Modding your own GW
manitoba1073
We'll I found this interesting on Guildwars wikki
http://wiki.guildwars.com/wiki/User_...archive#gw.dat
Seems Anet said its ok to somewhat mod your GW game. Wonder what programs one would need to open the .dat file. Who knows how much fun for ourselfs we could make. Since you would only be changing things on your own end, thus not violating the EULA or TOS.
http://wiki.guildwars.com/wiki/User_...archive#gw.dat
Seems Anet said its ok to somewhat mod your GW game. Wonder what programs one would need to open the .dat file. Who knows how much fun for ourselfs we could make. Since you would only be changing things on your own end, thus not violating the EULA or TOS.
Skuld
Anyone wanting to attempt that, read Emily's words very carefully before you do anything.
manitoba1073
So far its been done with sound files such as the UT kill sounds.
Redfeather1975
I totally bookmarked that.
Weeeeee.
I love modding.
I had no idea we could mod textures in Guild Wars.
I have to put my friends faces on my heroes. lol
Weeeeee.
I love modding.
I had no idea we could mod textures in Guild Wars.
I have to put my friends faces on my heroes. lol
manitoba1073
from what ive seen it is possible to mod textures on your side only. I.E. the Terror Sheild hoax was done that way.
Winterclaw
I'm surprised ANet hasn't released a client side mod to change you PC's hair locally only if they can't do anything like that in the game.
mazey vorstagg
I was thinking about that too. Modding is a very important part of my life and I've always wanted to have look at the interior of that .dat file.
However I believe that the file only contains the meshes and textures used in the game, nothing that could be used to 'cheat'. Therefore all the changes you made would be client side and only you would be able to see.
In WoW you can make it so you see different textures differently by making a fake folder structure that matches the one found inside the dat file. The engine automatically looks for folders rather than the .dat file and so in game you can make a textures show up differently, naturally it's very hit and miss without access to the dat.
Anyway, if you did alter any files they'd be updated and replaced next time you ran GW so it's a lost cause in that respect.
However people that illegally host servers of GW can mod them as much as they like.
I believe that .dat files are encrypted in a way that means they can only be read by the program that encrypted them. Therefore GW would have to release a .dat opener in order to view the files.
However I believe that the file only contains the meshes and textures used in the game, nothing that could be used to 'cheat'. Therefore all the changes you made would be client side and only you would be able to see.
In WoW you can make it so you see different textures differently by making a fake folder structure that matches the one found inside the dat file. The engine automatically looks for folders rather than the .dat file and so in game you can make a textures show up differently, naturally it's very hit and miss without access to the dat.
Anyway, if you did alter any files they'd be updated and replaced next time you ran GW so it's a lost cause in that respect.
However people that illegally host servers of GW can mod them as much as they like.
I believe that .dat files are encrypted in a way that means they can only be read by the program that encrypted them. Therefore GW would have to release a .dat opener in order to view the files.
manitoba1073
Well the old FS dat file extracter used to work on a bunch of other games but for the love of god I cant remember the name of it. I've done modding on lots of other games myself too.
pamelf
Well, I personally don't know how to mod, but if any of you do, I'd love to see some screen shots!!
Kinn
o rly? I'd like to be able to change the bow/arrow combat sounds back to what they were like a few months ago
Milennin
Oh, awesome. I don't know how this stuff works, but I'm going to try it out.=D
prism2525
UT sounds in GW? Sign me up!
All enemy deaths would play some taunt
All enemy deaths would play some taunt
Skuld
L-L-L-LUDICROUS Kill!
MrFuzzles
It's a grey zone, modding multiplayer games. Even just changing textures seems pretty harmless to most - especially pve gamers - but a lot of people will fly up in arms about anything that could be considered an "advantage" in pvp. Such as making all monk textures a solid red, all Signet of Devotion particle graphics a bright flashing yellow, and so on. Basically stuff that's intended to make your client more efficient than pretty.
I've dabbled into modding since quake 2, and it's always a huge can of worms in fps games. Competitive players want brightskins for everyone, more casual players think it's lame and takes a lot of the fun out of it. If you go to the official UT2k4 forums and browse a little, there's usually always a 70 page thread about people arguing over if brightskins should be allowed or not.
I don't really mind either way. Personally I don't think that brightskin mods make *that* big of a difference, and as long as nothing is forcing me to use them, I don't mind. I still think it's cheesy though, and possibly better left alone than making it moddable.
