Author Topic: Infinity Engine support  (Read 5825 times)

Infinity Engine support
« on: February 05, 2014, 03:00:54 pm »
I've seen some mentions that FOnline supports Infinity Engine resources. I searched high and low but couldn't find any info. Does anyone know what is supported?

Re: Infinity Engine support
« Reply #1 on: February 05, 2014, 04:13:06 pm »
http://fonline.ru/forum/threads/3381/

I found here info that BAM and MOS files are supported but I can't find any info about it in CritterTypes.cfg

I'll try it out.

Offline Berko

  • Tim Tom Ted
    • http://kabefis.deviantart.com/
Re: Infinity Engine support
« Reply #2 on: February 05, 2014, 08:06:29 pm »
From the "ProtoItem" page of FOnline help you can see that engine can read it and have other info how to use it :

Quote
proto items
Prototypes of objects are stored as text files in the directory Server\Proto\Items\.

Edited using the Object Editor.

Items.lst file contains a list of files containing data on prototypes of objects. As part of this SDK files:

ammo.fopro
armor.fopro
container.fopro
door.fopro
drug.fopro
generic.fopro
grid.fopro
key.fopro
misc.fopro
wall.fopro
weapon.fopro
Each file is created to store the objects of its type, format prototypes for each of the object types have differences.

General Fields:


Pid Prototype number (must be unique for all types) 
Type Determine an object type 
PicMapName The image on the ground 
PicInvName The image in the inventory 
Flags flags object 
SoundId ID of sound 
Material Type of material 

Warning notes conserning PicMapName and PicInvName:
At the moment (revision 396) engine uses the library DevIL ( http://openil.sourceforge.net/ ),
which allows the use of image files in the following formats:


.bmp, .cut, .dds, .doom, .hdr, .gif, .ico, .jpg, .lbm, .mdl, .pal, .pbm, .pcd, .pcx, .pgm, .pic, .png, .ppm, .psd, .psp, .raw, .sgi, .tga
Exceptions:

.jp2, .exr, .mng, .tif, .lcms, .utx, .wdp
( http://openil.sourceforge.net/about.php )
In addition the engine can also use graphics such as games:


Fallout 1/2 (.frm)
Fallout Tactics (.spr, .til, .zar)
Arcanum (.art)
Baldur's Gate, Icewind Dale, Planescape Torment (.mos, .bam)
You can also use a text format fofrm, this format can for example combine a number of different graphics file into an animation or add an image shifts, if the original file format does not allow it, or edit it is a time consuming.
File names can contain additional parameters (all parameters can be combined):
Format SPR:

To load a specific animation of SPR files, you can specify its name after the $ sign in the file name, for example: Mutant$CrouchAttackClubSwing.spr
Taken without the first animation
Effect on color:
To make the shift in color indicate in the settings file name ('$') the required values.
Format: fileName$[index,r,g,b]animName.spr (displacement [...] can be any)
Where index - Part of the body (0 - miscellaneous, 1 - skin, 2 - hair, 3 - armor, -1 - all layers);
r,g,b - offset for each color component can be negative.
Example: someSprite$[2,50,-30,-20]anim1.spr - load sprite someSprite.spr, with anim1 animation and offset by the color of hair on the RGB (50, -30, -20).
Format ART:

Selecting the palette: palette number is specified after the sign $
Example: dfmbnsba$1.art
Enabling Transparency palette components (alpha = max(R, G, B)): $t
Mirror image: $v - Flip Vertical, $h - Flip Horizontal
fx[-y] - indicates the number of frames loaded and their order, example:
anim1$f3-0.art - therefore be loaded 4 frames 3, 2, 1, 0
Format BAM:

