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[Borderlands] Weapon Parts + Effects
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| | #21 |
| Novice | Re: [Borderlands] Weapon Parts + Effects I found what I was looking for here. It doesn't do EVERYTHING I want it to, but it works. Ok, after running that program 24 times, here are the output folders. Rapidshare - extracted gamedata packages Last edited by Peewee; 11-06-2009 at 10:24 AM. Reason: found the edit button |
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| | #22 |
| Novice | Re: [Borderlands] Weapon Parts + Effects Overwriting the ...acc string with "gd_weap_combat_shotgun.acc.acc1_Jagged" gives any combat shotgun %150 melee damage. (looks like a little spike on the trigger grip) |
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| | #23 |
| Novice | Re: [Borderlands] Weapon Parts + Effects anyone know what a sting that i that causes 3x 4x or even 2x expolsive damage for a sniper? |
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| | #24 |
| Novice | Re: [Borderlands] Weapon Parts + Effects Quote: anyone know what a sting that i that causes 3x 4x or even 2x expolsive damage for a sniper? "gd_weap_sniper_rifle.acc.acc2_Incendiary" try this... (should be x2 eplosive) "gd_weap_sniper_rifle.acc.acc5_Explosive" |
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| | #25 |
| Novice | Re: [Borderlands] Weapon Parts + Effects So i've been lurking around for a bit, trying things here and there. I just gotta say, good work guys! ![]() I put a scope on my Elephant gun for the hell of it. I also managed to put the Boomstick on it to see what would happen.. Which works, just does 0 dmg. Made some other modifications to my other weapons to make em better, especially ammo regen. If anyone can figure out how to combine a smg with a rocketlauncher that'd be sweet. I'd do more tinkering myself but i must sleep now. |
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| | #26 |
| Novice | Re: [Borderlands] Weapon Parts + Effects Borderlands Modding Resource: Welcome to the Borderlands Modding Resource Get contributing, peoples. I've added the first page and the first table - Borderlands Modding Resource: Repeater Pistol - but I've got some L4D2 demo to be playing, so I'm shirking my duties for now. PM me if you're interested in becoming an admin. |
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| | #27 |
| 7S Enthusiast | Re: [Borderlands] Weapon Parts + Effects Yeah Dylbot fantastic site you got there. Saves everyone alot of time and gives them alot more time to experiment with their little projects ![]() I contributed a little to your site and already joined it, again great stuff man. |
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| | #28 |
| Novice | weapon strings in the game. Do you have a compiled list or something posted anywhere on the net? I'm so interested in having 1/10th of your knowledge!!! |
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| | #29 |
| 7S Enthusiast | Re: [Borderlands] Weapon Parts + Effects Quote: gd_weap_combat_shotgun.Body.body3_Tediore_Defender Quote: gd_weap_rocket_launcher.acc.acc1_Recoiless Quote: gd_weap_sniper_rifle.UniqueParts.ShepsElephantGun_ sight_none |
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| | #30 |
| Junior Member | Re: [Borderlands] Weapon Parts + Effects . Could probably throw a few of the strings on here later. Last edited by turk645; 11-05-2009 at 06:55 PM. |
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| | #31 |
| Novice | Re: [Borderlands] Weapon Parts + Effects Good news! I've started working on deciphering some of the weapon part files. So far, I'm only 100% certain about two or three tags in gd_weap_repeater_pistol\body but hey, it's pretty intense work. The data so far: gd_weap_repeater_pistol.Body.body1 has a damage multiplier of -0.0800 and weapon part rarity of 'common' gd_weap_repeater_pistol.Body.body2 has a damage multiplier of +0.1000 and weapon part rarity of 'uncommon' ![]() More info coming as I continue. |
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| The Following User Says Thank You to Peewee For This Useful Post: | Dylbot (11-05-2009) |
| | #32 |