I've dabbled into modding since quake 2, and it's always a huge can of worms in fps games. Competitive players want brightskins for everyone, more casual players think it's lame and takes a lot of the fun out of it. If you go to the official UT2k4 forums and browse a little, there's usually always a 70 page thread about people arguing over if brightskins should be allowed or not.
I don't really mind either way. Personally I don't think that brightskin mods make *that* big of a difference, and as long as nothing is forcing me to use them, I don't mind. I still think it's cheesy though, and possibly better left alone than making it moddable.
Bryant Again
Oh HELL yes. I need to find out if I can up the resolution on the FoW armors, and see if I can modify the UI.
<3 Modding
<3 Modding
LifeInfusion
Quote:
In case anyone was concerned about this reply, keep in mind that alterations that people make to their own .dat files will not affect the play experience of others. All of that important data is stored server side, so any changes that would be able to be made are purely cosmetic. |
Quote:
Originally Posted by MrFuzzles
Such as making all monk textures a solid red, all Signet of Devotion particle graphics a bright flashing yellow, and so on. Basically stuff that's intended to make your client more efficient than pretty.
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Seriously though they opened a can of worms with that one.
fenix
Quote:
However, I was also told that if the modification was something that would be of benefit to the community as a whole, that you should talk to us about what you'd like to do. We do have the best interest of the GW community in mind, so we're open to hear about beneficial modifications that would benefit everyone. |
Pariah Hellfire
I'm all over this...I will be diving into this tonight for sure.
I really wish Anet would release something supported by them for modifications as they apprently seem ok with it on a certain level,obviously not game changing mods,although hosting modified,"approved islands" would be groovy.Love to know "official" file formats and any crucial game breaking data that could be supplied.Pariah needs a new pair of shoes!
I really wish Anet would release something supported by them for modifications as they apprently seem ok with it on a certain level,obviously not game changing mods,although hosting modified,"approved islands" would be groovy.Love to know "official" file formats and any crucial game breaking data that could be supplied.Pariah needs a new pair of shoes!
TempusReborn
Ok sounds to die for ^^
"The Kurzicks are on a RAAAAMMPAGE " (Or Luxons to taste)
{Your Down}MEDICAL EMERGENCY!!!
{Game Over} Waaaaaa....Wipeout
{Gold Wep Drop} Hallllauia (Worms Armagedon Style) or Zelda Pick Up Item Music (Youve found the Master Sword....Again!)
{Vanquished Area} FF7 Battle End Music *Duh Duh Duh Duh Durrr Dur Durh!*(Will give 5k to anyone who shows me how for this one^^)
{In Realm of Torment} "I sense a Demon Nearby" (Warcraft 3 -no Im not a WoW player)
{Being a 55hp Monk XD} Mario Inincible Sound
{Shadow Stepping}"Im There" , "As Fast as Lightning" (Comand and Conquer 3)
{Fleeing} "Better Part of Valour, Better Part of Valour!!!" (Baldurs Gate 1)
{Talking to Merch} "Something on yo' mind" (Baldurs Gate again)
{FireStorm} "I Love the smell of napalm in the morning"
Anyway - Wouldnt know where to begin modding XD But theres some ideas Id like if I could
"The Kurzicks are on a RAAAAMMPAGE " (Or Luxons to taste)
{Your Down}MEDICAL EMERGENCY!!!
{Game Over} Waaaaaa....Wipeout
{Gold Wep Drop} Hallllauia (Worms Armagedon Style) or Zelda Pick Up Item Music (Youve found the Master Sword....Again!)
{Vanquished Area} FF7 Battle End Music *Duh Duh Duh Duh Durrr Dur Durh!*(Will give 5k to anyone who shows me how for this one^^)
{In Realm of Torment} "I sense a Demon Nearby" (Warcraft 3 -no Im not a WoW player)
{Being a 55hp Monk XD} Mario Inincible Sound
{Shadow Stepping}"Im There" , "As Fast as Lightning" (Comand and Conquer 3)
{Fleeing} "Better Part of Valour, Better Part of Valour!!!" (Baldurs Gate 1)
{Talking to Merch} "Something on yo' mind" (Baldurs Gate again)
{FireStorm} "I Love the smell of napalm in the morning"
Anyway - Wouldnt know where to begin modding XD But theres some ideas Id like if I could
Hysteria
I have mixed feelings about this. The ability to change textures would certainly enhance game play but the fact of the matter is a lot of these can be modded in ways that would provide people, especially with considerable experience, a definate advantage in PvP. Highlighting certaing skill animations, enhancing the radar, and highlighting certain armors are just a few examples. I can't imagine Anet even semi-officially giving the nod to this and would expect a statement condemning this type of modding.
prism2525
how do you edit the sounds? Texmod is kinda ok for textures but sounds?
