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About Me

Found 13 results

  1. Ron

    RF Map Tool

    Version 1.0.9


    RF Map Tool by RF-Dev Map Tool allows you to edit maps for RF Online. The original code has been fixed and improved by our team. Features Collision Editor Dummy Editor Entity Editor Particle Editor Sound Editor Compatible with all RF BSP versions Import / Export entities between maps with .mel files generated by Map Tool. About Map Tool Map Tool is built from the source code that has been around for some time. Extensive time has been spent repairing the original source, debugging various issues, and implementing our own code fixes and improvements. We are now happy enough with the current state of Map Tool to justify a public release. Various map editing features are available. The collision editor allows you to adjust barriers that prevent players from accessing certain locations. The dummy editor is for adding and adjusting monster spawn locations. The Dummy Editor can also modify NPC, portal, and mining locations. The Entity Editor enables customization of objects within maps. This allows you to move trees and other entities around, adjust their view range limits, and modify entity size through the scaling option. Map entities can be exported as .mel files to import into other maps. Sounds across maps can also be adjusted and are played in real-time within the editor. We are releasing Map Tool so the community can assist with testing, documentation, and expanding features over time. We will release occasional updates as we receive feedback from the community. Startup Guide Copy all files to your client folder (same folder as RF_Online.bin) Run RFMapTool.exe Note: Unpack the client RPK files for later RF versions. R3Engine.ini Settings [RenderState] RenderBits=32 //RF-Dev Map Tool has resolution improvements. This value works best for proper display of particles. [RFDevMapTool] PopupErrors=false // Change to 'true' to enable pop-up error dialoags. Monster / NPC / Portal / Mining Location Editing Load the map you want to adjust. Go to File > Dummy Open, then open the server side SPT file for this map. Click the Dummy Icon on the right sidebar to open the Dummy Editor. The Dummy Icon looks like a 2D Plane. Known Issues Newer maps such as OC may have problems loading textures. Packed RPK is currently not supported. Extract the RPK's to your client folder to work with entities. Packed RPK support will be added in a future version. If the options sidebar has overlap and formatting issues, try to enable High DPI Scaling Override. To do this, right click RFMapTool.exe, select Properties, select the Compatibility tab, click the Change high DPI settings button, enable the checkbox for High DPI scaling override, and set the drop-down to System. Save your changes and try Map Tool again. BM, OC, and some 1.5 maps with similar logic are not loading ground textures. Editor positioning on BM is off. You must fly straight down around -Y500 to reach the map. Common Errors D3DERR_INVALIDCALL Cause: MapTool does not currently work on systems running integrated graphics (no dedicated graphics card) Solution: If your system has a dedicated graphics card, make sure integrated graphics is disabled. Collision Vulnerability - Hacking Potential with Map Tool Map Tool can modify barriers in any map. This allows you to create your own barriers and block locations you don't want players accessing. This also allows you to remove all barriers and access locations players shouldn't normally be able to. Some versions of RF do not have proper server-side collision checking. It has already been possible to utilize hack tools to move through barriers. With Map Tool, players can more easily bypass barriers in maps simply by modifying client-side map files directly. We decided to not filter the tool and release including all features available in the original source. You should keep this vulnerability in mind if you are running a public server. Credits This release is proudly presented by the RF-Dev Team. @Agony - Developer @PC_Bro - Developer @Ron - Developer @leethobbit - QA Testing
  2. TriRozhka released his work for free. You can edit things much more faster than structorian Download : https://mega.nz/#!PBJS3a5C!9WMFk-wFJOUlV5LkC1Mu71Q7rn3YPq9DU0K-ByL6NbM ( original work russian language ) His statement : http://dev.trirozhka.ru/showpost.php?p=54&postcount=3 English language pack : https://mega.nz/#!rfo1laTC!VQpVKkfmuJFbnqTsRac-H_dNOwKZK6K--1LY_6vYBw4 ( english version made by Killerwoody and Freedom ) Tutorial : https://www.youtube.com/watch?v=1BFVx4QsQNI
  3. Is there a way to open and edit these files? like with the .ani files, I can see each keyframes, which particular bone was moved and so on then edit those, same goes for bbx and bn files. Preferably with 3ds MAX or Blender, if not then how else can I edit these, I want to try editing some of the animations and bones to what I need, and probably to smoothen some of the animations.
  4. Crowik

