AC09 BIG Editor v1.0

Well it is all stored in a database, one of the really good things that I saw at the playtest was that they could change AI in game using a computer, so they made the game so they could tweak it easily, so it follows that once we can get in to that database we would be able to make an editor to do just about as much.
You are right. I have look at the files and it is easily editable. We can change shot direction, shot duration and some other stuffs too. Changing weather condition which affects the game is also highly editable.

BTW do you mean something like this?

Batting
<ActionVariation Name="PullShot_FrontOfSquare-s2-v1" Folder="\Attacking\BackFoot">
<Attributes>
<AttributeDescriptor AttributeType="AttrEnum" Name="ShotType" Value="Attacking" ValueOptions="" />
<AttributeDescriptor AttributeType="AttrEnum" Name="Footwork" Value="Back" ValueOptions="" />
<AttributeDescriptor AttributeType="AttrDirectionAngle" Name="DirectionAngle" Value="[0.8837879, 0.4678877] : 30" ValueOptions="" />
<AttributeDescriptor AttributeType="AttrBlend" Name="HitData" Value="Left_Local_prop01_Bat:0.1:[0.937848, -0.2076966, 0.2772304]:[-0.3936016, 1.220654, 0.7247882]:[-0.3434421, 1.247851, 0.564662]:[-0.4409475, 1.192834, 0.8857462]" ValueOptions="" />
<AttributeDescriptor AttributeType="AttrString" Name="CommentaryShotName" Value="Pull" ValueOptions="" />
<AttributeDescriptor AttributeType="AttrString" Name="Notes" Value="" ValueOptions="" />
<AttributeDescriptor AttributeType="AttrBlend" Name="HitData_Early" Value="Left_Local_prop01_Bat:0.1333333:[0.9007865, -0.108471, -0.4200311]:[0.2309475, 1.16061, 0.5613286]:[0.1629574, 1.203571, 0.4115643]:[0.3016399, 1.117324, 0.709833]" ValueOptions="" />
<AttributeDescriptor AttributeType="AttrBlend" Name="HitData_Late" Value="Left_Local_prop01_Bat:0.06666666:[-0.1622156, -0.431402, 0.8864419]:[-1.029682, 1.352002, 0.09589285]:[-0.8617847, 1.348378, 0.1214754]:[-1.198065, 1.354332, 0.07296957]" ValueOptions="" />
</Attributes>
<Transitions />
<Performance Name="PullShot_FrontOfSquare-s2-v1" Folder="" PlayMode="Once">
<Attributes />
<Layers>
<PerformanceLayer Name="PullShot_FrontOfSquare-s2-v1" Folder="" Duration="1.33333707" RootBoneName="pelvis" BlendType="Blend" Alpha="1">
<Segments>
<PerformanceLayerSegment Name="PullShot_FrontOfSquare-s2-v1" Folder="" StartTime="0" SequenceStartOffset="0" Duration="1.33333707" PlaySpeed="1" TrimmedOnPurpose="false" Sequence="PullShot_FrontOfSquare-s2-v1" />
</Segments>
</PerformanceLayer>
<PerformanceLayer Name="Face" Folder="" Duration="1.30262208" RootBoneName="pelvis" BlendType="Combine" Alpha="1">
<Segments>
<PerformanceLayerSegment Name="t_anger_v01" Folder="" StartTime="0.004225351" SequenceStartOffset="0" Duration="1.45833337" PlaySpeed="0.207746759" TrimmedOnPurpose="false" Sequence="t_anger_v01" />
<PerformanceLayerSegment Name="blink_1" Folder="" StartTime="0.363380253" SequenceStartOffset="0" Duration="0.3" PlaySpeed="1" TrimmedOnPurpose="false" Sequence="blink_1" />
<PerformanceLayerSegment Name="t_yell_v01" Folder="" StartTime="0.76901406" SequenceStartOffset="0" Duration="1.125" PlaySpeed="0.474318236" TrimmedOnPurpose="false" Sequence="t_yell_v01" />
</Segments>
</PerformanceLayer>

