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Discussion [Release] ffCompiler - Create your own .ff files

  • Thread starter Lost4468
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c2U3ZW5za2lk

c2U3ZW5za2lk

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Damn, this is pretty sweet. Most people will only want this for the more space in GSCs, but I'm more interested in other stuff(localized strings, etc.)

What about menufiles? I'd like to be able to just add stuff right into the options menu ingame, such as g_speed or whatever else.
Compiling a menu file would take a lot of work that lost probably doesn't want to do.
 
ihatecompvir

ihatecompvir

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Well, damn. If only there were more people working on this...
 
BuC-ShoTz

BuC-ShoTz

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Well, damn. If only there were more people working on this...

do you know where i can get a menu def file for mw2? (uncompiled)

i have waw menu files uncompressed, but would like to look at the a mw2 one

im thinking about making one for ps3, but will need a tester.
ive already written the code to make the zone file.
 
ihatecompvir

ihatecompvir

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do you know where i can get a menu def file for mw2? (uncompiled)

i have waw menu files uncompressed, but would like to look at the a mw2 one

You probably can't get the uncompressed menus, but I'm going to guess it's the same thing as CoD4 or WaW.
 
c2U3ZW5za2lk

c2U3ZW5za2lk

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You probably can't get the uncompressed menus, but I'm going to guess it's the same thing as CoD4 or WaW.

Menu's aren't compressed. They are just compiled in a certain way.
Code:
#include "ui/menudef.h"

{
// CREATE AUTO-UPDATE CONFIRMATION POPUP MENU \\
menuDef 
{
name	"auconfirm"
fullscreen 0
rect 204 160 235 135
focusColor COLOR_FOCUSED
style 1
border 1
popup

onESC
{
close auconfirm
}

itemDef 
{
name acwindow
group grpControlbutton
rect 0 2 235 135
style WINDOW_STYLE_FILLED
border 1
bordercolor .5 .5 .5 .5
forecolor 1 1 1 1
backcolor 0 0 0 .85
visible 1
decoration
}

itemDef 
{
name acwindow2
group grpControlbutton
rect 2 4 231 20	
style WINDOW_STYLE_FILLED
border 1
bordercolor .1 .1 .1 .2
forecolor 1 1 1 1
//			backcolor .3 0.5 0.2 .55
//			backcolor .3 0.2 0.6 .55
backcolor 1 1 .3 .3
visible 1
decoration
}


itemDef 
{
name acconfirm
text "@MENU_DOWNLOAD_AUTOUPDATE_PATCH" 
style 0
textscale .25 
textstyle 3
rect 116 20 110 20
textalign ITEM_ALIGN_CENTER
textalignx -55
textaligny 0
textfont UI_FONT_NORMAL
decoration
forecolor 1 1 1 1
visible 1
}

// Current version display
itemDef 
{
name oldtitle
text "@MENU_VERSION_INSTALLED" 
style 0
textscale .25 
textstyle 3
rect 30 40 110 20
textalign ITEM_ALIGN_LEFT
textalignx 0
textaligny 0
textfont UI_FONT_NORMAL
decoration
forecolor 1 1 1 1
visible 1
}
itemDef 
{
name oldver
dvar "cl_updateoldversion"
style 0
textscale .25 
textstyle 3
rect 30 55 110 20
textalign ITEM_ALIGN_LEFT
textalignx 0
textaligny 0
textfont UI_FONT_NORMAL
decoration
forecolor 1 1 1 1
visible 1
}

// Update version display
itemDef 
{
name newtitle
text "@MENU_VERSION_AVAILABLE" 
style 0
textscale .25 
textstyle 3
rect 30 70 110 20
textalign ITEM_ALIGN_LEFT
textalignx 0
textaligny 0
textfont UI_FONT_NORMAL
decoration
forecolor 1 1 1 1
visible 1
}
itemDef 
{
name newver
dvar "cl_updateversion"
style 0
textscale .25 
textstyle 3
rect 30 85 110 20
textalign ITEM_ALIGN_LEFT
textalignx 0
textaligny 0
textfont UI_FONT_NORMAL
decoration
forecolor 1 1 1 1
visible 1
}

itemDef 
{
name yes
text "@MENU_YES"
type 1
textscale .3
style		WINDOW_STYLE_FILLED
textstyle	ITEM_TEXTSTYLE_SHADOWED
rect 45 95 50 20
textalign ITEM_ALIGN_CENTER
textaligny 15
textfont UI_FONT_NORMAL
forecolor .9 .9 .95 1
//			backcolor .3 0.5 0.2 .55
visible 1
mouseEnter 
{ 
play "mouse_over";
} 
action { play "mouse_click"; getautoupdate }	
}

itemDef 
{
name no
text "@MENU_NO"
type 1
textscale .3
style		WINDOW_STYLE_FILLED
textstyle	ITEM_TEXTSTYLE_SHADOWED
rect 142 95 50 20
textalign ITEM_ALIGN_CENTER
textaligny 15
textfont UI_FONT_NORMAL
forecolor .9 .9 .95 1
//			backcolor .3 0.5 0.2 .55
visible 1
mouseEnter 
{ 
play "mouse_over";
} 
action { play "mouse_click"; close auconfirm } 		
}
}
}
 
ihatecompvir

ihatecompvir

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Lost4468

Lost4468

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Thanks Lost! Now I can edit the menu text on a whim, and not have the red unlocalized text.

Also does Localized String support work for CoD4?
Yes, some people have been telling me that the ff files load fine for cod 4 but it doesn't seem to be loading the assets :/.
 
HaVoC UnDeaD

HaVoC UnDeaD

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anyone want to tell me why this doesnt work?
Code:
REFERENCE			PLATFORM_PLAY_ONLINE_CAPS
LANG_ENGLISH			"Project Blackout"

ENDMARKER
 
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Wow im confused i have no idea wtf to do!!!! im such a Noob :/ i dont understand can any one help me???? :speechless:
 
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Tancha Killer

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It encrypts the scrypt when i try to open it WTF can you help me!
 
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BoomyNote21

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Sorry for the annoying question, i'm new, but... I clicked on the link, now which one do I click on to download the program?
 
ihatecompvir

ihatecompvir

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It encrypts the scrypt when i try to open it WTF can you help me!
The scripts are uncompressed, not encrypted, so FFViewer doesn't open them.


Actually a question to Lost, will Wii support be added? Wii FFs are basically the same thing as PC fastfiles.
This would be great, as Wii is a fun platform to mess around with stuff online in Black Ops.
 
CraigChrist8239

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The scripts are uncompressed, not encrypted, so FFViewer doesn't open them.


Actually a question to Lost, will Wii support be added? Wii FFs are basically the same thing as PC fastfiles.
This would be great, as Wii is a fun platform to mess around with stuff online in Black Ops.
The only difference would be...

1. The version ID at the top of the FF.
2. Asset IDs at the top of the zone.
 
Lost4468

Lost4468

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The scripts are uncompressed, not encrypted, so FFViewer doesn't open them.


Actually a question to Lost, will Wii support be added? Wii FFs are basically the same thing as PC fastfiles.
This would be great, as Wii is a fun platform to mess around with stuff online in Black Ops.
Maybe

The only difference would be...

1. The version ID at the top of the FF.
2. Asset IDs at the top of the zone.
Black ops is closer to pre mw2, and compressed rawfiles are different.
 
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