    Texture/Glow Tutorial

    ## Introductory note In this short tutorial I'll present how to change game textures. Briefly speaking, changing colours of armors/weapons and adding glovings. It is really basic one, you could use better tools/apps to adjust effects. Always make a backup of files what you are going to edite. Or use 2nd client - The reason why im saying that, is if you might screw something, and your game won't start after it, there would be no one who knows what have you done. Whole tutorial is based on my own informations what I gathered before(2012 it's just refreshed re-post). Tutorial is for newbies, maybe some informations are not exactly as they should be, will try to fix them in time, however I'll try to present it as best I can. If you have any doubts about it or if you find out something what I did not included here feel free to say. As far i know there are some ppl intrested on doing edits in game for make it more glamorous. ## What we'll need - The NVIDIA DDS plug-in which supports the DXTC texture DL - Photoshop/Gimp/Corel/or any graphic application which is supporting *dds format. DL - DDS Viewer like IrfanView + .dds plugin for IrfanView Plugin DL - RF Crypt Tools Crypt DL It is kinda important to have that crypter on root drive like 😄 or D:, so that all tools will work properly, do not try to put them in different folders becouse then it might not work. What if *dds plugin isn't works in your photoshop? Read it Using these tools, you must drag the file you want to uncompress on to the appropriate tool, it will uncompress it to its own folder (in the location you dragged it from). After making your edits, you drag and drop the folder on the appropriate tool to recompress it. ## About Textures When you're doing reskins, You're modifying the Texture of the item. That's why we are looking into the \Tex folder. In most of the case, an texture file is defined by a Mesh. That's why you will see also a mesh file in the same folder of the item. Now how to recognise every item? It depends, sometimes there is a logic in the names, allowing you to know which file correspond to which item. And sometimes no. So you will have to find by yourself the right file. The easier way is to cut the file and to paste it in another folder. Then log back in the game, and see if the texture disapeared. If the texture disapeared (Full white skeleton), then that mean you've find the right file. If nothing happend, paste the file back in the right place and do that again with another file. Main Locations of files: Below are the paths where to find the differents files - Armors : C:\RFC\Character\Player\Tex WHITET.RFS - Contains all races white armors 57-65 DARKT60.RFS - Contains level 55 all race armors - Weapons : C:\RFC\Item\Weapon\Tex ELFWPT01.RFS - Contains all Elf weapons textures GET00.RFS - Contains Granade Launcher(Acc Spec weapon) textures PVPWP.RFS - Contains all PVP Weapons textures(PointItem Npc near Portal in each HQ) NET55.RFS - Contains mostly 55 weapons textures WET12.RFS - Contain lvl 60 SK for ACC WET10.RFS - Contains lvl 50 Hora Weapons WET09.RFS - Contains lvl 45 Cora/Bellato Weapons WET08.RFS - Contains lvl 40 Cora/Bellato Weapons Etc Etc Etc... - Shields : C:\RFC\Item\Shield\Tex ELFSHT01.RFS - Contains Elf texture shields SHDACT.RFS - Contains all Accretians texture shields SHDBCT.RFS - Contains all Bellatos/Cora's texture shields - Jetpack : C:\RFC\Item\Armor\Tex AKT00.RFS - Contains all races Jetpack textures - MAUS : C:\RFC\Character\Unit\Tex CAUNT.RFS - Contains catapult textures from lvl 30 to 55 GOUNT.RFS - Contains goliath textures from lvl 30 to 55 60UNT1.RFS - Contains yellow catapult textures 60UNT2.RFS - Contains yellow goliath textures - Animus : C:\RFC\Character\Animus\Tex HEANT.RFS - Contains Hecates textures INANT.RFS - Contains Inannas textures ISANT.RFS - Contains Issis textures PAANT.RFS - Contains Paimons textures It's not really my intention to say you what rfs file contains what texture, if you are really up to find something do it. About recognizing each RFS file there is a small solution for it: Starting with the RFS, it's like CFW30.rfs [C,B,A means race] - A for ACC, B for Bell, C for Cora [F,M means sex] - M for male, F for Female, A for. . . ACC(?). [W,F,R means class] - R for Range, W for Warrior, F for Force&Launcher [number] - And there are still few numbers of packs which I won't explain now, make your own way to unpack and find out. ## Editing Textures After extracting the *rfs file you will find converted *dds texture files in the folder. When opening the files DO NOT load the mipmaps if it gives you the option to do so. After you'll open, it should look like this: The DDS is composed of 2 parts: A picture of the main frame which you can change using Application tools, IMPORTANT is that you can’t change size of image, and if you make additional effects outside sharpes they won’t be shown on your armor. You can use brushes, masks , filling it with whatever you want, also among the other effects. A channel Alpha allowing to determined the effects(Gloving) on the items (That is an upper for bellator melee warior lvl 47) Trying change colour on your own way you can use different ways ofc. If you gonna use Photoshop, it got some nice tools which can easily change basic colour, like HUE/Saturation. For more informations you can check this topic Change colour (As an example i changed armour colour a bit) ## Adding Alpha Gloving channel to texture If you want to modify how the effects are acting on the item, then you have to modify the channel Alfa. Go in the layer, activate the Alpha layer. If you want to modify armor, by adding some places when gloving will be shown on the armor, you need to edite or add active Alpha channel. Go Window-> Channels or just click channels panel if you are using default panel you should see it with layers and patchs. If your texture don’t have yet any alpha channel you need to add it. For That you’ll use small button on lower right corner.