Bowling (Possibly by CPU)
<dbNamedObject type="cxBowlingTactic" name="BatPad_SlipsTrap">
<dbVector name="breakConditions" size="4">
<dbVectorElement value="cxWrongDeliveryBreakCondition">
</dbVectorElement>
<dbVectorElement value="cxStrikeChangedBreakCondition">
</dbVectorElement>
<dbVectorElement value="cxWicketBreakCondition">
</dbVectorElement>
<dbVectorElement value="cxRunRateBreakCondition">
<dbAttribute name="maxRunRateAllowed" value="4.0" />
</dbVectorElement>
</dbVector>
</dbNamedObject>
<dbNamedObject type="cxBowlingTactic" name="BowlingAtTheDeath">
<dbVector name="breakConditions" size="3">
<dbVectorElement value="cxWrongDeliveryBreakCondition">
</dbVectorElement>
<dbVectorElement value="cxBoundaryBreakCondition">
<dbAttribute name="maxBoundaries" value="2" />
</dbVectorElement>
<dbVectorElement value="cxRunRateBreakCondition">
<dbAttribute name="minRunRateAllowed" value="6.0" />
<dbAttribute name="maxRunRateAllowed" value="8.0" />
</dbVectorElement>
</dbVector>
</dbNamedObject>
<dbNamedObject type="cxBowlingTactic" name="BowlingAtTheDeath2">
<dbVector name="breakConditions" size="3">
<dbVectorElement value="cxWrongDeliveryBreakCondition">
</dbVectorElement>
<dbVectorElement value="cxBoundaryBreakCondition">
<dbAttribute name="maxBoundaries" value="2" />
</dbVectorElement>
<dbVectorElement value="cxRunRateBreakCondition">
<dbAttribute name="minRunRateAllowed" value="6.0" />
<dbAttribute name="maxRunRateAllowed" value="8.0" />
</dbVectorElement>
</dbVector>
</dbNamedObject>
<dbNamedObject type="cxBowlingTactic" name="BowlToOffSideField_LegSpin">
<dbVector name="breakConditions" size="3">
<dbVectorElement value="cxWrongDeliveryBreakCondition">
</dbVectorElement>
<dbVectorElement value="cxBoundaryBreakCondition">
<dbAttribute name="maxBoundaries" value="2" />
</dbVectorElement>
<dbVectorElement value="cxRunRateBreakCondition">
<dbAttribute name="minRunRateAllowed" value="4.0" />
<dbAttribute name="maxRunRateAllowed" value="6.0" />
</dbVectorElement>
</dbVector>

Replays
<!-- USER REPLAY INTERFACE -->
<mgTable>
<initialiser name="UserReplay">
<ReservedSpace>1</ReservedSpace>
<Field name="SliderFrame" size="4" unique="0" primary="0" type="Integer"/>
<Field name="SliderTime" size="32" unique="0" primary="0" type="String"/>
<Field name="StartPressed" size="4" unique="0" primary="0" type="Integer"/>
<Field name="BackwardPressed" size="4" unique="0" primary="0" type="Integer"/>
<Field name="PlayPressed" size="4" unique="0" primary="0" type="Integer"/>
<Field name="PausePressed" size="4" unique="0" primary="0" type="Integer"/>
<Field name="ForwardPressed" size="4" unique="0" primary="0" type="Integer"/>
<Field name="EndPressed" size="4" unique="0" primary="0" type="Integer"/>
<Field name="CameraPressed" size="4" unique="0" primary="0" type="Integer"/>
<Field name="RotateZoomEnabled" size="4" unique="0" primary="0" type="Integer"/>
<Field name="CameraRotate" size="4" unique="0" primary="0" type="Integer"/>
<Field name="CameraZoom" size="4" unique="0" primary="0" type="Integer"/>
</initialiser>
<Record>
<SliderFrame>1</SliderFrame> <!-- 1 - 100 -->
<SliderTime>00:00:00</SliderTime> <!-- Time elapsed as MM:SS:MSMS -->
<StartPressed>0</StartPressed> <!-- 0 = not pressed, 1 = pressed -->
<BackwardPressed>0</BackwardPressed> <!-- 0 = not pressed, 1 = pressed -->
<PlayPressed>0</PlayPressed> <!-- 0 = not pressed, 1 = pressed -->
<PausePressed>0</PausePressed> <!-- 0 = not pressed, 1 = pressed -->
<ForwardPressed>0</ForwardPressed> <!-- 0 = not pressed, 1 = pressed -->
<EndPressed>0</EndPressed> <!-- 0 = not pressed, 1 = pressed -->
<CameraPressed>0</CameraPressed> <!-- 0 = not pressed, 1 = pressed -->
<RotateZoomEnabled>0</RotateZoomEnabled> <!-- 0 = not pressed, 1 = pressed -->
<CameraRotate>0</CameraRotate> <!-- 0 = not pressed, 1 = pressed -->
<CameraZoom>0</CameraZoom> <!-- 0 = not pressed, 1 = pressed -->
</Record>
</mgTable>