| Novice | Re: [Borderlands] Weapon Parts + Effects Good news! I've started working on deciphering some of the weapon part files. So far, I'm only 100% certain about two or three tags in gd_weap_repeater_pistol\body but hey, it's pretty intense work. The data so far: gd_weap_repeater_pistol.Body.body1 has a damage multiplier of -0.0800 and weapon part rarity of 'common' gd_weap_repeater_pistol.Body.body2 has a damage multiplier of +0.1000 and weapon part rarity of 'uncommon' ![]() More info coming as I continue. That's what I got through in-game testing (well, I had body1 down as 7.5%, but close enough). Can you give me some idea as to how you worked this out? It'd make completing the wiki a lot easier. |
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| | #33 |
| Novice | Re: [Borderlands] Weapon Parts + Effects SERIOUSLY. If you're not comfortable with reading hexadecimal, don't bother reading this. By comfortable, I mean you should be able to translate the single precision floating point value BDA3D70A to "slightly greater than -0.07999". Not necessarily in your head, but at least using pen and paper. Crash course: I used the following tools (just google them): -Notepad++ (vastly improved version of notepad, it opens, displays, and edits any type of file) -HxD (hex editor because notepad++ doesn't have much in the way of hex support) -winRAR (just to unrar something... you should have it already) 1. Download and unrar this extracted version of the gamedata files I've prepared HERE. 2. Pick one of the folders. I started with \gd_weap_repeater_pistol\. 3. Open InportTable.txt, ExportTable.txt, and NameTable.txt. You'll probably want to keep them in separate windows. 4. Open up HxD. With it, open "\gd_weap_repeater_pistol\body\body1.WeaponPartDef inition" (for starters). 5. Select all the contents in the middle of the screen. The hex code, I mean. Press ctrl+c to copy them. 6. Open Notepad++. Press ctrl+v to paste all the hex into one line of a new text document. You can now close HxD if you like. 7. This file only has one string in it. Find it. ----Everything else is le-dwords. --That is, 4 byte long words with the least significant byte first. EX: the first bytes of the file are Code: 88 00 00 00 C2 01 00 00 Code: 00000088 000001C2 -le-dword indicating length of the string, including terminal null byte. -series of single byte ascii characters -a single null byte (00) at the end. (THIS IS NOT PART OF THE NEXT DWORD!) ----The only string in the file is: Code: 04 00 00 00 42 4C 52 00 42 = B 4C = L 52 = R 00 = null This string obviously indicates the prefix of the repeating pistol, "BLR" 8. Now that you've found the string, make the file as easy to read as possible. I used a combination of macros and (up in the menubar of notepad++) the TextFX -> convert tools to make the endless list of hex look like this: (big endian now... most significant byte first) Code: 00000088 000001C2 00000000 00000243 . . . 9. Translate each dword into it's decimal value. Code: 00000088=136 000001C2=450 00000000=0 00000243=579 . . . 10. The guessing games begin! You should still have the ~~~~~Table.txt files open. Now go look for things in the tables that seem to match up with the decimal values. The majority will be in NameTable.txt, but the first word is actually in ExportTable.txt. "136 = WeaponPartDefinition'Body.body1'" What you do now is up to you. I've discovered that near the end of the body1 file is: Code: FFFFFFF5 -11d (it 10=AttributeDefinition'd_attributes.WeaponDamage') 00000192 402d (nt "ModifierType") 00000000 00000094 148d (nt "ByteProperty") 00000000 00000008 8d 00000000 00000197 407d (??) 00000000 00000056 86d (nt "BaseModifierValue") 00000000 00000244 580d (nt "StructProperty") 00000000 00000078 120d (nt "Body") 00000000 00000043 67d (nt "AttributeInitializationData") 00000000 0000005A 90d (nt "BaseValueConstant") 00000000 000000F4 244d (nt "FloatProperty") 00000000 00000004 4d 00000000 BDA3D70A (float ~~ -0.08d) (it = item table) GOOD LUCK EVERYONE! I hope this helps someone with more file I/O experience than I have. |
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| The Following 2 Users Say Thank You to Peewee For This Useful Post: | Dylbot (11-05-2009), SotG Caboose (11-07-2009) |
| | #34 |
| Novice | Re: [Borderlands] Weapon Parts + Effects You're a gentleman and a scholar. I'm going to try this out on a part that I know the values to and move from there. Also, jesus, no wonder I wasn't getting anyway simply scanning through the hex'd file. EDIT: Holy crap, you're onto something here. By using a shortcut (finding the bytes F5 FF FF FF in HxD, setting the display width to 8 bytes, and counting down 12 lines) you find the floating point value dword. By reversing it to most significant first and chucking that value into a floating point to decimal convertor, I get EXACTLY the same damage mod values that I worked out from testing. You're a legend. Time to pinpoint the other values. Last edited by Dylbot; 11-05-2009 at 10:42 PM. |