(Noticed on gif in red circle) After you’ll add new channel, click on RGB channels again, as you noticed it appears at it was before, no changes in one word (Now you see texture sharpes, easier to paint on it). For Adding effects you will need to Edite ONLY your new alpha channel. There are several ways to add it. As I said before, “you can use brushes, masks , filling it with whatever you want, also among the other effects”. You can do double click on your alpha channel for see more options with painting colour etc. After you’ll be done with all of your edites, it is time to save your file. Choose File -> Save as -> Choose *dds from list, then overwrite your file, window should be poped: Popup should give you few saving options. Select the options what you can see on my screen, to be sure that your alpha channel will be saved properly: DXT3 ARGB 8bpp | Explicit alpha 2D Texture Generate MIP maps After you save it(depends if you were overwriting original ones, being awared that you made a backup before, or editing copy) copy your file to your rfx(unpacked rfs file) drag and drop that folder on CryptTool. After it will be packed you can copy file to your main RF directory, where you found original one. Important is that you need to do relog for see changes. Here as an example I can show you what happens after you paint only edges, and whole area on alpha channel. https://youtu.be/MiGeemBDIrI # Glow Modify # Now I'll try to explain how do you can change few other things in game, like glows on weapons/armors, how to edite *eff files. ## What we need HxD (Fast Hex Editor) DL RFCrypt Tools v2 for work on files DL As I said before you need to edite or create an alpha channel on armor texture for get an gloving effect in game. That alpha channel is being controlled by *eff files. The *eff files that make the armor/weapons glow and show up in the Alpha channel as talked about above are found in: /Chef/Eff folder. The files what *eff using are in the folder : /Chef/Tex. (Here is an example of that kind of files (*dds in Tex folder), seriouly they are random ones) So all you need, is open *eff file with HxD application. After you'll do it you can see that file is written in Hexadecimal, and on the left panel you got decrypted version of it. Since I've got errors by some occasions I can say that there are few rules: File size cannot be changed If you are planning to overwrite content step by step, make your that columns and lines won't be changed. Even if you do it correctly, I'm talking about overwriting whole files, errors might be shown. ## Eff Structure Green 1 - Surface Effect The position 03 to 0C (in hex column) is the name of file which determining effect applied on the surface of the item. Surface effect is the effect that you can see when you look how the light is reflecting on your armor - shining/metal/light/point glowing etc. Green 2 - Glow Effect The position 07/0D (in hex column) name of file which will determine the glow applied on the item. This glows is the effect that is issued from the item (something like aura) Green 3 - Speed Control The position 0E/0F (in hex column) name of file which will determine how fast glowing is. 40 is the base number, don't really know if can become slower than it is. If you change it to 41, it moves at twice the speed of 40, and 42(that's really fast) moves at twice the speed of 41. Green 4 - Movement Control 00 = No movement 01 = Cycle of vertical and horizontal distortions, can look good, depends what *dds file has been used 02 = Scrolling effect (Base Effect) 03 = Cycle of vertical and horizontal distortions. 04 = Really strange metallic sheen over entire armor(Don't suggest yourself on that 04 movement at bellato armor, on different armor it can look very good) 05+ = No movement Example glowings on force bellato armor lvl 60. From Left to right 00 - 02(01 didnt worked for that *dds file) - 03 - 04 Also dont suggest yourself on that gloving speed here, website decoding increased it, in game its slower, basic speed. That's should be all about editing *eff files. As annotation I can say that version 1.7.7 of HxD making backup files whenever you oversave file with changes(You can disable it of course). Important is that It's a good idea for making backups no matter if application can do it for you. I just suggest for copy whole folder of that files, since they aren't that big. Rest of work, like working on texture colour, alpha channel glowings, eff file surface/glow effects you have to do on your own. I hope this will help you to find your own way for make new, good looking skins. Good Luck, I hope you will not get any errors while launching game ## Glowing Edite ## In this one I'll explain how to change/add glowing and how all this things works together. ## What we'll need RFCrypt Tools v2 for work on files DL Notepad(you can use windows one), im using EditPadLite, its just easier for me DL Windows Calculator Windows MsPaint or website where you can look at RGB Colours, personally im using Color Schemer Studio application for it. (CryptTools v2 contains it) Also im uploading here unpacked RPK files after you'll look at tutorial you should recognize for what is it, eventually you can use it as backup if you screw something DL Looking for Mesh Code All starts with Item.edf file, should be located in /DataTable folder. After you find it, drop on the edf-dat converter. Open decrypted *dat file with a HxD editor (Can use strs and dat editor) . MOSTLY ! each item in the game has a specific mesh code and its the same for each grade as well (normal, rareB, rareC) that's why all weapons types: A, B, C, D, no matter what kind, that got same effects/look. Only way to obtain same mesh with different texture/glowing/effects is to seperate them. As an example I'll use 55 Swords. As you see on screen I found in HxD that name (Green 1), which is using as well in game under same name. Normally mesh code is always after last letter or number depends where are you looking at(decrypted panel or Hexadecimal column/lines). So for Intense Dark Beam Sword . Mesh code is 6A01A1(Green 2). PROBLEM IS THAT, for get right item later you need to read that code in REVERSE - that is important), so our code is going to be A1016A. Searching for item in database After we get correct code we need to find in our item client database. Open your RF client location then go to Chef folder, we need to find find and open ItemEffectList file, its simple *txt file so any text editor should work.. As you see there are tons of lines with different codes, there's also 6 columns. This time we'll use first one. As you see our code for A1016A is 269 Looking for upgrade effect location After we found our right code in ItemEffectList, we need to find line in PatternList. It is also simple *txt file, so use any TextEditor to open it. That file corresponds to the upgrade items effects in game. Lets look for our 269. Here we see that on line 269 line all columns to the right using 4 different files for upgrades: 269,270,271,272. For this sword 269 would be an *eff for +0 upgrade, 270 would be for +1, +2, +3 upgrade. 