RE4UHD ETM-ETS-ITM-ITA Tools Tutorial
Short Description
RE4UHD ETM-ETS-ITM-ITA Tools Tutorial by Mr.Curious Tools by Son of Persia...
Description
ETM – ETS – ITM – ITA MODDING Tools by Son of Persia Tutorial by Mr. Curious 201
Intro!u"tion When modding RE4UHD we will be dealing with many different file types that are all packed inside the UDAS files of the different rooms that are located in the ST folders of the !"#4 directory$ Essentially UDAS files are container files that ha%e lots of other files inside them$ &any of these files inside the UDAS files are also container files that ha%e more files inside them$ Son of 'ersia has created tools to open most of these files for (se to eamine the contents of$ The most important file we deal with when stage modding RE4UHD is the UDAS file mentioned abo%e$ This file (s(ally comes with an #$S etension which we can open (sing the %ui"&'MS Tools $ #nce we ha%e (npacked the #$S o(r (DAS files are ready to work with$ Using the (DAS tools by Son of 'ersia to etract the UDAS archi%e shows (s a %ariety of files)
Des"ri)tion of Tutorial *oals "n this t(torial we will be dealing with the placement of items *keys+ amm(nition+ weapons+ treas(res etc, thro(gho(t the game+ and the models they may be placed in *breakable - mo%able items,$ .or this t(torial we will be dealing with + ,ain file ty)es- as well as some other types associated with these 4 main types) ITM / &odels of items like treas(res+ weapons - amm(nition$ ETM / &odels of breakable *and mo%able, ob0ects like barrels+ %ases+ boes+ ladders - doors$ ITA / .ile responsible for coordinates "T& ob0ects ETS / .ile responsible for coordinates ET& ob0ects *and some lights,
$ile Ty)es E)laine! An interesting interesting thing thing abo(t abo(t the 4 file types types we are going to be dealing dealing with is the relationship between these
files$ ITM - ETM files are containers that are archi%es of model files and tet(res palettes$ ITA - ETS files are data sets that control the coordinates of these models$ ITM / &odels - Tet(re 'alettes 1 ITA / 2ocations of the "T& models ETM / &odels - Tet(re 'alettes 1 ETS / 2ocations of the ET& models
ETM ETM items are mostly those that are breakable or mo%able+ s(ch as ladders+ windows+ barrels+ boes etc$$$ almost anything that can be broken or mo%ed by the hand of the player$ There are other ob0ects that the player interacts with that are not in the ETM file tho(gh+ like for eample+ some lockers - cabinets+ which which open with the help of the AE/ file$ Simply p(t+ ETM files are what can be destroyed by the 3hand3 of the player and what can be mo%ed) rates+ barrels+ eplosi%e barrels+ dr(m cans+ ladders+ window glass+ doors+ chests+ bl(e coins+ lamps bird5s nest etc$
As eplained eplained abo%e+ abo%e+ some some files in the UDAS UDAS are ar"ial files + and the ETM is one of them$ "nside the ET& archi%e are se%eral types of files) 'IN / model files TP# / Tet(re 'alette files E$$ / Effect files $C/ / Animation files SE% / Se6(ence files All of these these files files work together together to to make ET& ET& models different from stage stage models$ These files files allow for ET& models to be broken+ mo%ed+ and altered or transformed$
ETS Essentially+ the ETS file is what go%erns where ETM items are placed in the game$ Some ET& items are linked to lights+ which can be placed aro(nd a room (sing the ETS file+ b(t this will be eplained in another t(torial on (sing the #IT Tool. Remember+ the relationship of ETM to ETS is almost eactly that of the relationship of ITM to the ITA) "T& / &odels - Tet(re 'alettes 1 "TA / 2ocations of "T& models ET& / &odels - Tet(re 'alettes 1 ETS / 2ocations of ET& models
ITM As eplained eplained abo%e+ abo%e+ some some files in the UDAS UDAS are archi%al archi%al files+ files+ and the the ITM is one of them$ "nside the ITM archi%es are the !"7 models - T'2 files *tet(re palettes, for the items go%erned by the ITA file+ howe%er this does not mean that the data of all items are contained$ #nly the item data which is decided to be (sed in the room in ad%ance is prepared$
ITA ITA files manage the coordinates+ amo(nts+ and other %al(es of items can be collected by the player in game$ &ost items that are collectable are handled by the ITA with the eception of a few items that are handled by the AE/ file$ There is a relationship between ITA other files+ s(ch as ITM- ETM- and ETS that will be eplained in this t(torial$ The first thing to (nderstand is what the ITA is responsible for) 8 placement of "T& ob0ects *treas(res+ amm(nition+ weapons+ g(ides+ 8 the amo(nt of these "T& ob0ects 8 the coordinates of these "T& ob0ects 8 the a(ra that s(rro(nds these "T& ob0ects
7ow that we ha%e defined the file types we are ready to start working with them$ !elow is a short inde of the t(torial chapters) ETM 1 3or&in* 4it te ETM file 2 Pre)arin* Tetures 5 About ETM E$$ files + E!itin* te ID6 file 7 8e)a"&in* te ETM ETS 9 3or&in* 4it te ETS file : Des"ri)tion of ETS offset alues 8e)a"&in* te ETS file ITA ; Intro!u"tion to te ITA file 10 Definition of ITA alues 11 3or&in* 4it te ITA file 12 3or&in* 4it te ITA < ETS file to*eter *p(tting items into the ET& models, ITM 15 3or&in* 4it te ITM file 1+ E!itin* < re)a"&in* te ITM ,o!el MISC 17 Creatin* "usto, ITM < ETM ,o!els 19 A note on te =Master= teture file 1: ITEM #IST
1 3or&in* 4it te ETM file Working with the ET& is fairly straight forward+ and (ses the same principles o(tlined in Son of 'ersia5s &odel "mporter1Eporter toolset$ http)11residente%ilmodding$boards$net1thread194:;1re48model8importer8eporter8toolsetD?'IN?Tool?201.ee e et1100.s,! et1100.,tl ++00022"
This tells the tools to make a !"7 - T'2 (sing the S&D and &T2 file+ pointing to 44>>>99c $pack file$ Since the tet(re refference is assigned in the S&D there is no need to enter tet(re ids in this $bat file$ GNOTEG "f yo(r new ET& file has more than one tet(re be s(re to check the TS file that is generated after eec(ting the 'IN?8e)a"&?ETM.bat file$ "n this eample the TS file sho(ld read) file =C; / >=C;$dds b(t if yo( are (sing more than tet(re it might read) file =C; / >=C$dds file =C / >=C;$dds *this scenario wo(ld apply the tet(res in"orre"tly, Abo%e is an eample eample of tet(res tet(res getting getting mied mied (p$ We can correct correct this in 9 different different ways$ ways$ #ne is is to simply rename the tet(re files according to how they are named in the TS *so in the case of the abo%e eample yo( wo(ld rename >=C;$dds to >=C$dds and rename >=C$dds to >=C;$dds and repack $pack file, #R$$$$ yo( can simply make s(re that the tet(re order in the &T2 file is in SE%(ENTIA# O8DE8 before eec(ting the 'IN?8e)a"&?ETM.bat file. Eample of proper order of tet(res in .MT# file before repacking) J J et1200.,tl J ne4,tl sto"&.!!s illu, 2 ! 0.00000 0.00000 0.00000 a 0.200000 0.200000 0.200000 s 0.000000 0.000000 0.000000 e 0.000000 0.000000 0.000000 Ns 0.000000 ,a)?! 0159.!!s ne4,tl sto"&2.!!s illu, 2 ! 0.00000 0.00000 0.00000 a 0.200000 0.200000 0.200000 s 0.000000 0.000000 0.000000 e 0.000000 0.000000 0.000000 Ns 0.000000 ,a)?! 015:.!!s
ne4,tl sto"&+.!!s illu, 2 ! 0.00000 0.00000 0.00000 a 0.200000 0.200000 0.200000 s 0.000000 0.000000 0.000000 e 0.000000 0.000000 0.000000 Ns 0.000000 ,a)?! 015.!!s
&aking s(re yo(r pack file tet(res are in se6(ential order like abo%e will create a proper TS o(tp(t$ So after we ha%e s(ccessf(lly regenerated the ET& model that points to the correct tet(res in o(r new room+ we m(st then mo%e *or copy, these new !"7 - T'2 files to the working directory of the room we are (sing mentioned at the beginning of this t(torial+ r22"?10 *or whate%er room yo( are working with as the destination,$ #nce we paste these files into that directory+ the net step is to edit the $ i! file that was generated by the 8E+(>D?ETM?Tool.