For BAM format can specify the number of frames and playback cycle - to indicate the cycle number in the parameters of the file name ('$') specify the index, and to specify the frame, add a dash and the frame index. Examples:
fileName$5.bam - load fileName.bam with frames at the cycle number 5;
fileName$1-4.bam - load fileName.bam with the frame number 4 under the cycle number 1;
fileName.bam - load fileName.bam with frames at the cycle number 0.
Note: If you use the settings in the image file, you'll also need to add them to the file in the folder HashNames.lst Data client.
Format : [Any number] [filename] [end of line].
For example:

0 art\scenery\BrazureFire$t.ART
0 art\scenery\BrazureFire$t3.ART
~~~ Ashes of Phoenix project --> http://fonline-aop.net/ ~~~

Re: Infinity Engine support
« Reply #3 on: February 05, 2014, 09:27:35 pm »
Berko, thanks for the info! It seems there is little this engine cannot do.
Where did you find FOnline help in English? I only have the one in Russian.

Offline lisac2k

  • Rotator
  • Uncle Pyro
Re: Infinity Engine support
« Reply #4 on: February 08, 2014, 10:39:02 am »
That's probably a translation from RU. By having a team member who can into RU you could definitely speed up some things, not to mention the PR for your project.

Offline Berko

  • Tim Tom Ted
    • http://kabefis.deviantart.com/
Re: Infinity Engine support
« Reply #5 on: February 08, 2014, 05:45:09 pm »
Yes it's badly translated to engrish based on an old help file. It's obsolete, still have a lot of Russian or missing part.
It's mostly useful for the part "Manual" where many page was missing but useful. "Reference" part was in progress but didn't have the time to update and complete it.
The last update I do was 1 year before.(Here)

Also it's useful to check Russian version to see if you have more information and translate it. (Especially to know how to use functions or the meaning of constants/defines)

Also useful are the translated revision message. I lost my almost full package :/ (First was translated here : https://xp-dev.com/forum/2224 and 342 to 355 somewhere here in forum, thanks to translators :) )
~~~ Ashes of Phoenix project --> http://fonline-aop.net/ ~~~

Re: Infinity Engine support
« Reply #6 on: February 20, 2014, 10:51:22 pm »
Does FOFRM format support Animation Codes in filename such as those from FRM : AA, AB, etc?
I added the BAM file in frm variable inside the file but the sprite won't show up in the mapper


Managed to add BAM to the game. It didn't show up because I added a slash at the start of filepath.
« Last Edit: February 21, 2014, 06:44:35 am by hexer »

Offline lisac2k

  • Rotator
  • Uncle Pyro
Re: Infinity Engine support
« Reply #7 on: February 21, 2014, 08:53:18 am »
spiders? or some static scenery?

i wanted to convert the spiders for fallout 2 long time ago, but the perspective is different...

Offline Lexx

  • Rotator
  • Mexican Apple Thief
Re: Infinity Engine support
« Reply #8 on: February 21, 2014, 10:27:32 am »
Pixote once tried to convert the rats from Arcanum. I think they looked quite nice, if I remember correct.

Re: Infinity Engine support
« Reply #9 on: February 21, 2014, 01:11:49 pm »
I tried to convert a creature animation. Although BAMs are supported, the creature animations aren't so it seems I will have to convert them to FRMs :(
Arcanum's critters work out of the box and I wouldn't worry too much about the different perspective. It's not really that different looking. We have those Fallout Tactics robots and I would only worry about the perspective if this was a commercial game

Offline Wipe

  • Rotator
  • Random is god
Re: Infinity Engine support
« Reply #10 on: February 22, 2014, 11:05:57 am »
I tried to convert a creature animation. Although BAMs are supported, the creature animations aren't so it seems I will have to convert them to FRMs :(
Hm, but isn't it possible to process them in scripts? Or something else is missing too?
Games are meant to be created, not played...

Re: Infinity Engine support
« Reply #11 on: February 23, 2014, 11:13:10 pm »
There are some converted to frm graphics on FOrum, btw. Check topics started by "Dillinger":
http://www.fonline.ru/forum/forums/64/
(bottom of the page and all page 2 of topics)