Titan Network
Community => City of Heroes => Topic started by: HugoLuman on December 02, 2012, 02:01:50 AM
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EDIT: Seeing as the assets for the game are all there on our computers, and we still have our costume/sentinel data, why not construct a facsimile of the costume editor? In this way, we could at least take back at least one of the best parts of the game.
ORIGINAL:Well, we've all got our costume data, but it's useless without the assets. If anything is hidden clientside, though, we could potentially remake a fascimile of the costume/character editor as a seperate exe a la Spore Creature Creator.
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As far as I know, all the art assets are contained in your folder - which is one of the reasons not to delete the game.
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Including 3d models?
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Yes - all of that stuff is in your folder - almost the whole game is :P
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Which archive file then? I'm getting one of those things, like a thought with pictures.
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I've never tried it, but I think you need to look in the pigg files for the art assets.
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Hmm, any ideas on a utility for that? Boy, haven't gone archive diving since modding Skyrim!
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Hmm, any ideas on a utility for that? Boy, haven't gone archive diving since modding Skyrim!
The utility already exists. Has done so for a long time. I even have a copy. :)
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What I meant was what utility is there? Already found it though, commencing pigg diving.
So far, player costume pieces/animations seems to be in "player" and the "stagex" piggs
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The utility already exists. Has done so for a long time. I even have a copy. :)
What is the Utility called?
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What is the Utility called?
CoH Character Creator. It was made just before the Korean version (it's in Korean but there's a workaround) of the game came out and contains all the original costume pieces. I believe you can add the later pieces as well. The program was removed for U.S. use and is currently really hard to find, though it can be done. ;)
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What's the workaround for the Korean text in the offline creator? I hate being illiterate and having to go down EVERY single list to find what I'm looking for, every time I want to recreate a costume.
Oh, and how do you add recent costume pieces???
Thanks!
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I believe this is it
To get it to run in english:
start>run>regedt32
HKey_Current_User\Software\Cryptic\KRCOH
Change the Locale entry to 0
After that, right-click on the KRCOH key, select permissions.
Pick the user account that you use normally.
DENY that account Full Control.
Accept the message.
This changes the locale to english, and prevents the application from resetting it to Korean when you launch the application.
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CoH Character Creator. It was made just before the Korean version (it's in Korean but there's a workaround) of the game came out and contains all the original costume pieces. I believe you can add the later pieces as well. The program was removed for U.S. use and is currently really hard to find, though it can be done. ;)
No. That's not the utility.
It's called Pigg View Pro
And it was written by TonyV...
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Here is one from Sourceforge
http://sourceforge.net/projects/piggviewer/ (http://sourceforge.net/projects/piggviewer/)
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CoH Character Creator. It was made just before the Korean version (it's in Korean but there's a workaround) of the game came out and contains all the original costume pieces. I believe you can add the later pieces as well. The program was removed for U.S. use and is currently really hard to find, though it can be done. ;)
Any suggestions on how to go about adding the more recent pieces, even if only some of them? Do I need to go pigg diving myself (which I've never done before), or is there someway rather less technical?
And by the way, you weren't kidding when you said it was hard to find. I lost count of how many dead ends I hit before I finally found it, heh. XD
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Here is one from Sourceforge
http://sourceforge.net/projects/piggviewer/ (http://sourceforge.net/projects/piggviewer/)
That's the one I mentioned.
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Any suggestions on how to go about adding the more recent pieces, even if only some of them? Do I need to go pigg diving myself (which I've never done before), or is there someway rather less technical?
And by the way, you weren't kidding when you said it was hard to find. I lost count of how many dead ends I hit before I finally found it, heh. XD
You found it? PM link?
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A link via PM would be most appreciated,, I second that :)
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Here's a link to the older instructions for adding extra costume pieces; http://www.cohguru.com/forum/showthread.php?t=7546
Read through the instructions before attempting, and realize that it does make the creator a little messed up. Not sure what it will do now since so many pieces have been added after that was written. I'm just glad to have the originals.
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With some effort, we could see about updating that update. :)
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With some effort, we could see about updating that update. :)
Yes, please. :D
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Here's something about modding the client. This also works on the costume creator, apparently: http://strategywiki.org/wiki/City_of_Heroes/Clientmods
We'll see how far this can be taken.
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Mirror of the standalone creator:
http://www.mirrorcreator.com/files/0KHEAO5V/CoHCC.zip_links
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The stand alone Korean character creator is *very* outdated.
However, if you guys updated it somehow, in any way shape or form, that would be cool.
It can be done. I have proof.
(I didn't make this BTW)
http://www.mediafire.com/?11bkjzpg91j6mwm
Here is an external forum link about it including readme http://www.cohguru.com/forum/showthread.php?t=7546
It's a modded file for the Korean creator, which adds previously unavailable options, such as Statesman' actual face plate, and other developer only/NPC stuff.
:P
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Cool. Now I could at least build my original first toon again ;D
So... how do we uptdate this thing to get as many options in as possible?