5 About ETM E$$ files When we are dealing with breakable ob0ects there are other files that get (sed beside ET& - "TA+ most often this is the E.. file . When mo%ing an ET& item from one room to another room we m(st consider the other files that are associated with the ET& model+ s(ch as animations or effects$ "n this eample we need to edit the E$$ file TP# in order for o(r new model to work properly$ The ET& E.. files ha%e TP# files inside them+ and these E.. T'2 files m(st call the new room pack file - model tet(re n(mber the same way the !"7 T'2 files do$ Since we do not edit the E.. files the same way we do with !"7 - T'2 files as shown abo%e+ a new method is re6(ired$ "n order for the E.. T'2 files to point to the correct room $pack file - tet(re+ we m(st man(ally edit the E.. T'2 files with HEI editing software$ Using the E$$ Tool pro%ided in the Son of 'ersia Toolkit - we will etract the E.. file that is from o(r ET& file *in this eample+ we are editing et11.effF$ Using the same method as seen abo%e when etracting ET& files+ we etract the ET& E$$ file into a new working directory$ #nce etracted+ we will see a new folder called et11 has been created+ along with a new .i! file *in this case we do not need to add anything to the et== folder+ so we will not edit the .i! file, "nside this et11 folder we see that there is a 3 Effe"t ,o!el3 folder that has been created$ "n this Effect model folder we will see se%eral TP# files *and !"7 files,$ These are the T'2 files that we m(st man(ally edit to reference o(r new room pack file - tet(re n(mber in order for the tet(res of the ET& model to display properly$ Ea,)le of ,anually e!itin* an E$$ TP# file 4it >E6 e!itin* soft4areK =9 C4 J; : >= >> >> >> > >> >> >> =4 >> >> >> >> >> >> >> :> >> 9> >> >E >> >> >> C: >> >> >> >= >> >> >> >= >> >> >> >= >> >> >> >= >> >> >> >> >> >> >> >> >> >> >> 01 01 00 ++ 4 4 >> >> >> >>
The %al(e in red is the room pack file n(mber of the original file *in little Endian order,$ The %al(e in green is the HEI %al(e of the tet(re n(mber in this pack file$ So in this eample the T'2 points to ++000101 pack file+ tet(re 00:5$dds *+; in HEI / :5 in decimal,$
So if we want o(r new E.. T'2 to point to another room pack file *44>>>>99c in this eample,+ we m(st man(ally edit the T'2) =9 C4 J; : >= >> >> >> > >> >> >> =4 >> >> >> >> >> >> >> :> >> 9> >> >E >> >> >> C: >> >> >> >= >> >> >> >= >> >> >> >= >> >> >> >= >> >> >> >> >> >> >> >> >> >> >> 2C 02 00 ++ :: :: >> >> >> >> * in HEI / 159 in decimal, After we we ha%e made made the changes changes to A22 the T'2 files in the Effect Effect &odel &odel folder and and sa%ed+ sa%ed+ we m(st m(st then repack the E.. file with the E.. Tools+ and then copy this newly generated E.. file to o(r r22"?10 directory to replace the old E.. file of the same name$ 7ow o(r E..+ !"7 - T'2 files ha%e all been modified to point to the correct room $pack file+ and we are ready for the final step) the "DI file$
ETM 'IN $I#ES 3IT> NO TP# O$ T>EI8 O3N "f o(r ET& model does not ha%e a T'2 file of its own with the same name this means that the E$$ TP# is (sed a refference for the !"7 file for the ET& model$ "f we want the correct tet(es to be (sed for ET& !"7 files that dont ha%e their own T'2+ we m(st edit the E$$ TP# to point to the correct tet(re$ This is done by etracting the effect with the E$$ Tool which will generate a folder called 5 Effect Model' and inside there are will be a !"7 - T'2 file for the E..ET model+ b(t this T'2 is also use! by te ,ain ETM 'IN ,o!el so we m(st (se the 8E+(>D?'IN?Tool?201.ee to etract the !"7 - T'2 files to get an S&D - &T2 file$ #nce we ha%e done this we simply import the S&D into a Cd program+ apply the correct tet(re*s, that points to o(r working pack file+ and then eport the S&D *as well as the #!B file if (sing &ilkShape to create the &T2 file,$ We then (se the 'IN?8e)a"&.bat file to create a new !"7 T'2 file$ The last step is to repack the E$$ file with the E.. Tool and then copy the newly generated E.. file back into the ET& folder and repack the ET& file with this new E.. file$
+ E!itin* te ID6 file A list of all files inside the the ET& file is generated generated in the the .i! file when we etract an ET& file (sing the 8E+?(>D?ETM?Tool$ This ser%es as an inde of all files in the ET& archi%e+ 0(st like many other .i! files+ s(ch as UDAS archi%es$ "f we add new files into o(r etracted r99c?=> folder+ we m(st (pdate the $i! file to reflect these changes+ keeping in mind the $ileCount and the file ty)es$ "f we look at this eample of an .i! file+ we can notice the different file types) $ileCount / .ile?>? 11 11 / r99c?=>Ket==>>$ t)l .ile?=? 11 11 / r99c?=>Ket==>>$ bin .ile?9? ; / r99c?=>Ket==$ eff .ile?C? 12 12 / r99c?=>Ket>;>>>$ f" .ile?4? 12 12 / r99c?=>Ket>;>>=$ f" .ile?J? 15 15 / r99c?=>Ket>;>>>>$ seB .ile?;? 15 15 / r99c?=>Ket>;>>=>$ seB
Abo%e in line = with .ile?> .ile?> we see see that 11 is the type for TP# files Abo%e in line 9 with .ile?= .ile?= we see see that 11 is A2S# the type for 'IN files Abo%e in line C with .ile?9 .ile?9 we see see that ; is the type for E$$ files and so on$$$$$$ So when adding new model entries into the .i! + make s(re yo( (se the correct ty)e when yo( add them+ and also (pdate the $ileCount %al(e to reflect how many files are in the folder$ #(r model files are now
repacked+ and o(r $id file is (pdated$ All that is left is to repack the ET& file with the
7 8e)a"&in* te ETM We are almost finished now$ All that is left is to repack the r22"?10 folder (sing the ETM?8e)a"&.bat file$ #nce this is complete we simply copy the newly generated r22"?10.ETM file and place it in o(r r99c UDAS folder+ replacing the old r22"?10.ETM file$ We are not ready to repack the UDAS folder 0(st yet+ as there is a second file that determines 3>E8E o(r new ET& models will be placed in the room when we load the game$
(stom ET& files canbe read abo(t in chapter 17 Creatin* "usto, ITM < ETM ,o!els
