- Dark souls sound files mods#
- Dark souls sound files code#
- Dark souls sound files Pc#
- Dark souls sound files windows 7#
One thing I've been working on is the parameter data files, which are huge-ass tables containing pretty much all global data. Sorry about the delay, life has been intervening and it's proven rather annoyingly hard to get development environments up on any other computers I have access to. Most of the "English" text is Google translated, so figuring out what things are and mean can be a challenge you should be able to add comments if you figure things out, or just ask to be an editor and I'll make you one. I've also gathered quite a lot of the table data into a huge Google Docs Spreadsheet, which you can look at here: "dvdbnd2.bhd5" and "dvdbnd3.bhd5" are patches that provide new script/event and game texts. I'm surprised it works so well, I haven't even looked at that before. "paramdef/" defines the format for the tables used in "params/". "params/" contains game parameters and rendering parameters for the different areas. Sometimes the textures are there and work, sometimes they're not so they don't. "obj/" contains models for general world decorations, it looks like. I Google Translated the file names and list them at another site ( ). "msg//*.msgbnd.dcx" contains ".fmg" files that contain game text. "menu_*.tpf.dcx" contains the most interesting stuff.
"menu/" contains a ton of images for building up the UI and telling you you suck. Here's what you can look at in "dvdbnd1.bhd5": I wrote a quick disassembler for it that presents it in a comprehensible format, and a simple decompiler would not be hard. "script/*.luabnd.dcx" contain Lua binaries for general game logic. The textures for each map area are in "map/m#/m#_#.tpfbhd" archives. Their textures are supposed to work I don't know why they don't. "map/m#_#_00_00/" path contains map models in the ".flver.dcx" files. Some characters, particularly bosses, don't have textures packed with them. You can export models as Collada (missing stuff like bones, which I don't want to do because Collada's trash), which also saves the textures as ".dds" files. "chr/c#.chrbnd.dcx" path contains character models the ".flver" files should render, and the ".tpf" files contain the textures the things pull from. Here's what you can do in "dvdbnd0.bhd5" from Dark Souls.
Dark souls sound files windows 7#
I develop on Windows 7 with completely up-to-date ATI video drivers, so variation may cause problems (primarily in that I demand GLSL 4.3 in the 3D shader when I only use 1.0 features, oops). Right-clicking on a file entry usually does something. Anyway, I have a binary release here you can fool around with, which also links to the source code:
Dark souls sound files code#
The code is public, bog-standard C# using WinForms and OpenTK, and so would probably compile with Mono with a minimum amount of effort.
I can't see why it wouldn't, I just haven't written the code to try it out.
Dark souls sound files mods#
That would then allow proper mods without having to do anything nasty with the archives. bhd/.bdt archives and use them as overloads. I eventually want to get it to the state where it can modify the archives and import models and textures and whatnot, with the possibility that the game engine will pick up any additional.
Dark souls sound files Pc#
Hello everyone! I've been working on a program that can open up and comprehend a fair number of Dark Souls and Dark Souls 2 files (the latter with PS3 so once I get the PC version I'll need to do a little tweaking with textures that will probably be stored differently there, beyond the banal issue of byte order that I already handle).