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For the record, this is where I found my copy of the CCC:
http://www.nullfile.com/cohfrontline.com/tools.html
There's a few other things there as well, like an old Hero Planner, PiggViewer and some other odds and ends that some of us might want to preserve for posterity.
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Downloaded the latest version:
Piggviewer_5_7.zip (80.6 kB)
unzipped,extracted and tried to run.
error message: d3x9_28.dll not found. try re-installing the application.
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Downloaded the latest version:
Piggviewer_5_7.zip (80.6 kB)
unzipped,extracted and tried to run.
error message: d3x9_28.dll not found. try re-installing the application.
http://www.dll-files.com/dllindex/dll-files.shtml?d3dx9_28
Download this, and put it in the piggviewer folder. The site is safe, I've used it hundreds of times before.
100% success rate.
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Why Thank you very much, ;D
I installed the dll file.
Now PIGG viewer is actually working, this is so cool reading all the ingredients
of the CoH folder. :)
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You're welcome.
Just don't try changing or modifying the pigg files, haha ;D
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Just don't try changing or modifying the pigg files, haha ;D
If NCSoft gets bent out of shape about it, they can cancel my CoH account.
Oh, wait, they already did, along with everyone else's.
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If NCSoft gets bent out of shape about it, they can cancel my CoH account.
Oh, wait, they already did, along with everyone else's.
I just meant to say, we wouldn't want to lose or destabilize our pigg files *now*, would we?
It was a friendly word of advice.
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That link is broken :(
Anyone have a link to this standalone costume maker? I would most appreciate it!
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That link is broken :(
Anyone have a link to this standalone costume maker? I would most appreciate it!
I got mine from here:
http://www.nullfile.com/cohfrontline.com/tools.html
And I just tried that link and the download link there for the CCC and it all still works. Just be aware that I believe its the original version released by NCSoft, so if there's any updates or so for it, you'll have to get them elsewhere.
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Is there a mac version?
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I just meant to say, we wouldn't want to lose or destabilize our pigg files *now*, would we?
It was a friendly word of advice.
I have wondered if it would be possible to use demo playback to accomplish something like this. You know... send 'fake' demo data to the client in playback mode, as if the demo commands are coming from a realtime source, instead of a file? It'd be a little bit like a dummy server feeding packets to it, but since we already know so much about demofiles, would take a lot less time to develop (if it's possible at all).
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Is there a mac version?
I don't believe so. The CCC was released well before there was a Mac version of the game itself, so probably not. Assuming you're not set up for dual-booting, you could probably just use a Windows emulator of some sort to run it. *shrug*
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I have wondered if it would be possible to use demo playback to accomplish something like this. You know... send 'fake' demo data to the client in playback mode, as if the demo commands are coming from a realtime source, instead of a file? It'd be a little bit like a dummy server feeding packets to it, but since we already know so much about demofiles, would take a lot less time to develop (if it's possible at all).
Are you asking if it's possible to play the game through and or using demo files?
By sending the demofile/s live, realtime commands?
Highly unlikely, if not entirely impossible.
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That link is broken :(
Anyone have a link to this standalone costume maker? I would most appreciate it!
Both my link and the one on nullfile are working fine.
SomethingAwful has their own mirror: http://forums.somethingawful.com/showthread.php?threadid=3489336&pagenumber=113&perpage=40#post409580090
If you look around, there is also one live torrent of it - look for "CoHCC.zip".
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Are you asking if it's possible to play the game through and or using demo files?
By sending the demofile/s live, realtime commands?
Highly unlikely, if not entirely impossible.
Not to "play" the game, just for the purposes of placing an NPC so you can fly around it and look at the model. You can change costumes in demos so it might also work as a costume editor.
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Not to "play" the game, just for the purposes of placing an NPC so you can fly around it and look at the model. You can change costumes in demos so it might also work as a costume editor.
Oh!
That is ENTIRELY POSSIBLE!
Easiest way to do it: Swap out your player model for an NPC's.
(https://i.imgur.com/HoUNj.png)
(https://i.imgur.com/8GZKy.png)
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Thank you so much for this thread!
I had been asking for a standalone character creator for ages and had even attempted to look for the Korean one without much luck.
Now I can "play dolls", as my SG used to call it, for as long as I want.
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Not to "play" the game, just for the purposes of placing an NPC so you can fly around it and look at the model. You can change costumes in demos so it might also work as a costume editor.
On another note, you could possibly replace an enemy NPC on the map with a model you want.
Then you can use the free camera mode to look at it.
If you feel like editing the demo costume code, sure, why not. Impromptu, dirty, costume editor.
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Thanks so much for getting all this info together! ;D ;D ;D
I'm having a problem though, the list of costume options does not seem to want to scroll. Did I mess something up when changing language or is that a common problem? Any way to remedy that?
Also is there a way to make it windowed?
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Common problem. Left/right arrows allow you to cycle, try that.