9 3or&in* 4it te ETS file #nce we ha%e packed all o(r new model - eff files into the ET& *or we are simply dealing with already eisting ET& models that are nati%e to the room,+ we are ready to (se the ETS file to tell the game engine where we want these ET& models to be placed$ As eplained abo%e - the ETS file is what go%erns where ETM items are placed in the game$ To place ET& items in the game we (se the Son of 'ersia ETS Tools. 2ike many of Son of 'ersia5s tools the ETS tool can etract files into 9 working filesL .tt file that is accompanied by an .obL file that we can edit in Cds&a$ The .tt file contains some model data *like position+ rotation+ and which ET& model to (se, while the .obL file handles the placement for their relati%e .tt file entries$
$ile Etra"tion To etract an ETS file simply place the file in the same folder as the 8E+(>D?ETS?Tool.ee and do(ble click on the ETS?Etra"t.bat file$ #nce this is complete yo( will see that a new folder has been generated$ "nside this new working directory are the aforementioned .tt file and .obL files$ We are now able to edit the parameters in the $tt file and1or edit the locations of $ob0 files$ .or more information on this part of the process please see read the ‘Understanding the extracted OBJ files’ section of the (niersal Con"e)ts doc(ment that is pro%ided with this release$
Ea,)le of etra"te! ETS .tt file ) EntryCount @ 2
M Entry > Mo!el?ETM?Nu,ber @ 00 Mo!el?ETS?ID@ 00 &odelScale?I / =$>>>>>> &odelScale? / =$>>>>>> &odelScale?F / =$>>>>>> &odelRotation?I / >$>>>>>> &odelRotation? / 8>$>>>>>> &odelRotation?F / >$>>>>>> &odelTranslation?I / C:4$9;4>>: &odelTranslation? / ;4>J$JC949 &odelTranslation?F / 49>>$>>>>>>
M Entry = Mo!el?ETM?Nu,ber @ 011 Mo!el?ETS?ID@ 01 Mo!elS"ale?6 @ 1.000000 Mo!elS"ale? @ 1.000000 Mo!elS"ale? @ 1.000000 Mo!el8otation?6 @ 0.000000 Mo!el8otation? @ 0.000000 Mo!el8otation? @ 0.000000 Mo!elTranslation?6 @ 1::2.05 Mo!elTranslation? @ 57:99.09 Mo!elTranslation? @ 5:;++.9;;
: Des"ri)tion of ETS offset alues *lines with M will not ne read by the toolset and are for reference notes, Mo!el?ETM?Nu,ber ) This %al(e is always the first 9 digits or letters of the model file$ .or o(r working eample we know that the barrel model is et1100.bin- so our ,o!el is nu,ber isK 011
Eamples of other models) &odel?ET&?7(mber / >== / et 11>>$bin &odel?ET&?7(mber / >: / et 0>>$bin &odel?ET&?7(mber / >: / et 0>>$bin &odel?ET&?7(mber / >=D / et 1!>=$bin Mo!el?ETS?ID .or e%ery new entry in the ETS .tt file we m(st increase the Mo!el?ETS?ID %al(e$ The data for these entries are in >E6 %al(es$ This %al(e is sometimes referenced by the "TA file+ b(t more on this can be read abo(t later in "a)ter 12 Working with the ITA ET! file together" EntryCount .or e%ery new entry in the ETS .tt file we m(st also increase the EntryCount %al(e at the top of this file$ *0(st like the .i! file mentioned abo%e,$ The data for this entry is in DECIMA# %al(e$ Mo!elS"ale .or what e%er reason " was not able to get this f(nction to ha%e any effect$ &odels sho(ld then be scaled accordingly in the Cd editing software$ Mo!elTranslation This f(nction sho(ld onl# $e %sed if we are not %sing the "o$& file to handle the coordiantes of o(r ET& model$ &odel Translation is simply the I F coordinates of the model (sed by Cds &AI *or whate%er CD software yo( are (sing,$ "f the %al(es are set to 0.000000+ then this means that the position of the model is determined by where it is sa%ed in the Cd application$ "f an ITA item is linked to an ETS entry+ the $ob0 file coordaintes or &odel Translation coordinates will point to where the linked item will spawn$
8e)a"&in* te ETS file So once we ha%e made edited or made any new entries in to the ETS file that point to o(r newly created model*s,+ we then ha%e to repack the ETS file (sing the ETS?8e)a"&.bat file+ and then copy1mo%e the
newly generated ETS file to the working (DAS directory of o(r new room *in this eample r22" (DAS ,$ After this this we can can repack the UDAS UDAS file and and load the game to see o(r o(r newly created ET& modelN modelN NOTE 8 "f an item still does not show (p after all of this it means that there is still another file from the original room that is re6(ired for the model to work$ Rather than simply go thro(gh each one it is often easier to simply copy all the E..+ SE@+ and . files o%er from the original room to o(r new ET& file+ making s(re that we also add their entires to o(r ET& id file as well$
; Intro!u"tion to te ITA file As described described abo%e+ abo%e+ ITA files manage the coordinates+ amo(nts+ and other %al(es of ite,s- treasures4ea)ons < a,,unition tat "an be "olle"te! by te )layer in *a,e. B(st like the ETS file+ the ITA is not archi%al file+ b(t instead acts as a direcotry of %al(es$ Also like the ETS+ the "TA Tools generate an .O' file which can be (sed to handle the coordiates of the ob0ects+ treas(res+ weapons - amm(nition,$ With Son of 'ersia5s tools+ the "TA is handled in the eact same way as the ETS+ b(t contains m(ch more data$ The ITA file has many f(nctions+ so the data that goes along with it is deep$ An important important thing thing to (nderstand (nderstand abo(t the the ITA is that it works together with the ITM file$ The "T& file is another archi%al file that contains all the models *!"7, - tet(re palettes *T'2, for the ITA items we see in the game$ "f we want to introd(ce new ITA items into a room+ and this room does not already ha%e the models for these new items in the ITM archi%e+ then the game will crash or the models will be in%isible$ "f we simply want to p(t items into a room in the game that already ha%e models in the "T& archi%e+ then there is no need to edit the "T& file$ There will be instr(ctions on how to copy "T& models f(rther on in this t(torial+ b(t first let (s obser%e the %al(es of the "TA file$
