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ForumsJedi Outcast and Jedi Academy Editing Forum → For People wanting to edit .IBI (script) files
For People wanting to edit .IBI (script) files
2002-07-03, 12:19 PM #1
If you want to edit the .IBI files (scripts for the target_scriptrunner entity), you must download a program called:

DevaheB (pallindrome for BehaveD).

It'll be on FilePlanet, you just have to look for it. If you can't find it otherwise, look for it in a search engine.

.IBI files:

IBI files are the scripts that create movement or actions for whatever you're trying to do. If you want to have your character do cartwheels in the when he/she jumps... scripts are the way to go.

IBI files are located in the ASSETS0.pk3 file. PK3 files can be opened with WinZip. When you extract the IBI files make sure you do not edit or remove the original file from the pk3 you got it from. Editing the original WILL SCREW UP YOUR GAME!
2002-07-03, 1:18 PM #2
So it's an IBI decompiler and editor?

Well it would be useful for decompiling other people's stuff, but why can't you just extract the SPscripts.zip that comes with the second SDK to get all of the SP scripts?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-07-03, 1:30 PM #3
I've not really messed with the SDK pack that Raven put out... didn't even know about a second edition of it, heh. I just know that I spent SOME time looking for a decompiler of the IBI files. Finally found a forum thread somewhere, where it mentioned DevaheB.
Fair Winds and Following Seas
2002-07-03, 2:06 PM #4
Thanks for pointing that out. I didn't know about DEvaheB. Cool. Hopefully it won't have any problems with script commands it doesn't recognize.

I have to double-check, but I swear not all the SP scripts were released with the SDK. Most, yes. So this tool could prove very useful.
"Windows is a 32-bit patch for a 16-bit GUI shell running on top of an eight-bit operating system written for a four-bit processor by a two-bit company that can't stand one bit of competition."
2002-07-03, 2:25 PM #5
Quote:
<font face="Verdana, Arial" size="2">If you want to have your character do cartwheels in the when he/she jumps... scripts are the way to go.</font>


Hm, how would you do this?
2002-07-03, 3:55 PM #6
Yeah, how would you do that? That's not what ICARUS is for.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-07-03, 5:48 PM #7
EVERY SINGLE SP SCRIPT WAS RELEASED WITH BEHAVEED.

Thankyou. Goodbye.
2002-07-03, 7:35 PM #8
Then, in your infinite wisdom, could you point me to the folder where you installed the SDK in the JKO root folder, WHERE the available scripts are.

So far, I've only been able to access scripts by using DevaheB on the IBI's in the assets0.pk3 file.

And about the cartwheels... how do you think they program the characters movements? Every action taken by characters is a scripted action. Press this button, then arm does this... leg does this... and weapon goes here... etc etc... you get my point. ICARUS no... it wasn't designed to do that... but some of the assets0.pk3 IBI files are. Raven HAD to program the characters action in the cutscenes somehow right?... you can't do those actions in the game while playing... but your character does them in the cutscenes. You could very well program your keys such that you could... twirl a lightsaber in your hand for example. You just have to know how to write the proper script.

Personally, I don't intend to, nor am I interested in making a mod... I'm just a mapper.

Thank you,

[This message has been edited by [WD]8541Doc (edited July 03, 2002).]
Fair Winds and Following Seas
2002-07-03, 8:44 PM #9
SPscripts.zip big guy. Open it, extract it. They are ALL there.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-07-04, 4:08 AM #10
Quote:
<font face="Verdana, Arial" size="2">And about the cartwheels... how do you think they program the characters movements? Every action taken by characters is a scripted action. Press this button, then arm does this... leg does this... and weapon goes here... etc etc... you get my point. ICARUS no... it wasn't designed to do that... but some of the assets0.pk3 IBI files are. Raven HAD to program the characters action in the cutscenes somehow right?... you can't do those actions in the game while playing... but your character does them in the cutscenes. You could very well program your keys such that you could... twirl a lightsaber in your hand for example. You just have to know how to write the proper script.</font>


Complete BS. You cannot play a script using a key. YES, you can use ICARUS to tell the model to play a specific animation, AND IT'S THERE IN SPSCRIPTS.ZIP, but you could NOT link that to a key. The way the player moves in SP is hardcoded, and as there is no SP SDK, it cannot be changed.

Devahed is useless; you can decompile an IBI in notepad.
2002-07-04, 6:30 AM #11
Actually JM, you CAN bind a script to a key. Irmi's Animation Mod 106 lets you do that. You can do:

bind x runscript bow

And your player will bow. If you do runscript laugh, your player will laugh at your enemy.

However, this isn't the way Raven made animations work for players and enemies. That stuff is hard coded. When you press the jump key, it doesn't run an ICARUS script, it just executes +moveup, which is hard coded, you can't change it.

But you COULD use ICARUS to play animations on the player, bind them to a key in gamestart.cfg for an SP level. Dunno if you can do cartwheels or anything, but you at least must be able to bow and laugh.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-07-04, 10:28 AM #12
Okay, you're right, they're all there. I noticed references to what I thought were scripts, but were in fact to target_scriptrunner entities.

Good then, and my mistake.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by JM:
Devahed is useless; you can decompile an IBI in notepad.</font>


Come on. Sure, you can glean a lot from the script by loading it into a text/hex editor. But why bother, when you could use DEhaveB? It's not useless. The script keywords are represented by values, which you can't just read and understand instantly.

It's only useless if you have the original source. But someone may release a gee-whiz-bang compiled script with a level, that you'd like to study, and a decompiler will save you some headache.

[This message has been edited by rwr (edited July 04, 2002).]
"Windows is a 32-bit patch for a 16-bit GUI shell running on top of an eight-bit operating system written for a four-bit processor by a two-bit company that can't stand one bit of competition."
2002-07-04, 1:09 PM #13
Emon... thank you, that was all I was trying to say. Thanks for explaining a little further... guess I should have done that.

And I'd sure like to see someone use notepad to edit an IBI file... I tried it, and all I got was jargon.
Fair Winds and Following Seas
2002-07-04, 1:37 PM #14
Cartwheels though, you can't really do those...at least not without cartwheeling in place I don't think. O_o
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-07-05, 10:48 AM #15
Hm, so if we can't edit the way the player moves, we basically can't add new effective animations? I was planning to add new types of kicks and stuff to a martial arts mod but it seems it'll be more difficult than I had expected.

------------------
Hitokiri translation "cutting people"
Shinji translation, noun "belief"

Formally known as "Anime_Shinji"
Hitokiri translation "cutting people"
Shinji translation, noun "belief"

Formally known as "Anime_Shinji"
2002-07-05, 2:19 PM #16
You could do it in MP. But not SP.
2002-07-05, 2:25 PM #17
For SP you'd have to replace animations.
Bassoon, n. A brazen instrument into which a fool blows out his brains.

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