Posted: Sun May 23, 2021 1:28 pm Post subject:
I updated my APT tools to fix bugs and make them work...
You can get the updated source code from https://github.com/jonwil/cc3tools https://github.com/jonwil/aptdump contains all the latest information and research into the APT UI files (thanks to debug builds and symbol files for Battlefield Bad Company 2, Need for Speed Undercover and a few other EA games that also use APT)
Changes made:
Fixed issues to do with apt2xml strings containing & characters.
Fixed an issue where apt2xml wasn't correctly writing the screen size values to the XML file and where xml2apt wasn't correctly reading the screen size values from the xml file.
Fixed various issues where the APT writing code was incorrectly writing things to the APT files.
Note that you will need to re-run apt2xml on the APT file otherwise xml2apt wont work properly.
I have tested this against the stock APT UI files of Command & Conquer 3: Tiberium Wars and Red Alert 3. It hasn't been tested against the APT UI files of Command & Conquer 3: Kane's Wrath or Red Alert 3: Uprising but it should work with those files. It will not work at all with the APT UI files of The Lord of the Rings Battle For Middle Earth 2 or Command & Conquer 4 Tiberian Twilight as those have known differences in the format. The only known file it doesn't work with is the sampleMissionBriefing file from RA3, I haven't been able to figure out why its not working.
I also compared the "Official UI screens art source pack" in https://ppmforums.com/topic-41365/red-alert-3-editing-tools-and-assets-list/ with the files in the actual game and found that igm_pausemenu is different. Also PortraitCommandButton, TacticalHUDCommonCommandBar, TacticalHUDRedAlertButton, TacticalHUDThreatMeter, TacticalNewIntelligencePopUp, TacticalObjectiveCompletedPopUp, TacticalObjectivesDialog, TacticalPauseDialog, UnitSecondaryAbilityCommandButton, feg_comLink, feg_m_login, feg_optionsSettings, fem_m_mpMenu, fem_m_onlineLobby and fes_m_missionBriefingTEMP exist in the game but not in the "Official UI screens art source pack".
So if you are editing the APT UI, make sure you use the version from in the games and not the version from the published source files.
I tested against the in-game files from C&C3 and RA3 and all of them correctly decode with apt2xml, correctly encode with xml2apt and should work correctly in-game (except the aformentioned sampleMissionBriefing from RA3)
Please let me know if you find any bugs, files that don't work correctly in-game after encoding with apt2xml or other issues. Or if you have any questions, comments or information to share.
I fixed some other issues with colors not being converted properly with apt2xml and xml2apt.
If you already have an xml file, you will need to make a fresh one with the new apt2xml (either from the original game apt or if you have changed it, your own changed apt) otherwise the colors wont be correct.
I fixed some bugs in eaf2swf and it now works correctly for all the eaf files from both the C&C3 and RA3 UI packs (the latest version as released by EA).
New exe is below, source code is at the link in the earlier post.
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