10 Definition of ITA alues Ite,DataCountQ B(st like the EntryCount in the ETS file+ or the $ileCount in the ET& file+ the Ite,DataCountQ is an inde of how many ITA entries are in the .tt file that is generated (pon etraction$ Each time a new entry is added to the .tt file+ we m(st increase the Ite,DataCountQ$ al(es for this entry are in DECIMA# %al(e$
Cate*oryQ There seem to be different categories for "TA entries+ b(t it is (nclear how many different ones there are$ An eample eample of a different type is in room r99c$ r99c$ "n this room "TA file+ the entries entries for Ite,Nu,berQ / 0+;+ which is described as 3shooting gallery3 in the "TE& 2"ST$ The Cate*oryQ %al(e for this is 02. #b%io(sly this is not an obtainable item+ b(t is perhaps rather a set of different type of items$ "f we wish to ha%e enemies spawn items the Cate*oryQ %al(e m(st be set to 02 and the A))earan"eTy)eQ m(st be set 01$ See ETS?IDQ section for more information on this$ Also+ Cate*oryQtype 02 entries are (sed for ineteracti%e ob0ects$ #ne eample is the ob0ects that fall s(ch as Spinels or the Dirty 'endant$ These items will fall straight down (ntil they hit the ob0 model of the EAT file$ .or .alling ob0ects (se Offset152..157Q @ 010 Another Another eample of type 02 entries are those "TA items that appear in cabinets+ lockers+ chests etc that ha%e mo%ing doors$ The "TA item does not appear (ntil the AE e%ent that triggers the mo%ement of the model is acti%ated$
Ite,Nu,berQ
This %al(e indicates the item n(mber in HEI %al(e$ 9 / arrows+ >; / green herb+ etc$ 'lease see the ITEM #IST at the bottom of this doc(ment for item %al(es$
8an!o,nessQ Setting as to whether the item appears randomly$ When the %al(e / 00 it is fied+ when it / 010 the item does not go o(t+ or it randomly changes to another item$ This randomness only applies to items linked to ET& items$ Please note that the value of Ite,Nu,berQ must be a value of 01 01 to to 05 and and that the A,ountQ is set to the randomiOer randomiOer will will not take into acco(nt acco(nt add x or the randomizer will not work with ETM items !! Also+ the newly added items from the ITM file+ as it will only select items nati%e the map - player$ Eample of this is that if we are (sing a Pra(ser mod in main game+ and e%en if we ha%e added bow arrows to o(r ITM+ the randomiOer will still not consider these items when making a random selection$ RR Interestin* fin! RR if we (se Ite,Nu,berQ Ite,Nu,berQ @ @ 00 and 8an!o,nessQ@ 010 for boed or barreled items we get a s(rprise snakeN
A,ountQ 8 Amo(nt of of items for for amm(nition$ amm(nition$ al(es al(es are in in >E6.
A))earan"eTy)eQ When the %al(e of A))earan"eTy)eQ is 02+ this indicates that the ob0ect is inside a breakable container *like bo+ %ase+ barrel etc,+ and that the position - type of breakable container are now managed by the ETS file+ b(t the contents are still managed by ITA file$ "f %al(e is 00 / item always appears "f %al(e is 02 / item does not appear (ntil the bo+ barrel is destroyed$ "f %al(e is 01 / it will not appear (nless yo( defeat the enemy
ETS?IDQ When the %al(e of A))earan"eTy)eQ is other than 00+ the ETS IDQ %al(e indicates which breakable container or enemy the item is associated with$ "f the A))earan"eTy)eQ is set to 01 then the ETS?IDQ %al(e is the ene(# id n%($er listed in the E2S file *b(t m(st be inp(tted as HEI %al(e,$ "f we wish to ha%e enemies spawn items like this the Cate*oryQ %al(e m(st be set to 02. About )la"in* ite,s in te ene,yK A))earan"eTy)eQ / m(st be set to / >= Cate*oryQ m(st be set to / >9 then the following %al(e for ETS?IDQ is act(ally the enemy "D in which the item will be stored$ Ea,)leK ETS?IDQ / >= *enemy "D, $$$$$ $$$$$ Ite,Nu,berQ / > *r(by, A))earan"eTy)eQ / >= this means now the item is stored in an enemy$ *= in HEI / 9:,$ Enemy "D 9: in emleon>> for 9: is chainsaw g(y that has the r(by$
Ite,TranslationQ oordinates of the item in I++ F whne not (sing the $ob0 file$
Ite,An*leQ
The arrangement angle of the item I++ F$ al(es in the range of >8=>>> sho(ld show a noticeable difference in item angle position$
Data'lo"&In!eQ This "D n(mber is (sed as an in%entory list for item entries$ These n(mbers occ(r in se6(ential order from the start of the "TA file with a %al(e of 00 to the last entry n(mber$ al(es are in HEI$ S)e"ial noteK "f we want items to spawn infinitely *o%er - o%er+ e%en after the item is collected, we can repeat the Data'lo"&In!eQ %al(e for the last entry+ keeping in mind tho(gh that the item of the first entry of repeated entries will disappear in game when the se"on! item is collected in game$ Eample if we (se a Data'lo"&In!eQ of 05C fo(r times in a row+ (sing gold bars the =st time+ and hand cannon ammo for the 9nd repeated entry+ T&' ammo for the Crd repeated entry+ and flash grenade for the 4th repeated entry+ each of the items will be infinite E6CEPT the gold bars *=st entry,$ A workaro(nd workaro(nd for for this is to simply (se something something we we donQt need need to be infinite for the first first item+ like like gold bars$ .or infinite items we m(st also change the %al(e of Offset129..12:Q *see below for description of this offset,$ Anoter tin* to note ) Sometimes we m(st skip an entire Data'lo"&In!eQ entry %al(e as sometimes it will simply lea%e (s with nothing showing (p in the game$ " do not know why this happens b(t if we are trying to create an entry and it simply will not show (p in game we sho(ld try the net Data'lo"&In!eQ n(mber to see if it works$ &ost of the time it will sol%e the iss(e$
AuraTy)eQ indicates the type of light beam or sparkle associated with the item AuraTy)e ,o!ifiersK >= 8 small glint >9 8 small gold light col(mn *with sparkle, >C 8 small white light col(mn *no sparkle, >4 8 small reen light col(mn *herbs, >J 8 small Red light col(mn *ammo, >; 8 3 3 3 3 3 3 > 8 !" !" white white light col(mn >: 8 small white light col(mn *with sparkle, > 8 big yellow light col(mn *bon(s time,