Also, I just can't get the hang of changing armors or weapons. They just become too shiny.
Also, I just can't get the hang of changing armors or weapons. They just become too shiny.
Bryant Again
Gaile's on patrol, maybe she'll comment...
Caoimhe
I should start a pool:
How long will it take, if the concept of the OP is true, for someone with both too much time and too many hormones to release a "nude mod"? It seems like that's always the first direction mods go... the why is a whole seperate topic.
IRT Tempus: LOL!!
Althought {fleeing} should be: Run Away! Run Away! (from Monty Python)
How long will it take, if the concept of the OP is true, for someone with both too much time and too many hormones to release a "nude mod"? It seems like that's always the first direction mods go... the why is a whole seperate topic.
IRT Tempus: LOL!!
Althought {fleeing} should be: Run Away! Run Away! (from Monty Python)
manitoba1073
whats even funnier is theres a german site called nude something tht had a link to to another site aabout ppl wanting to know if it could be done , that was back in Nov 05 - Jan 06 lol
NekoZ
This should of been a solid no by Anet, it may open up a bunch of problems when people can do things like this. Maybe make some things invisible and such..
kai200
Quote:
Originally Posted by NekoZ
This should of been a solid no by Anet, it may open up a bunch of problems when people can do things like this. Maybe make some things invisible and such..
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foo
I'd use a mod which will make all toons appear female. ;]
Age
You would really love to get your hand on that Dat.Back file wouldn't you to bad it isn't a bunch of txt.files or load out core and default core.I wouldn't mind seeing a few mods for GW if there was more than one server.I tried to open that file once and it wouldn't.
drago34
I would love to mod my textures and sounds but I think I'm going to stay clear of it. I don't need to mess it up and crash the client lol.
JackRabbitSlim
Quote:
Originally Posted by Bryant Again
Oh HELL yes. I need to find out if I can up the resolution on the FoW armors, and see if I can modify the UI.
<3 Modding |
http://wiki.guildwars.com/wiki/Image...shot_small.jpg
Not much, but it's a work in progress, mainly to see how easy it was.
As for armors, they seem to be tied to hairstyles, and extract without transparency. Meaning jagged edges and some pretty awful looking stuff.
Quote:
Originally Posted by kai200
You know that would only be for the person who did it, right? And if they screwed things up too bad, they could always re-install. Or... Simply don't touch what you don't know how to use.
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Quote:
Originally Posted by prism2525
Also, I just can't get the hang of changing armors or weapons. They just become too shiny.
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Jaythen Tyradel
http://www.guildwarsguru.com/forum/s...php?t=10132538
I have not tried this yet, but since this is relevant to this discussion.
Let me know how this well this works.
I have not tried this yet, but since this is relevant to this discussion.
Let me know how this well this works.
Caoimhe
JackRabbitSlim, here's what I've been able to determine so far, as far as texture modding goes:
1. Using BMP format as a target export format in Texmod preserves the texture and the alpha at the correct sizes. (I expected the Targa (TGA) format to do this, and was surpised when it didn't.)
2. The textures appear to be quadrant-based, and the alpha channel as well; as an example, when I exported my ranger's texture, I got a nearly-all-black alpha on the top half and left half of the bottom, but the alpha was nearly all white where her hair texture was in that lower right quad.
3. Transparency, from what I've seen so far, does not appear to be alpha related; it looks as though the alpha is purely for reflection mapping, but I've not seen enough, as yet, to declare this as truth. All I know is, when I changed part of the alpha to white, in response to an area I wanted "transparent", I got the shiny look in game. When I changed the area to match the general background color of the exported texture and went back to the old alpha, the in-game model presented the finish correctly, but the modded area showed up in the color I'd switched to, rather than transparent.
This is going to be an interesting challenge!
1. Using BMP format as a target export format in Texmod preserves the texture and the alpha at the correct sizes. (I expected the Targa (TGA) format to do this, and was surpised when it didn't.)
