Modding Sky files
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- BlackSect Creator
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Re: Modding Sky files
Yeah, I think it's finally time to publish those tools. Just give me some time to sort all out...GoldStar611 wrote: Yes, the sky files are in .BAS format but good news is that they have a fixed structure and can be easily edited with some tools that myself and another member have (@particular_member: I can't recall if we ever released the Blender import/export scripts).
But lets take this conversation about modding SKY files to the modding forum so we don't hijack Zidane's thread.
viewtopic.php?f=23&t=1650
The Blender plugin was once released but it only handles SKLTs. Texture mapping must be done by hand for now.

Not all Ormus are mine. When in doubt, please ask...Matthew Lever wrote:Take out Ormus as soon as you see them.
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- BlackSect Creator
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Re: Modding Sky files
Steps using 1998.BAS as example:
1, Download the SET.BAS Compiler (BASEdit Beta) from viewtopic.php?f=23&t=1467
2, Install Python 2.7 and pyQt4 (Linux users can skip this step)
3, Open BASEdit Beta GUI program (bastoolsgui.py)
4, Open the SKY.BAS file in BASEdit
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5, Navigate to "MC2 /OBJT 0/BASE/OBJT 1/EMBD/SKLT" and use the FORM -> Export FORM menu item. Save as complete.sklt
6, Installer the Blender plugins to import / export wireframe/skeleton files
7, Open Blender and import complete.sklt
8, Move/adjust/scale the verticies (but don't delete or add any verticies)
9, Export the modified SKLT to complete_modded.skl (not .sklt so you can open it easier in step 17)
...
17, In BASEdit, with SKY.BAS still open, choose Replace from the FORM menu to replace the SKLT
18, Replace using the file you exported from Blender (complete_modded.skl)
19, Save as 1988_mod.BAS file
20, Add to your UA game directory
21, Use the new SKY.BAS file in a level
Manually editing the XML files is only needed because I don't have "Replace FORM" function (steps 4.5, and 11-18). Such a function would be easy to add but would require some time that may not come soon.
1, Download the SET.BAS Compiler (BASEdit Beta) from viewtopic.php?f=23&t=1467
2, Install Python 2.7 and pyQt4 (Linux users can skip this step)
3, Open BASEdit Beta GUI program (bastoolsgui.py)
4, Open the SKY.BAS file in BASEdit
...
5, Navigate to "MC2 /OBJT 0/BASE/OBJT 1/EMBD/SKLT" and use the FORM -> Export FORM menu item. Save as complete.sklt
6, Installer the Blender plugins to import / export wireframe/skeleton files
7, Open Blender and import complete.sklt
8, Move/adjust/scale the verticies (but don't delete or add any verticies)
9, Export the modified SKLT to complete_modded.skl (not .sklt so you can open it easier in step 17)
...
17, In BASEdit, with SKY.BAS still open, choose Replace from the FORM menu to replace the SKLT
18, Replace using the file you exported from Blender (complete_modded.skl)
19, Save as 1988_mod.BAS file
20, Add to your UA game directory
21, Use the new SKY.BAS file in a level
Manually editing the XML files is only needed because I don't have "Replace FORM" function (steps 4.5, and 11-18). Such a function would be easy to add but would require some time that may not come soon.

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- BlackSect Creator
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- Joined: Sun Dec 02, 2007 1:16 am
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Re: Modding Sky files
download/file.php?id=416
I quickly added "Replace FORM" function. I hope it works
Blender plugin:
viewtopic.php?f=23&t=464#p4721
I quickly added "Replace FORM" function. I hope it works
Blender plugin:
viewtopic.php?f=23&t=464#p4721

- CharlotteLabyrinth
- Turantul 1 (Veteran)
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Re: Modding Sky files
That was fast... I totally missed this whole thread by split seconds since the last time I left the forums about a week ago.
I am going to test this soon and will report back if I have any questions or problems with using it. But before I start, perhaps this is the right moment to reacquaint myself with associated information in older posts. Splendid work as always, both of you!
I am going to test this soon and will report back if I have any questions or problems with using it. But before I start, perhaps this is the right moment to reacquaint myself with associated information in older posts. Splendid work as always, both of you!
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; Vielleicht der niedlichste Hubi, Knuddel.
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Personal Declaration: I always use different usernames across different websites. Hence if you ever see my username is being used outside of Stoudson Corporation, I absolutely have no affiliation whatsoever with that!
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; Vielleicht der niedlichste Hubi, Knuddel.
;
;----------------------------------------------------------
Personal Declaration: I always use different usernames across different websites. Hence if you ever see my username is being used outside of Stoudson Corporation, I absolutely have no affiliation whatsoever with that!
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- BlackSect Creator
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