Offset129..12:Q 7ot s(re what this does eactly$ "nfernal described it as some kind of script "D$ "f we are to (se infinite items+ this %al(e m(st change with each new entry$ Simply increasing the %al(e by = each time did not always work for infinite items$ What did seem to work was to (se a %al(e that incl(des a letter s(ch as 1A1'-1C- 1D- 1E + 1$+ then 2'- 2C- 2D etc$ IMPO8TANT if 4e !o not "an*e tis alue for ea" entry so,eti,es 4en 4e brea& o)en ETM ite,s li&e boes- barrels < ases et" tey 4ill not a))ear. &ore research is re6(ired for this offset
Tri**eronePositionQ This is the 4 point I coordinate data of what triggers the message to 5take5 the item$ This part of file is handled by the .obL file that is generated when the file is etracted *see eatraction instr(citons below, "f this area is made too large it might interfere with other AE/ e%ents or SAT e%ents like 50(mp down5 or 50(mp o%er5$ "t is important to note that there seem to be 2 ty)es of $ob0 files that are created for this section$ The first type is a traditional : point s6(are8shaped polyhedreon that we can walk thro(gh$ These seem to work
well+ howe%er the second type seem to beha%e a little bit differently$ The second type appear as illongated polyhedrons that all connect to the >$>$> coordinate which then etend to where the item wo(ld be placed$ " ha%e ha%e %arying degress of s(ccess when these types appear$ Also " am not able to tell why there are dfferent 9 types of models that are geenrated$
Offset159..15;Q @ Tri**er8a!iusQ. This %al(e determines the range of how close we need to be to the ob0ect before the #SD shows (p that says 5TAPE5$ 'lease note that EAT data will pre%ent the ability to collect the item if the bo(ndary is between the TriggerRadi(s bo(ndary and the player$
11 3or&in* 4it te ITA file 7ow that we ha%e a an (nderstanding of what the different offset %al(es are for the "TA file+ we can learn how to place items into the rooms in the game$ !y placing the etracted ITA file into the folder with the 8E+(>D?ITA?Tool.ee we etract the file (sing the ITA?Etra"t.bat file$ Repacking the "TA is the same process as the ETS file+ simply (sing ITA?8e)a"&.bat- and then copying the newly generated "TA file to the working UDAS directory$ B(st like the other eample with the ETS tool abo%e+ the ITA?Etra"t.bat creates an .obL file for the coordinates of the item and triggerOones+ as well as a .tt file with the name of o(r room$ .or this eample) r22"?27.tt. This eample file contains ITA entries for the room we are working on+ and like the ETS file+ we can simply add new entries into this .tt file to add new items into the game$ .or this eample " will only list 9 "TA entries with notes in red red)) Ite,DataCount / 9 *n(mber of entries in this eample "TA file, al(es are in DECIMA#
M "tem Data > *lines with M are not read by the Son of 'ersia toolsets, M new T&' ammo Cate*ory / >= #ffset:$$== / >$>>J4C9 #ffset=9$$=J / =>>>$>>>>>> #ffset=;$$= / J>$>>>>>> Tri**eronePosition>?I / 8C:=$C49: Tri**eronePosition>? / 944$:CC:4 Tri**eronePosition=?I / ===:$;J;:9 Tri**eronePosition=? / 944$:CC:4 Tri**eronePosition9?I / ===:$;J;:9 Tri**eronePosition9? / 4$:C4=>; Tri**eronePositionC?I / 8C:=$C49: Tri**eronePositionC? / 4$:C4=>; #ffsetJ9 / >C Data!lockType / >C Data'lo"&In!e / >> *first entry in the list+ so we (se >>+ net entry is >=$$ HEI A2UES, #ffsetJJ / >= #ffsetJ; / >9 #ffsetJ / >= #ffset;:$$; / >: A))earan"eTy)e / >> *"tem always appears, ETS?ID / >> *item is not associated with ETS file or resides in enemy if AppearanceType / >=, #ffsetC / >9D
#ffset4 / >> #ffsetJ / >> #ffset;$$ / >> #ffset:>$$:C / >> #ffset:4$$: / >> #ffset::$$= / >> ?I / / C=9::$C=; *I coordinates, This is only (sed when not (sing the $ob0 file Ite,Translation ?I ? / / C=C:J$= * coordinates, This is only (sed when not (sing the $ob0 file Ite,Translation ? ?F / / C:;C$9J *F coordinates, This is only (sed when not (sing the $ob0 file Ite,Translation ?F Ite,Nu,ber / >9> *T&' Ammo, Randomness / >> Offset122..125Q / >> S"ri)t IDF Amo(nt / >;4 *=>> b(llets$$ %al(e of ;4 in HEI / =>>, Offset129..12:Q @ 02' AuraTy)e / >= *small glint coming from ob0ect, #ffset=C>$$=C= / >=>> #ffset=C9$$=CJ / >> Offset159..15;Q / >$>>>>>> 8ADI(S O$ T>E T8IGGE8 TO O'TAIN Ite,An*le?6/ >$>>>>>> Ite,An*le? / 8>$>>>>>> Ite,An*le? / >$>>>>>> #ffset=J9$$=JJ / >>$ M "tem Data = M new barrel = ategory / >= #ffset:$$== / >$>>J4C9 #ffset=9$$=J / =>>>$>>>>>> #ffset=;$$= / J>$>>>>>> Tri**eronePosition>?I / 8C:=$C49: 944$:CC:4 4 Tri**eronePosition ? / 944$:CC: ===:$;J;:9 9 Tri**eronePosition ?I / ===:$;J;: Tri**eronePosition=? / 944$:CC:4 Tri**eronePosition9?I / ===:$;J;:9 Tri**eronePosition9? / 4$:C4=>; Tri**eronePositionC?I / 8C:=$C49: Tri**eronePositionC? / 4$:C4=>; #ffsetJ9 / >C Data!lockType / >C Data'lo"&In!e / >= *>= is the second entry for o(r "TA file+ the first being >>, #ffsetJJ / >= #ffsetJ; / >9 #ffsetJ / >= #ffset;:$$; / >: A))earan"eTy)e / >9 *is inside a breakable ob0ect, ETS?ID / >CJ *item location+ rotation - breakable container are now controlled by the entry in the ETS file with cooresposing &odel?ETS?"D/ >CJ, #ffsetC / >9D #ffset4 / >> #ffsetJ / >>