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| The Following User Says Thank You to Dylbot For This Useful Post: | Peewee (11-06-2009) |
| | #35 |
| Novice | Re: [Borderlands] Weapon Parts + Effects I'm working on deciphering body2, to find the fire rate modifiers. It's a slow process, but it's much more certain than guess and check. Found another two tags you'll be interested in. (from gd_weap_repeater_pistol\Body\body2.whatever) Code: 00000048 72d (nt "AttributeToModify") 00000000 000001A6 422d (nt "ObjectProperty") 00000000 00000004 4d 00000000 FFFFFFEE -18d (it 17 AttributeDefinition'd_attributes.WeaponPerShotAccuracyImpulse') 00000192 402d (nt "ModifierType") 00000000 00000094 148d (nt "ByteProperty") 00000000 00000008 8d 00000000 00000197 407d (nt "MT_Scale") 00000000 00000056 86d (nt "BaseModifierValue") 00000000 00000244 580d (nt "StructProperty") 00000000 00000078 120d (nt "Body") 00000000 00000043 67d (nt "AttributeInitializationData") 00000000 0000005A 90d (nt "BaseValueConstant") 00000000 000000F4 244d (nt "FloatProperty") 00000000 00000004 4d 00000000 3E99999A (float ~~+0.3000) Code: 00000048 72d (nt "AttributeToModify") 00000000 000001A6 422d (nt "ObjectProperty") 00000000 00000004 4d 00000000 FFFFFFF2 -14d (it 13 AttributeDefinition'd_attributes.WeaponFireRate') 00000192 402d (nt "ModifierType") 00000000 00000094 148d (nt "ByteProperty") 00000000 00000008 8d 00000000 00000197 407d (nt "MT_Scale") 00000000 00000056 86d (nt "BaseModifierValue") 00000000 00000244 580d (nt "StructProperty") 00000000 00000078 120d (nt "Body") 00000000 00000043 67d (nt "AttributeInitializationData") 00000000 0000005A 90d (nt "BaseValueConstant") 00000000 000000F4 244d (nt "FloatProperty") 00000000 00000004 4d 00000000 3E4CCCCD (float ~~+0.2000) and it also makes it "0.3000" better or worse for recoil affecting accuracy. Damage is confirmed to be +10%, by the way. Last edited by Peewee; 11-06-2009 at 10:30 AM. |
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| | #36 |
| Novice | Re: [Borderlands] Weapon Parts + Effects Fire rate is dword fffffff2, accuracy is dword ffffff1d, and clip size is fffffff6. They're set out in the same way as the damage modifier, like so: Code: FFFFFFF6 -10d (it 9=AttributeDefinition'd_attributes.WeaponClipSize') 00000192 402d (nt "ModifierType") 00000000 00000094 148d (nt "ByteProperty") 00000000 00000008 8d 00000000 00000197 407d (??) 00000000 00000056 86d (nt "BaseModifierValue") 00000000 00000244 580d (nt "StructProperty") 00000000 00000078 120d (nt "Body") 00000000 00000043 67d (nt "AttributeInitializationData") 00000000 0000005A 90d (nt "BaseValueConstant") 00000000 000000F4 244d (nt "FloatProperty") 00000000 00000004 4d 00000000 40C00000 (float ~~ 6.0d) (The clip has 6 more bullets than the base value) |
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| | #37 |
| Junior Member | Re: [Borderlands] Weapon Parts + Effects I had the same idea of mapping out the stuff, just needed to find a better UPK extractor. Nice to see exact values from thsi though XD. |
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| | #38 |
| Novice | Re: [Borderlands] Weapon Parts + Effects The magazine size changes inveresely to the degree. For example: "gd_weap_revolver_pistol.mag.mag5" has the lowest magazine, in this case only 2 shots till reoad for revolver, but has the maximum damage for that Manufacturer. "gd_weap_revolver_pistol.mag.mag2" I believe is the lowest damage, but the most shots per reload. Sniper Rifle String: "gd_weap_sniper_rifle.Sight.sight5_Atlas_Cyclo ps" Massive Zoom Last edited by jpitty; 11-06-2009 at 04:41 PM. |
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| The Following User Says Thank You to jpitty For This Useful Post: | Gawl (11-07-2009) |
| | #39 |
| Premium Member ![]() | Re: [Borderlands] Weapon Parts + Effects It wont let me drag and drop the save back on my hdd in XPORT? |
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| | #40 |
| Junior Member | Re: [Borderlands] Weapon Parts + Effects I may be able to speed this up some... all depends on how much gun info im getting from this debug menu. |
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