271 would then be an *eff file for +4. And 272 would be an *eff file for +5, +6, +7 upgrade. Since all weps got 7 slots and there are 8 columns, I don't really get for what is that 8th one, but as far I checked its always same as 7th one. After we check that we need to look for first one EffectFile which in that case is: 269 Effect File Location Database As you see till now everything is ok. There are 4th files which we could see in PatternList. Of course that is possible to make an different effect for every upgrade, all depends on that if there are enough persons who are running with that upgraded weapons. Best option is having 4-5th *eff files. However if you want to add new files to your client, you have to edite proper file. Normally its just based on adding new lines with new numbers, according to that what I wrote here. On EffectFileList you can't forget about "0" in the end of line. But if you look carefully there are empty lines in each file, you can fill them as well. Editing EffectFile So lets look at example *eff sword file. I'll take last one which is used for +5/6/7 upgrade. As you see I underlined few lines with different colours. Green one, is a typical area for every weapon, don't know how to explain that exactly, like bottom, middle and top. In that areas you will edite red underlined things. Different files contains more or less areas. Red one, is a code for *spt file. As mesh code you have to read it in reverse. Let's look at it: There are 6 files which that *eff file contain: BF 02 C0 02 44 01 45 01 43 01 47 00 As I said we need to look at them in reverse, so lets do it: BF 02 - 2BF C0 02 - 2C0 44 01 - 144 45 01 - 145 43 01 - 143 47 00 - 47 Now what we should do with it? As I typed above we'll need to use windows calculator. Open it, then change to Scientific type. Change it to Hex and type our 2BF, and change to Dec(decimal). It should be changed to 703. After you would do it with all you should get: 703 704 324 325 323 71 After we get that far why shouldn't we get back to /Chef folder. Open your RF client location then go /Chef and look for Particle file. It is also simple *txt file, so use any TextEditor to open it. That file corresponds to all *spt files which are used for controlling different effects, on special areas on items. Lets look at our codes in Particle file. Every entry've got an specific index and patch to that file. Problem is why you can't find them in /Chef folder. They are packed in *rpk. I made a gif of our files, for show you as well that if you want to make any new *spt entries, you have to increase MAXPARTICLE number. As I said in the begining of this tutorial, I uploaded for you raw unpacked *rpk files, which contains that *spt files. Go your your main RF Client location. Open /Chef folder and there you should see ChefEntity0 to ChefEntity11. Now just copy any file and drag on RPKcrypt, after you do it, new folder should appear and after you can look inside. Its like with RFS files with unpacking and repacking. I won't write down here list of all folders where you can find each *spt file. For that you can use my unpacked *rpk pack + windows search engine. Also you can change patch for *spt files(can be packed into *rpk new packgage too), just make sure that you will do it correctly. Mostly I prefer make new folder in /Chef folder and paste all files there. ## Important Thing As you noticed that after you change *dds, *eff files, you have to restart client. If you changed patch for *spt file, you don't have to open your game again and again. Log Out/ Log In is enough in that case, for check changes. That is the best option if you want to make an good effect for your item. You can try works on files, chaning only values in Hex Editor. Just look at Particle file entries, use calculator for check up values then change them in *eff files. It is not necessary to checking every *spt file and change them, but in fact every file can be changed correctly for get specific effect for each weapon. (Here you can see 55 sword on +5 upgrade. On each gif I was deleting codes from *eff file) ## Editing *spt file ## So as you see I choosed *spt file which controlling some effect on relic/crimson spear. It is not exaclty with all of commands what we see, but I'll try describe others briefly as well. So here is the list: Entity file: .\Chef\file.R3E - the location of the particle file. Num: this is the number of different entities its going to use. in this case 15 Pos box 0 0 0: this is the position on its x, y, and z axis Live time: it would equal 1.2s, settings it, on 2 will double the speed, so the whole animation will take now 0.6s Time speed: how fast it moves while its visible Gravity 0 0 0: sets the weight of the particle, lower value makes particles fly further and spread more, heavier has opposite effect. Shortly: x, y, and z axis while it is visible Start Scale: the size of the entity Start Color: RGB color code Start Alpha: the transparency Alpha Type: type of alpha to use Z Front: Unknown Time "x.x": at time "x.x" the commands as to what to do Alpha: Changes the transparency to your value Scale: changes the scale to your value Time "x": Commands for what will happen at time "x" Alpha "x": changes the alpha to your value End: end of the commands (Every particle need it for works) Editing those for each particle group is trial and error, which needs lots of patience and testing in game, again and again. Boring or not, but that's the only way for get effect that what you would like to have, unless someone create a tool to make it in editor. As I mention before, make own patch for *spt, then just do relogs in game after changes, so you won't need restart full client. Here I'll present some of effects which I edited randomly: Original Spear Time speed changed Colour Changed Alpha Changed Gravitation Changed Live Time Changed Scale Changed Start Alpha Changed ## TBC
  5. Skyler