#ffset;$$ / >> #ffset:>$$:C / >> #ffset:4$$: / >> #ffset::$$= / >> ?I / / >$>>>>>> *I coordinates+ now controlled by ETS, Ite,Translation ?I ? / / >$>>>>>> * coordinates+ now controlled by ETS, Ite,Translation ? ?F / / >$>>>>>> *F coordinates+ now controlled by ETS, Ite,Translation ?F / > *rifle ammo, Ite,Nu,ber / Randomness / >> #ffset=99$$=9C / >> A,ount / >J Offset129..12:Q @ 02C AuraTy)e / >= #ffset=C>$$=C= / >=>> #ffset=C9$$=CJ / >> #ffset=C;$$=C / >$>>>>>> Ite,An*le?6/ >$>>>>>> Ite,An*le? / 8>$>>>>>> Ite,An*le? / >$>>>>>> #ffset=J9$$=JJ / >> "n the eample abo%e we ha%e 9 entries+ the first being T&' ammo that always appears at specified location+ and the second entry being riffle ammo that is inside a barrel$ Adding items to the "TA .tt file has the same principles as adding items to the ETS file$ We m(st increase the Ite,DataCount for each new item added to the file+ while also increasing the Data'lo"&In!e -Offset129..12:Q%al(es with each new item$ Remember that the Data'lo"&In!e - Offset129..12:Q %al(es are in HEI and the Ite,DataCount is in DE"&A2 %al(e$ Tri**eronePosition do not really need to be edited+ as the items will still be attainable if we simply copy these %al(es from the pre%io(s entries$ #btain Ite,Nu,ber from the "TE& 2"ST at the bottom of this doc(ment$ While dealing with the "TA we ha%e to sometimes consider that the ITA file does not work alone$ Sometimes it works with data from other files s(ch as the ETS$ "n the second entry in the eample abo%e+ the ETS is called in to control certain aspects of 9nd "TA entry$
12 3or&in* 4it te ITA < ETS file to*eter *p(tting items into the ET& models, When we (se breakable ob0ects in the game we may wish to place items inside them to be collected once the ob0ect is broken$ As stated abo%e+ the "TA file will sometimes work together with the ETS file for this p(rpose+ so we will be dealing with both the ITA - ETS files for placing o(r "TA items into ET& models seen in the game$ 8e,e,ber ) ITM / &odels of items like treas(res+ weapons - amm(nition ETM / &odels of breakable *and mo%able, ob0ects like barrels+ %ases+ boes+ ladders - doors$ ITA / file responsible for coordinates "T& ob0ects ETS / file responsible for coordinates ET& ob0ects *and some lights,
"f we want to place items+ treas(res+ weapons+ or amm(nition into ET& models+ we ha%e to edit the "TA
entry first$ Using Son of 'ersia5s tool for placing new "TA items in the game is simple+ b(t if we want to ha%e them inside breakable ET& models+ we ha%e to ad0(st the following offsets in the "TA file) 1. A))earan"eTy)e 2. ETS?ID
2ets look at each of these indi%id(ally) A))earan"eTy)e) "ndicates that the item is in something+ s(ch as a bo+ barrel+ or %ase$ "f the %al(e of A))earan"eTy)e is >> / item always appears$ "f the %al(e of A))earan"eTy)e is >9 / item does not appear (ntil the breakable ob0ect is destroyed$ "f the %al(e of A))earan"eTy)e is >= / it will not appear (nless yo( defeat the enemy$
When the %al(e of A))earan"eTy)e is >9+ this indicates that the ob0ect is inside a an ET& model+ and that the Ite,Translation *position, and type of ETM ,o!el are now ,ana*e! by te ETS file + b(t the contents are still managed by ITA file$ ETS?ID When the %al(e of A))earan"eTy)e is other than 00+ the ETS?ID %al(e indicates which ETS entry is responsible for the controlling the "TA item$ An eample of this wo(ld be+ if o(r ETS?ID / 057 in o(r ITA entry+ then we wo(ld look at o(r etracted ETS .tt file for te sa,e roo, and find the entry that has the Mo!el?ETS?ID/ >CJ $ We then edit this ETS entry to change the position+ rotation+ and type of ET& model (sed to control the "TA entry+ and then finally+ repack the ETS file+ "TA file+ and finally+ repack the UDAS file$
Ea,)le of ETS entry lin&e! 4it an ITA fileK M Entry JC *!arrel 9, / >== Mo!el?ETM?Nu,ber / Mo!el?ETS?ID/ >CJ &odelScale?I / =$>>>>>> &odelScale? / =$>>>>>> &odelScale?F / =$>>>>>> &odelRotation?I / >$>>>>>> &odelRotation? / 8>$>>>>>> &odelRotation?F / =:>$>>>>>J &odelTranslation?I / 8=J9;9$CJ4 &odelTranslation? / CJ=4$J: &odelTranslation?F / C;:=$= "n the abo%e eample we see that the ETS is calling the ETM model with the Mo!el?ETM?Nu,ber / / >== which gi%es (s a barrel *ET& model et==>>$bin,+ and we see it is linked now to o(r ITA file with the Mo!el?ETS?ID/ >CJ data entry+ beca(se the "TA file entry for ETS?ID offset is set to 057- te sa,e as tis ETS entry- Mo!el?ETS?ID/ >CJ$
15 3or&in* 4it te ITM file "n this section of the t(torial we will work on copying eisting "T& models - repacking them with new tet(res$ The process is almost identical to that demonstrated in hapter ) * Working with the ETM file"
NOTEK This section can be skipped if we are (sing the (>D## by 8a0r which permits (s to (se a &aster "T& file that loads all items into memory$ This permits (s to (se any item wihto(t ha%ing to repack "T& files for each room$
As mentioned mentioned abo%e+ abo%e+ the "TA calls calls on models models from the the "T& file+ file+ so if the the "TA for the room we are working working on has an entry for a certain item+ we m(st make s(re that the model for this item is p(t into the ITM file for the same room that we are working on+ otherwise the game will crash$ Also we m(st make s(re that these "T& models call on the correct tet(re packs as well or the game will crash$ The same principles abo(t tet(res o(tlined in hapter 5 + * ,re-aring Text%res' applies to ITM models$
Ea,)le of ,oin* an ITM ,o!el to anoter roo, "n this eample we are going to (se the 8E+(>D?ITM?Tool.ee to etract the r552 "T& file *which creates the folder r552?0;.ITM,+ find the Bet Ski key 'IN - TP# files in that etracted folder+ and then copy the 'IN < TP# files o%er to another room "T& file$$*in this eample we copy to room r22"?0; etracted folder,$ To do this+ we first we m(st na%igate to an etracted UDAS folder that contains the "T& file that contains the "T& model we want to copy$ An easy way to locate the model we want to copy o%er to the new ITM is to simply find a room in the game we know has the model we want$ .or eample+ we know there is a shotg(n in room r101+ so if we want to copy this model to different room "T& file+ we can etract the r101 ITM file from the 8101 (DAS archi%e+ etract the "T&+ and copy the model file 002C from the etracted folder$ We know that 002C is the shotg(n model beca(se the %al(es (sed by Son of 'ersia5s ITM Tool create file names identical to those (sed by the %al(es shown in the "TE& 2"ST *see bottom of this doc(ment,$ A## file n(mbers for models (sed by "TA+ "T&+ ET&+ ETS will be the same thro(gho(t all Son of 'ersia tools$ Eample of locating a desired model) "f we etract the ITM