2. The textures appear to be quadrant-based, and the alpha channel as well; as an example, when I exported my ranger's texture, I got a nearly-all-black alpha on the top half and left half of the bottom, but the alpha was nearly all white where her hair texture was in that lower right quad.
3. Transparency, from what I've seen so far, does not appear to be alpha related; it looks as though the alpha is purely for reflection mapping, but I've not seen enough, as yet, to declare this as truth. All I know is, when I changed part of the alpha to white, in response to an area I wanted "transparent", I got the shiny look in game. When I changed the area to match the general background color of the exported texture and went back to the old alpha, the in-game model presented the finish correctly, but the modded area showed up in the color I'd switched to, rather than transparent.
This is going to be an interesting challenge!
JackRabbitSlim
I've found pretty much the same things, and I've been extracting as .PNG. Transparency can be handled using .PNGs and just making sections transparent in the actual texture. Setting the alpha to all black generally gives a matte look, so I'd agree it's primarily for reflections. I may shoot Emily a message to ask about it, but I'm not sure if she'd be able to confirm.
The biggest problem I've had so far is getting hair to look anywhere near decent, seeing as what was graded opacity on the actual textures comes out as grayscale when extracted. For that reason, I'm staying away from armor modding at the moment, sticking to weapons and the UI.
And yup, it's been great fun so far!
The biggest problem I've had so far is getting hair to look anywhere near decent, seeing as what was graded opacity on the actual textures comes out as grayscale when extracted. For that reason, I'm staying away from armor modding at the moment, sticking to weapons and the UI.
And yup, it's been great fun so far!
bilateralrope
Quote:
Originally Posted by mazey vorstagg
However I believe that the file only contains the meshes and textures used in the game, nothing that could be used to 'cheat'. Therefore all the changes you made would be client side and only you would be able to see.
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Quote:
The client doesn’t do much except graphical presentation and input preparation (including encryption). This is a deliberate security choice. They assume the game client is infinitely hackable, and hence limit its power to sending a small number of well-defined messages. |
prism2525
Quote:
Originally Posted by JackRabbitSlim
You need to extract the alpha channel as well. I've been setting it all black, basically removing any reflections, but at least the shininess goes.
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Sry about this but i don't really understand much about channels.
JackRabbitSlim
Sorry, should have explained more.
Armor and weapons seem to have 2 textures: 1 for the actual weapon/armor, and another that (we think) maps reflections. To remove the shininess, you can extract the second texture and set it all black. It's a bit clumsy, but it works so far for me.
Armor and weapons seem to have 2 textures: 1 for the actual weapon/armor, and another that (we think) maps reflections. To remove the shininess, you can extract the second texture and set it all black. It's a bit clumsy, but it works so far for me.
Bryant Again
Quote:
Originally Posted by JackRabbitSlim
Sorry, should have explained more.
Armor and weapons seem to have 2 textures: 1 for the actual weapon/armor, and another that (we think) maps reflections. To remove the shininess, you can extract the second texture and set it all black. It's a bit clumsy, but it works so far for me. |
Also, how're you editing then using these files? Is there any executables we can use online?
Redfeather1975
Quote:
Originally Posted by JackRabbitSlim
Sorry, should have explained more.
Armor and weapons seem to have 2 textures: 1 for the actual weapon/armor, and another that (we think) maps reflections. To remove the shininess, you can extract the second texture and set it all black. It's a bit clumsy, but it works so far for me. |
JackRabbitSlim
I don't have any examples of working with the alpha channel, no. I'll try and knock something up in the coming days - once I get my hands on a fellblade to mod (hint hint).
As for how I'm editing, I'm using Texmod and Photoshop. There's a guide on how to actually use it here: http://wiki.guildwars.com/wiki/Guide...-game_graphics
If you're interested in modding the UI, shoot me a message on the official wiki (User:AT).
That sounds like a pretty good guess. I pretty much suck at reflections etc, so I've been avoiding them so far.
As for how I'm editing, I'm using Texmod and Photoshop. There's a guide on how to actually use it here: http://wiki.guildwars.com/wiki/Guide...-game_graphics
If you're interested in modding the UI, shoot me a message on the official wiki (User:AT).
Quote:
Originally Posted by Redfeather1975
If it is similar to other game's textures, I'm guessing the alpha channel is the specular map. So if you want buckles to be shiny you cut can make that area of the alpha channel lighter to give the buckles a shiny look
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Bowman Artemis