    Developing Own RF

    Hi Guys, I am new to this community and have been reading some threads as of now it's my day 2. I would just like to make my own RF can you guide me and give me some advice? I am literally at 0% or no idea on how to do it. Basically a Newbie in this Developing Field but I guess I'm a fast learner at the same time got some knowledge about coding and decoding. Please advise me what steps to take, Of course, I would prefer doing RF Offline First. What are the average specs requirements for my PC in order to Develop and RF Offline without problems or issues? What are the tools that I should have in order to do this? Where should I start? Is there any difference in Building an RF Offline and making it Live? If possible please give me informative information or links of threads that I could go to and learn. Thanks and this is a great community by the way. Have a great day guys!
  6. Hi, just wanna ask for help if its possible to import RF Online maps to either Blender or 3DS Max, I wanted to improve various maps textures and so on. I've seen the RF Map Tool, and I think I'll be able to work better with Blender or 3DS Max, any clue would be appreciated even if you say it's not possible, atleast I can stop on wanting to use Blender or 3DS max for editing textures and such for the Maps and try to work with the RF Map Tool.
  7. This is the tool i mentioned under Development forum. It's now converted to work with 2232 files. You will need StoreList.dat, Store.dat and NDStore.dat (not edf). It saves both server and client files. Updates the item count. Can drag/drop reorder items. Marks incorrect if potentially wrong id was used. Fills client id if correct item ID is entered. To copy converted id (what the script thinks it should be) you can select the cell and use CRTL+C You can use enter to move to the next cell under the last one you edited and use CRTL+A and CRTL+V to quickly replace the contents. Missing/not working: The automatic code check is not optimized for 2232 (there are possible false positives for some item types). It does not currently clear "edited" status on save. It now groups by store type (no race marker/icon on npc-s yet, identify them by their name). There is no support currently to edit other values (temp items, npc name, angle etc). Item type is not set automatically. It's a in progress tool and you may get errors/crashes if you do something unusual. UPDATE RF Editor Fixed save logic - drag and drop reorder now properly saves. Cleared grid view UI for empty entries. Fixed setting automatic Client ID when valid item ID is entered. Sourcecode: You can also visit our Discord for questions: https://discord.gg/KNqWYJNAnd feel free to donate bitcoins if you find this useful:https://www.blockchain.com/en/btc/address/1G9xF4Vfzz51GeSU8Q7m7PyuyEtweaJzeG
  8. Looking at existing programs, I saw that existing distributors do not understand encrypted r3t files. For the script to work, you need to install the NODEJS. Just transfer the necessary r3t files to app.cmd >>> DONWLOAD <<<
  9. Dummo