file for room r552 we get a folder generated r552?0;. "f we obser%e the contents of this folder we can see model it,0.'IN and it,0.TP# inside+ and if compare this model n(mber to the "TE& 2"ST we see that item is the 0et8ski key$ "f we are (ns(re abo(t which model is which+ we can always generate #!B - S&D files to look at them with a CD %iewer$ 7ow that we ha%e located the desired Bet Ski model key *for this eample the model is 00.'IN ,+ we will copy it,0.'IN - it,0.TP# from the etracted r552?0; folder and paste it into a working directory *r22"?0; "T& folder,+ along with the 8E+(>D?'IN?Tool?201.ee and 'IN?Etra"t.bat file. We now (se the 'IN?Etra"t.bat file to etract o(r models in S&D1#!B file format along with a newly generated .,tl file$ The rest is %ery similar to editing models in the ET& described in chapter ) * Working with the need to do do now is edit o(r models models in Cd editing editing software+ software+ making s(re that that when we we ETM file" All we need repack that we point the tet(res to o(r room pack file *or teh master file if (sing the ompanion D22 by RaO>r, !elow is a short s(mmary of editing the model and repacking$
1+ E!itin* < re)a"&in* te ITM ,o!el 8 'lace model tet(re into working room pack file+ rename tet(re file in proper n(merical order$ 8 Repack the pack file that has the new tet(re with 2 Tool. 8 opy newly created pack file with new tet(re to I,a*ePa"&>DHI,a*)a"& folder in !"#4 dir$ 8 After model is etracted with 8E+(>D?'IN?Etra"tor.ee import to CD software for editing$ 8 "n CD application+ apply the new tet(re*s, to model from the new pack file$
8 Eport model from CD app to SMD format *with bones, - then eport to O' format to create .MT# file 8 Edit $ MT# file to ha%e all tet(res in correct n(merical order 8 Delete the 'IN- TP# and O' file+ lea%ing only the SMD - MT# file$ 8 Edit 'IN?Etra"t.bat file to look like this) 8E+(>D?'IN?Tool?201.ee ) it,0.s,! it,0.,tl ++00022"
8 A new !"7 - T'2 are created$ opy these o%er to yo(r working "T& directory *in this case we copy the files o%er to r22"?0; "T& folder$ 8 Edit the .i! file by increasing the "temo(nt by = 8 Edit the .i! file by adding the new entry to the end of the file) Ea,)leK Ite,Count @ 7 8888 this %al(e m(st match the amo(nt of "tem 7(mbers in the id file$ "tem?>?7(mber / >> "tem?=?7(mber / >4 "tem?9?7(mber / >; "tem?C?7(mber / > Ite,?+?Nu,ber @ 0 8888888new entry for 0et ski key
8 Hit sa%e after editing the .i! file+ and then click on ITM?8e)a"&.bat to repack "T& file$ 8 opy newly generated "T& file to working UDAS folder+ replacing old "T& file 8 Repack UDAS file$
17 Creatin* "usto, ITM < ETM ,o!els Up (ntil now we ha%e only been dealing with mo%ing eisting models that ha%e already been created by apcom$ 2ike creating c(stom player models+ it is also possible to create o(r own c(stom "T& - ET& models and place them in the game$ .or "T& models the process is %ery simple+ b(t for ET& models it can get more complicated as these models are designed to change as they break+ and therefore ha%e other files that are associated with them like animations$ This t(torial will only demonstrate how to make c(stom model witho(t animation effect files$ .or more in dpeth please see my %ideo t(torial here https)11yo(t($be12Dl!Dm#;>.: To create a c(stom "T& or ET& model+ we follow the same instr(ctions as before for each type+ remembering that we m(st make s(re its T'2 points to a properly n(merated tet(re in the corresponding pack file to the room we are working on$ B(st like before+ we m(st rename the model to the correct "T& model n(mber and place the new !"7 - T'2 into "T& or ET& folder+ edit the id file to reflect new entries+ and repack file UDAS when we are finished$ "t is e%en possible to p(t larger models inside ET& ob0ects+ so when we break them we get a giant s(rpriseN
19 A note on te =Master= ITM file Albert+ hris+ and and " *&r$(rio(s,+ *&r$(rio(s,+ ha%e been been m(lling o%er the idea of creating creating a master "T& file that that incl(des all item+ weapaon+ treas(re+ and amm(nition model from the game *this file incl(des a master $pack file as well,$ These 9 master files will be re6(ire that (sers (se RaO>r5s D22 companinon which allows for the side8chaining of files that o%erwrite files that are loaded into memmory$ Doing this makes pack files smaller to distrib(te as the red(ndant tet(res for the items will be remo%ed+ and also this will make "T& modding m(ch easier as well$ As this master file that contains all the models
- tet(res for the treas(res+ amm(nition+ and other items+ we will not ha%e to constantly be etracting the "T& !"7 - T'2 files to point to new room - pack files$ With all of o(r models pointing to the same &aster file+ it will be as simple as editing the "TA files witho(t worry$ The master "T& file will be incl(ded in this distrib(tion and can be read abo(t here) http)11residente%ilmodding$boards$net1thread1;:1master8itm8file
1: Ite, #ist 'lease note that ,any of tese 4ill NOT 4or& properly if inserted into the game+ partic(larly those %al(es which are player models or items that were (sed in beta testing of the game like the killer w1 silencer$ All %al(es are in HEI$ >> 8 magn(m ammo >= 8 hand grenade >9 8 incendiary grenade >C 8 matilda >4 8 handg(n ammo >J 8 first aid spray >; 8 green herb > 8 rifle ammo >: 8 chicken egg > 8 brown chicken >A 8 gold chicken egg >! 8 aaa > 8 plaga sample >D 8 kra(ser5s knife >E 8 flash grenade >. 8 salaOar family insignia => 8 bowg(n == 8 bowg(n bolts =9 8 green herb 9 =C 8 green herb C =4 8 mied herbs *gVr, =J 8 mied herbs *gVrVy, =; 8 mied herbs *gVy, = 8 rocket la(ncher *special, =: 8 shotg(n shells = 8 red herb =A 8 hand cannon ammo =! 8 ho(rglass w1 gold decor = 8 yellow herb =D 8 stone tablet =E 8 lion ornament =. 8 goat ornament 9> 8 tmp ammo 9= 8 p(nisher 99 8 p(nisher w1 silencer 9C 8 handg(n 94 8 handg(n w1 silencer
