Site Tools


tutorial:basics

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
tutorial:basics [2026/05/03 22:46] – added "states" section jenovavirustutorial:basics [2026/05/25 23:19] (current) – added more notes about AI jenovavirus
Line 69: Line 69:
 ===== Game parts ===== ===== Game parts =====
 ==== AI ==== ==== AI ====
-All enemies and NPCs have an AI. The .luabnd files are in the "script" folder.+All enemies and NPCs have an AI that determines when an enemy takes which action\\  
 +DS1: The .lua bnd files are in the "script" folder. \\  
 +DS3+: The .hks files are in the "action/script" folder. The player script is already decompiled on the tools page. The general enemy AI file is "c9997.hks" and all others are directly related to the enemy IDs. \\  
 +ER: "c8000.hks" file is for torrent. \\  
 + 
 +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 ====
Line 107: Line 112:
 The HUD elements and icons are in the "menu" folder. The file "01_common.tpf.dcx" holds the mapped out low resolution icons on sheets. \\  The HUD elements and icons are in the "menu" folder. The file "01_common.tpf.dcx" holds the mapped out low resolution icons on sheets. \\ 
 The "knowledge" folder holds single high resolution icons in DS3. In ER they are divided into "hi" (high") and "low" resolution folders and you need to unpack the "00_solo.tpfbdt" file first to see them.\\  The "knowledge" folder holds single high resolution icons in DS3. In ER they are divided into "hi" (high") and "low" resolution folders and you need to unpack the "00_solo.tpfbdt" file first to see them.\\ 
 +In ER the goods param holds the IconID for the "knowledge" folder and magic params hold the IconID for the spreadsheet. \\ 
 The "mapimage" folder holds the bonfire warp images in Dark Souls 3. The "mapimage" folder holds the bonfire warp images in Dark Souls 3.
  
Line 115: Line 121:
 All files regarding maps are in the "map" folder.  \\ All files regarding maps are in the "map" folder.  \\
  
-MSB:  \\ +MSB: These are map metadata files. They hold the information what entity type (e.g. navmesh, object etc.) is located where (region, coordinates, rotation).  \\ 
-Navmesh:  \\ +Navmesh: They are "plaines" (simple meshes) used by AI characters to navigate.  \\ 
-Object:  \\+Objects/AEGObjects are assets (e.g. a cupboard, a chair) and since ER they were replaced by AEGs which are just an optimized version  \\ 
 +AETs: They are texture types used since ER and can be used for any map or object in the game directly. Textures are normally "bound" to one object or map as they are often packed together. They can be found in the "asset" folder.  \\
  
  
Line 127: Line 134:
 DS1: ESD (chr/c0000.esd.dcx) \\ DS1: ESD (chr/c0000.esd.dcx) \\
 DS2: EMEVD () \\ DS2: EMEVD () \\
-DS3/BB/ER: HKS (action/script/c0000.hks and common_define.hks) \\+DS3/BB/ER: HKS (action/script/c0000.hks and common_define.hks) and HKB (chr/c0000.behbnd.dcx) \\
  
  
 Using "Zeditor" tool for DS1 ESD is highly recommended. \\ Using "Zeditor" tool for DS1 ESD is highly recommended. \\
-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. \\+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 ====
tutorial/basics.1777844775.txt.gz · Last modified: by jenovavirus