Some More stuffs like Unlock
<mgTable>
<initialiser name="KitBagItems">
<ReservedSpace>48</ReservedSpace>
<Field name="LockState" size="4" unique="0" primary="0" type="Integer"/>
<Field name="UnlockMethod" size="128" unique="0" primary="0" type="String"/>
<Field name="Brand" size="64" unique="0" primary="0" type="String"/>
<Field name="Name" size="36" unique="0" primary="0" type="String"/>
<Field name="Description" size="256" unique="0" primary="0" type="String"/>
</initialiser>
<Record>
<LockState>1</LockState>
<UnlockMethod>FASTEST 100 IN ICC ODI</UnlockMethod>
<Brand>Bradbury</Brand>
<Name>DEVESTATOR</Name>
<Description>Massive edges, supremely balanced. Awesome sweet spot with concave scooping.</Description>
</Record>
<Record>
<LockState>1</LockState>
<UnlockMethod>FASTEST 100 IN ICC ODI</UnlockMethod>
<Brand>Bradbury</Brand>
<Name>DEVESTATOR</Name>
<Description>Massive edges, supremely balanced. Awesome sweet spot with concave scooping.</Description>
</Record>
<Record>
<LockState>1</LockState>
<UnlockMethod>FASTEST 100 IN ICC ODI</UnlockMethod>
<Brand>Bradbury</Brand>
<Name>DEVESTATOR</Name>
<Description>Massive edges, supremely balanced. Awesome sweet spot with concave scooping.</Description>
</Record>
<Record>
<LockState>1</LockState>
<UnlockMethod>FASTEST 100 IN ICC ODI</UnlockMethod>
<Brand>Bradbury</Brand>
<Name>DEVESTATOR</Name>
<Description>Massive edges, supremely balanced. Awesome sweet spot with concave scooping.</Description>
</Record>
 
can you give me the location of these files in the big.w32 archive?
 
You are right. I have look at the files and it is easily editable. We can change shot direction, shot duration and some other stuffs too. Changing weather condition which affects the game is also highly editable.
BTW do you mean something like this?
No, almost none of them control gameplay. The database WHM is talking about is global.db inside startup.wad.
 
No, almost none of them control gameplay. The database WHM is talking about is global.db inside startup.wad.
yeah I knew. I didn't post because I dont know how to edit as it is not editable using notepad. But from the look of the file I can easily say we can make a editor for it.
 
Its harder than you would think. There is no ingame editor so you can't compare edited file with the original to determine offsets and data types like in case of the roster. But this game is certainly more editable than Cricket 07 in the gameplay department.
 
Let's hope then we get that editor soon. BTW what actually Bowling and Batting file (which I posted above) do? I guess Batting file is only for animation.
 
Well it is all stored in a database, one of the really good things that I saw at the playtest was that they could change AI in game using a computer, so they made the game so they could tweak it easily, so it follows that once we can get in to that database we would be able to make an editor to do just about as much.


Now that does sound interesting. There is no doubt about that if "we" could edit gameplay this game would have a lot longer shelf-life that it has at the moment in my case. I don't like online as it is just smash-a-holic united and offline is broke, in my humble and very personal opinion.
 
Let's hope then we get that editor soon. BTW what actually Bowling and Batting file (which I posted above) do? I guess Batting file is only for animation.
Not sure about the bowling file you posted. The name suggests that it might have been used during development for debugging. It hasn't changed in the beta versions so it can't be controlling the gameplay.
 
have you found the way to extract contents of the model archive ?
 
We don't need models to be edited at the moment our main concern is texture cant say about all but my is certainly textures.
 
Have you found a fix for the bug causing the gdata.wad archive getting corrupted while replacing any file inside gdata.wad/global location??:(:noway
 

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