9J 8 red 9; 8 red w1 stock 9 8 blacktail 9: 8 blacktail w1 silencer 9 8 broken b(tterfly 9A 8 killer 9! 8 killer w1 silencer 9 8 shotg(n 9D 8 striker 9E 8 rifle 9. 8 rifle *semi8a(to, C> 8 tmp C= 8 acti%ation key *bl(e, C9 8 tmp w1 stock CC 8 acti%ation key *red, C4 8 hicago typewriter *infinite, CJ 8 rocket la(ncher C; 8 mine thrower C 8 handcannon C: 8 combat knife C 8 serpent ornament CA 8 moonstone *right half, C! 8 insignia key C 8 ro(nd insignia CD 8 false eye CE 8 c(stom tmp C. 8 silencer *handg(n, 4> 8 p(nisher 4= 8 p$r$l$ 4=9 49 8 stock *red, 4C 8 stock *tmp, 44 8 scope *rifle, 4J 8 scope *semi8a(to rifle, 4; 8 mine8darts 4 8 shotg(nGG 4: 8 capt(re l(is sera 4 8 target practice 4A 8 l(is5 memo 4! 8 castellan memo 4 8 female intr(der 4D 8 b(tler5s memo 4E 8 sample retrie%ed 4. 8 rit(al preparation J> 8 l(is5 memo 9 J= 8 rifle *semi8a(to, w1 infrared scope J9 8 kra(ser5s bow JC 8 hicago typewriter *reg(lar, J4 8 treas(re map *castle, JJ 8 treas(re map *island, J; 8 %el%et bl(e J 8 spinel
J: 8 pearl pendant J 8 brass pocket watch JA 8 elegant headdress J! 8 anti6(e pipe J 8 gold bangle w1 pearls JD 8 amber ring JE 8 beerstein J. 8 green catseye ;> 8 red catseye ;= 8 yellow catseye ;9 8 beerstein w1 *g, ;C 8 beerstein w1 ;4 8 beerstein w1 *y, ;J 8 beerstein w1 *g+r, ;; 8 beerstein w1 *g+y, ; 8 beerstein w1 *r+y, ;: 8 beerstein w1 *g+r+y, ; 8 moonstone *left half, ;A 8 chicago typewriter ammo ;! 8 rifle V scope ; 8 rifle *semi8a(to, w1 scope ;D 8 infinite la(ncher ;E 8 king5s grail ;. 8 6(een5s grail > 8 staff of royalty = 8 gold bars 9 8 arrows C 8 bon(s time 4 8 emergency lock card key J 8 bon(s points ; 8 green catseye 8 r(by : 8 treas(re bo *s, 8 treas(re bo *l, A 8 bl(e moonstone ! 8 key to the mine 8 attache case s D 8 attache case m E 8 attache case l . 8 attache case l :> 8 golden sword := 8 iron key :9 8 stone of sacrifice :C 8 storage room card key :4 8 freeOer card key :J 8 piece of the holy beast+ panther :; 8 piece of the holy beast+ serpent : 8 piece of the holy beast+ eagle :: 8 0et8ski key : 8 dirty pearl pendant :A 8 dirty brass pocket watch
:! 8 old key : 8 camp key :D 8 dynamite :E 8 lift acti%ation key :. 8 gold bangle > 8 elegant perf(me bottle = 8 mirror w1 pearls - r(bies 9 8 waste disposal card key C 8 elegant chessboard 4 8 riot g(n J 8 black bass ; 8 ho(rglass w1 gold decor 8 black bass *l, : 8 ill(minados pendant 8 rifle w1 infrared scope A 8 crown ! 8 crown 0ewel 8 royal insignia D 8 crown with 0ewels E 8 crown with an insignia . 8 salaOar family crown A> 8 rifle rifle ammo *infrared, *infrared, A= 8 emerald emerald A9 8 bottle bottle caps AC 8 gallery gallery key A4 8 emblem emblem *right half, AJ 8 emblem emblem *left half, half, A;8 heagonal heagonal emblem A 8 castle castle gate key A: 8 mied mied herbs *rVy, A 8 treas(re treas(re map map *%illage, *%illage, AA 8 scope scope *mine8throw *mine8thrower, er, A! 8 mine8throw mine8thrower er V scope scope A 8 playing playing man(al man(al = AD 8 info info on ashley ashley AE 8 playing playing man(al man(al 9 A. 8 alert alert order !> 8 abo(t the bl(e medallions != 8 chief5s note !9 8 clos(re of the ch(rch !C 8 anonymo(s letter !4 8 playing man(al C !J 8 sera and the Crd party !; 8 two ro(tes ! 8 %illage5s last defense !: 8 b(tterfly lamp ! 8 green eye !A 8 red eye !! 8 bl(e eye ! 8 b(tterfly lamp w1 * g , !D 8 b(tterfly lamp w1 * r ,
!E 8 b(tterfly lamp w1 * b , !. 8 b(tterfly lamp w1 * g+ r , > 8 b(tterfly lamp w1 * g+ b , = 8 b(tterfly lamp w1 * r+ b , 9 8 b(tterfly lamp w1 * r+ g+ b , C 8 prison key 4 8 platin(m sword J 8 infrared scope ; 8 elegant mask 8 green gem : 8 red gem 8 p(rple gem A 8 elegant mask w1 * g , ! 8 elegant mask w1 * r , 8 elegant mask w1 * p , D 8 elegant mask w1 * g+ r , E 8 elegant mask w1 * g+ p , . 8 elegant mask w1 * r+ p , D> 8 elegant mask w1 * r+ g+ p , D= 8 golden lyn D9 8 green stone of 0(dgement DC 8 red stone of faith D4 8 bl(e stone of treason DJ 8 golden lyn w1 * g , D; 8 golden lyn w1 * r , D 8 golden lyn w1 * b , D: 8 golden lyn w1 * g+ r , D 8 golden lyn w1 * g+ b , DA 8 golden lyn w1 * r+ b , D! 8 golden lyn w1 * g+ r+ b , D 8 leon w1 rocket la(ncher DD 8 leon w1 shotg(n DE 8 leon w1 handg(n D. 8 ashley graham E> 8 l(is sera E= 8 don 0ose E9 8 don diego EC 8 don esteban E4 8 don man(el EJ 8 dr$ sal%ador E; 8 merchant E 8 Oealot w1 scythe E: 8 Oealot w1 shield E 8 Oealot w1 bowg(n EA 8 leader Oealot E! 8 soldier w1 dynamite E 8 soldier w1 st(n8rod ED 8 soldier w1 hammer EE 8 isabel E. 8 maria .> 8 ada wong
.= 8 bella sisters .9 8 don pedro .C 8 0$0$ .4 8 letter from Ada .J 8 2(is5 memo C .; 8 paper airplane . 8 o(r plan .: 8 2(is5 memo 4 . 8 kra(ser5s note .A 8 2(is5 memo J .! 8 o(r mission . 8 aaa .D 8 aaa .E 8 tactical %est .. 8 aaa 9J; 8 p(nisher 9J 8 handg(n 9J: 8 shotg(n 9J 8 mine thrower 9;> 8 handcannon 9;= 8 mine thrower V scope 9;9 8 mission directi%es = 9;C 8 mission directi%es 9 9;4 8 mission directi%es C 9;J 8 mission directi%es 4 9;; 8 mission directi%es J 9; 8 mission = treas(re map 9;: 8 mission 9 treas(re map 9; 8 mission C treas(re map 9> 8 mission 4 treas(re map 9= 8 mission J treas(re map 88888888888888888888888888888888888888888888 There is a %ideo t(torial for the following tools o(tlined in this written t(torial) ETM tool tutorial 8 https)11yo(t($be12Dl!Dm#;>.: ETS < ITA tool tutorial https)11yo(t($be1AJUO4b#4?A
'lease stay t(ned for more %ideos$ o( can check for these at https)11www$yo(t(be$com1(ser1kalamalkakid Special thanks to Son of Persia who was kind eno(gh to make these amaOing tools for (s to (se$ Also thanks to Albert for all his help with the lighting - E.. tools$ A special thanks to the now retired &aster &odder 5rOosk5 who helped pa%e the way for many of these disco%eries with his1her knowledge$ 88888888888888888888888888888888888888888888 Happy &oddingN
Mr.Curious 12 201
tt)sKHH444.youtube."o,HuserH&ala,al&a&i!H tt)KHHresi!enteil,o!!in*.boar!s.netHuserH77;2
View more...
Comments