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| tutorial:basics [2026/04/02 23:11] – removed last mentioning of old tools and updated formatting jenovavirus | tutorial:basics [2026/05/25 23:19] (current) – added more notes about AI jenovavirus | ||
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| ===== Game parts ===== | ===== Game parts ===== | ||
| ==== AI ==== | ==== AI ==== | ||
| - | All enemies and NPCs have an AI. The .luabnd | + | All enemies and NPCs have an AI that determines when an enemy takes which action. \\ |
| + | DS1: The .lua bnd files are in the " | ||
| + | DS3+: The .hks files are in the " | ||
| + | ER: " | ||
| + | |||
| + | The .hks files can be manually decompiled with a tool as well. After that you can just use the decompiled version for the game as it will work just fine. \\ | ||
| ==== Characters ==== | ==== Characters ==== | ||
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| The players animation file " | The players animation file " | ||
| - | Additional files contain taes for other ranges e.g. " | + | Additional files contain taes for other ranges e.g. " |
| Other files e.g. " | Other files e.g. " | ||
| ==== Models and Textures ==== | ==== Models and Textures ==== | ||
| - | Body, weapon and armor files are in the " | + | Body, weapon and armor files of the player |
| All files have a prefix and indicate the type of model: | All files have a prefix and indicate the type of model: | ||
| Line 100: | Line 105: | ||
| In DS3+ the player model gets assembled with armor parts + configured face + naked body parts. Masks on armor parts are used to make the body part disappear if needed. | In DS3+ the player model gets assembled with armor parts + configured face + naked body parts. Masks on armor parts are used to make the body part disappear if needed. | ||
| + | |||
| + | Texture files are in a .tpf format (packed and contain .dds files) and models are in a .flver format. | ||
| + | |||
| ==== HUD / Icons / Menu ==== | ==== HUD / Icons / Menu ==== | ||
| The HUD elements and icons are in the " | The HUD elements and icons are in the " | ||
| The " | The " | ||
| + | In ER the goods param holds the IconID for the " | ||
| The " | The " | ||
| ==== Language / Text ==== | ==== Language / Text ==== | ||
| The language files are in the " | The language files are in the " | ||
| + | |||
| + | ==== Maps [WIP] ==== | ||
| + | All files regarding maps are in the " | ||
| + | |||
| + | MSB: These are map metadata files. They hold the information what entity type (e.g. navmesh, object etc.) is located where (region, coordinates, | ||
| + | Navmesh: They are " | ||
| + | Objects/ | ||
| + | AETs: They are texture types used since ER and can be used for any map or object in the game directly. Textures are normally " | ||
| + | |||
| + | |||
| + | ==== States ==== | ||
| + | The player character and also npcs/ | ||
| + | |||
| + | A state can only change under certain preconditions and can only switch to other specific states. | ||
| + | The several games have different systems to handle states (and respective files): \\ | ||
| + | DS1: ESD (chr/ | ||
| + | DS2: EMEVD () \\ | ||
| + | DS3/BB/ER: HKS (action/ | ||
| + | |||
| + | |||
| + | Using " | ||
| + | HKS is normally compiled Lua (a script language) but they were decompiled by modders and can be downloaded from the tools page. They can be edited and then used just like that instead of the original files and the games will load them fine. The beh (behaviour) files can be converted with hkxpack-souls. \\ | ||
| ==== Scripts / Emevd ==== | ==== Scripts / Emevd ==== | ||
| If someone uses those words they are referring to the files in the " | If someone uses those words they are referring to the files in the " | ||
| The player always has the ID 10000 which is used in the scripts. \\ | The player always has the ID 10000 which is used in the scripts. \\ | ||
| - | Events are typically edited with DarkScript 3 (or esdlang | + | Events are typically edited with DarkScript 3 (or esdlang/ |
| ==== SFX / VFX / FFX / FXR ==== | ==== SFX / VFX / FFX / FXR ==== | ||
| Those are visual effects like magic, bonfires, sword sparks, walking on certain areas effects like mud etc. The sounds that are heard at the same time belong to them. \\ | Those are visual effects like magic, bonfires, sword sparks, walking on certain areas effects like mud etc. The sounds that are heard at the same time belong to them. \\ | ||
| The files are packed within the " | The files are packed within the " | ||
| + | |||
| + | The sfx files are in the " | ||
| + | The respective resource BNDs hold the textures and models used by the effects. \\ | ||
| SFX is the term for visual effects in FromSoftware games. \\ | SFX is the term for visual effects in FromSoftware games. \\ | ||
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| ==== Talk ==== | ==== Talk ==== | ||
| Talk scripts are used by NPCs or some objects (using invisible NPCs). They start working when the player enters a 5m radius around them and are map based only. \\ | Talk scripts are used by NPCs or some objects (using invisible NPCs). They start working when the player enters a 5m radius around them and are map based only. \\ | ||
| - | They are in the " | + | They are in the " |