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Toy file structure


Dheru Zen

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I have some old toy files I started working on years ago but got distracted by work/life. I have the old tool set, from KlubAdept I believe, which allows me to open *xx, and bs files.

The files are a work in progress and sort of scrambled. They were working at one point until I decided to take a deeper look inside the file. I can open the *xx files and the .bs (with notepad++). I had thought I had also edited a bs* file but not sure.

My question is: which files are required inside the *xx and where do they go?

I tried just re encoding them using the tool and it did make a file but it was not recognized in game.

It did not work on 7.5 either but that one would need the addon script updated as well and not sure how that was done either.

I am trying to get started giving back to the community and any help expanding my understanding of the game mechanics is greatly appreciated.

(since the toy files are all opened and just randomly dumped into a folder I cant use CTK either)

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t-x-x files are not used by VX, but if they are installed to the Addons folder they will automatically be decoded.

Take a look at any addon in your Addons folder (which may be zipped depending on your settings), and this will give you the content structure as a starting point.

(File content/naming differs depending on the type of addon, so if you're looking at creating a toy, make sure you check the content structure of a toy addon)

Hope that helps 

  :classic_smile:

PS. This is the best toolset available for decoding/encoding addon files:  TK shell tools - Tools and Utillities - Klub Exile 

(once installed, it works from the right-click context menu)

And as you correctly noted, once a b-s-b is converted to a bs, a text viewer can be used for simple edits.

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4 hours ago, Dheru Zen said:

(since the toy files are all opened and just randomly dumped into a folder I cant use CTK either)

Once you have a simple toy Scene file (EG: R9Toy507 - a cooler/esky of mine) you can just put in new mesh, texture and texture UV map code to make a new toy.  It doesn't take much adjusting in Blender and Notepad++ setting up orientations, size etc.  Takes a bit to learn this Bionic Script though especially if you come from an assembler language background.  These days, VX can use dynamic ID's and so the toy can be stand-alone without having to be registered with an exclusive number (EG: R9Toy507).  If you need any help on this simply ask away.. :classic_happy:

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Thank you aardy and MrOllyK! Your help has enabled me to make some progress.

aardy - I was worried I was not able to open a bs* file and only bs and in so doing would be missing a file. Now I just need to map out all the paths that need an entry for the toy. The link you gave me is the tool from KlubAdept. I had planned long ago (2016) to try and learn so I grabbed the web pages (easier than writing down all the notes) and files and just found them again while cleaning out old disks.

MrOllyK - I am new to all of it so no unlearning old habits. I am currently learning blender and gimp. Nice info about VX being dynamic, just need to setup one file instead of 2 for the same results.

 

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1 hour ago, Dheru Zen said:

MrOllyK - I am new to all of it so no unlearning old habits. I am currently learning blender and gimp. Nice info about VX being dynamic, just need to setup one file instead of 2 for the same results.

My AddProps addon uses dynamic ID's (basically a zero "0" for IconID etc), which should give you some idea how to transfer that knowledge into the toy files.  You'll also find instructional .pdf there as well.  Toy files are very different to clothing but there's not much in all the toy files that need to change to convert to dynamic ID.

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