    I was hoping that someone could set-up the step by step process of corfokit it would be help and would be great for development i try to check but they are field i'm still new trying to work hard for server http://blob:https://imgur.com/5f193eaa-df37-49f5-92a5-a9e7d229fb9d
  10. Agony

    RF Loot Editor - All Versions

    A project i was working on for some time - got the first version finally finished. It's built on Angular 6+ & Electron with VMWare Clarity as the UI design guideline. It works with all versions. It saves a timestamped backup on each save. Some additional screenshots: https://imgur.com/a/9uiti2T It features various ways to clone, duplicate and insert data. IT is still open to additional features as i find time. You can right click on the left list or in grids for context menu for extra features. Bulk edit if you use checkbox in the grid to select multiple. Quick Start Guide: * Run RF Loot Editor * Click "Open File" at the top * Browse to your ItemLooting.dat and click Open Use the search box at the left to search by monster code. Each monster code displays a list of rows. Each row is a separate set of items with their own drop rate percentage, repeat count (operation count), and amount of total items. Right click a row and select "Edit loot" to edit each row's item list. The item list works similarly to Excel. You can drag to select an area and copy/paste from Excel and back to the Loot Editor. Right clicking a row also allows you to perform other tasks such as cloning a row or copying rows to other monsters. You can also visit our Discord for questions: https://discord.gg/KNqWYJNAnd feel free to donate bitcoins if you find this useful:https://www.blockchain.com/en/btc/address/1G9xF4Vfzz51GeSU8Q7m7PyuyEtweaJzeG DOWNLOAD V 1.0.0
  11. This is a separate project i split up from a separate editor project i was working on for Alpha version. It has no UI. It builds a DLL you can use in other projects/tools. You need to write structures for each file/for the version of the files it will be used with. You may need to add support for ND file headers. Common usage would be: Create a new instance of the "Loader" class. Call "Loader" class method "Load" with file name and path ("C:/stuff/itemLooting.dat" etc). You can load multiple files this way. You can access them from the "Loader" class ("myLoaderInstance.helmetItem") modify/display etc. You can save the files by calling "Loader" class method "Save" with file name and path. The structures are classes in the Structs folder Common/Definitions.cs contains various lists/maps for types to get human readable text for display. And if you do - please share or make a merge request at gitlab. You can find this from gitlab:https://gitlab.com/Tamm/rf-parser-coreOr from the RF-dev gitlab group:https://gitlab.com/rf-devYou can also visit our Discord for questions: https://discord.gg/KNqWYJNAnd feel free to donate bitcoins if you find this useful:https://www.blockchain.com/en/btc/address/1G9xF4Vfzz51GeSU8Q7m7PyuyEtweaJzeG DatFileViewModel.txt
  12. just some release from my archive. Tools: Tmp files maker PatchInfo.z generator Video guide: Click here (sorry for my bad english :))
  13. H4TE


    Seen a few of you where looking for this! And RF-Dev has helped me out so much. Glad I found a way to give back! RF_FUCKING_TOOLS_V1.5 aka RF Editor v1.4 Customize USE AT OWN RISK: Virus Total Scan Mirror 1: https://ufile.io/t5d0k Mirror 2: http://s000.tinyupload.com/?file_id=58583121764958092341 Mirror 3: https://nofile.io/f/TRUk0FwyB0d/RF_FUCKING_TOOLS_1.5.zip Mirror 4: http://www.filehosting.org/file/details/741100/RF_FUCKING_TOOLS_1.5.zip -ALL CREDIT TO PrinceRay
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