the "<" in properties1 and see where it ends
Oh yes that should be the entirety of it
got it
So it’s gonna be the 5th field there
The float that’s currently = 1
Like increase it to 5, save, and see if it work
Oh shot I forgot to mention
this will only change the scale of the effect contained in that 2200
So test it, if it works, good, then change all the rest of them accordingly. Though the other 2200s may have different arrangements
@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 🧐
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
Jeez fuck
Yup, all the sudden Windows shit the bed
Particle size too beeg absolute unit when multiplied by factor of 5
Nah I don’t know anything about DSAnim studio, I just check my stuff in game
I must sleep, let me know if you get at least some success. Eventually Schinken and I will be making more and more tutorials
I just change vfx there so I don't have to go the hassle with cheat tables, either way goodnight, thanks for the help, I'll write my progress down so you can simply check later if you want, thx again for trying to help!
as far as I know from ffx there is no way to do that. The scaling is within the main calls, which are the 6XX actions from fxr
Tbh I have no idea
you could check here on the github page
Hey, came to report my findings, sadly nothing so far made any difference
what is the fxr file name
650233
what folder is effect folder is it in? common?
Nope m50 instead, frpg_sfxbnd_m50_effect-ffxbnd-dcx/sfx/effect to be exact
Typically, yes
However I just did and it had little effect
Standby
@torpid breach Discovered new action ID in this file, "60"
@vital ice I'm pretty sure you're in for a rough time
Oof
So, through a massive amount of editing, I was able to make it smaller
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
Not only that, you might have to change the particle accelerations, but unsure on that
Your BIG problem is that you have a 604 (which I colored blue here, ignoring the rocks)
604 is not very well documented in CCCode spreadsheet, and specifically not much about particle scale
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
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)
Jesus, that suddenly turned alot more complicated
mmm it's not too bad, but maybe if you've never worked with FXR before
But I'd get someone else's take on it.
I still recommend you to go with the tool at first, will help you a lot more to visualize info @vital ice
most datamined stuff are there on dantelionfxr3
color related stuff are all pretty clear on where they are located and stuff
and try starting with smol and simpler effects
like buffs or smol bullets
According to Challenger Andy, I have to edit every 603 field1 correct?
Are you using the spreadsheet?
CCCode's?
I edited every Field1 row 5 IIRC, which was particle size. Because I was just make large scale edits, I don't know what didn't work and what did, I just know that that is not ALL you have to do.
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
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
Did the same, weirdly for me it didn't change anything
well, look at scale
and also this
one sec
afaik it will scale the whole effect
make an extra google sheet with your discoveries and the same formatting as in the FXR notes
or @hazy bison could you please give Andy access to the FXR notes sheet?
No
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
@dusty owl make an editing request and notify 12 avenger about it
I was planing to make a "clean" fxr notes sheet but eh didn't get very far due to the lazy
Andy wants to or so I've heard 
Editing request for what now? I have wiki perms. I don’t feel comfortable editing the CCCode spreadsheet as I do far less testing, but I can write down some stuff I’ve discovered that warrant further study somewhere
After making specific tutorials (Spawners, Color/Advanced Color, and a sheet with labeled insertable actions), I planned on writing an accompanying document to the Cccode explaining how to read and understand FXR in Notepad++ because that’s what could have saved me a lot of time when I first started.
There's a copy of his notes that are being kept "updated"
???
we were talking about resourceffxbnds or whatever the hell they are called
yes
they're not a thing for ds3
wait ds3 was never mentioned
fxr ptsd strike again
no, it was and you are right 

Nothing I change makes a difference, at that point can someone just look over the fxr and look what isn't working
did you save the fxr repack the sfx bnd and reload the game?
Yup
What are you trying to change
So you saved your changes, repacked the xml back to fmr, then repacked the bnd, the rebooted the game?
wait. could describe exactly what you now have e.g. a copy of a specific fxr and then what your new ID is and what you changed and then expected within the game