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If anyone figures out how get the newer costume items into the CCC or creates a new, updated version of it, please let me know. I'm working on a project to recreate costume pieces from the game, and if I could see each piece individually, that would be extremely helpful. Or if anyone knows of a way/place that has individual piece pics, that would be awesome. I'm also requesting people send me any screenshots of their costumes, and will try to figure out the individual pieces from those. More details of this project are on my blog, but beware, the first part of the post is about my experiences on the last day. I cried writing it, so you may cry reading it. But the info on my project is at the end. https://rewondered.wordpress.com/2012/12/02/reminiscing-it-wasnt-just-a-game/ (https://rewondered.wordpress.com/2012/12/02/reminiscing-it-wasnt-just-a-game/)
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You should use a pigg viewer and just dive through the pigg files, you should be able to find all the costume pieces that way.
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I read somewhere that an emulator for just the costume creating portion of the game would be a lot easier to build than the one for maps. Do we know of anyone that could attempt this? I know a full emulator is being worked on, but just a "login" emulator, so to speak, would allow us to play dress up until such a time as the full thing was ready, and would give us access to all the costume pieces.
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I read somewhere that an emulator for just the costume creating portion of the game would be a lot easier to build than the one for maps. Do we know of anyone that could attempt this? I know a full emulator is being worked on, but just a "login" emulator, so to speak, would allow us to play dress up until such a time as the full thing was ready, and would give us access to all the costume pieces.
For a lot of people, just having the ability to load their characters' old costumes and play with new ones would be amazing. There are a lot of brilliant people among the Paragon Diaspora, so I am reasonably confident that someone will put something together.
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I read somewhere that an emulator for just the costume creating portion of the game would be a lot easier to build than the one for maps. Do we know of anyone that could attempt this?
Correction: Do we know anyone who both could AND can devote the neccessary time to attempt this?
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Do any of the actual former Paragon devs frequent this site, that could offer any hints on how to accomplish the creation of a standalone creator app?
I'm positive they can't provide detail, let alone make it, due to likely terms in their severance papers--but a handy hint like "try checking out information about XX function in YY programming language" might make all the difference.
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I have wondered if it would be possible to use demo playback to accomplish something like this. You know... send 'fake' demo data to the client in playback mode, as if the demo commands are coming from a realtime source, instead of a file? It'd be a little bit like a dummy server feeding packets to it, but since we already know so much about demofiles, would take a lot less time to develop (if it's possible at all).
While looking at the .cohdemo format and commands available while writing some simple code to inject a Sentinel+ character definition into a .cohdemo, I figured some stuff out in passing.
The client has a central scene engine that handles all the rendering and GPU interaction. It has a scene driver API in code (and likely a script system wrapping that for their own ease of use) that you can tell it to do things like: load file resources, instantiate model instances, position and move objects, control the camera view, perform special effects and manuever sequences, etc.
Many of the scene-defining commands are serialized as the demorecord feature and .cohdemo format, limited in some important ways:
- .cohdemo commands are only read once and used to then drive the scene engine without further input (timing-related delays are inbred in the command arguments where they felt they needed it, which affects how/when they internally drive the scene, but you can't further touch it)
- only the subset of what they wanted to expose to the public is part of the format
- nothing outside general scene setup (UI windows, character inventory/enhancements, collision detection, targeting, los, determining hits/dmg, etc)
So while the commands supported by .cohdemo files are translated by them into the same scene driving vocabulary, (a) you cannot issue those commands at-will because you can't talk directly to the scene engine (via code or script), and (b) you have no access to all the other upstream gameplay logic that they employ to determine those resolved effects they then drive the scene with - so you couldn't really "play the game" just via those files even if they let you get past (a).
SUMMARY
The .cohdemo is the serialized subset of the final scene update pipeline commands just for the purpose of faithfully rendering the same scene again later (well most things but not all). All the gameplay logic employed by client or server to arrive at those updates is far upstream from what you have access to.
It's like the difference between 3d vector source and the final raster image. We only get to see the final raster image pixels, not all the smart inputs that led to them.
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You should use a pigg viewer and just dive through the pigg files, you should be able to find all the costume pieces that way.
All I see in the pigg viewer is a bunch of numbers I have no idea how to interpret. I found something that said to export them as bmp files but they're just flat, so that's not helpful. I need something that shows the pieces in 3D, so I can see how they fit on a body.
I don't know anything about coding or programming or anything like that, I just want to see pictures. :P If I'm doing something wrong, and there is a way to see actual 3D pictures with the pigg viewer, can someone please give instructions? Thanks! :)
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3D graphics for dummies, lesson number one. ;) A 3D model you see in the game is comprised of at least two basic elements:
* The mesh, which describes the model's geometry.
* The texture, which is placed over the mesh to provide the actual visuals.
This is not going into details such as skeletons, animation, bumpmaps, lightmaps and so on.
What you are exporting are the textures. I don't know if anyone managed to crack the mesh format yet.
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I don't believe so. The CCC was released well before there was a Mac version of the game itself, so probably not. Assuming you're not set up for dual-booting, you could probably just use a Windows emulator of some sort to run it. *shrug*
Already looked into that 2 months ago. Using a processviewer, it shows that the client completely reads in the demo file and doesn't even start processing it until after the file read is complete.
Spoonfeeding demo commands to it would mean it would never start rendering. If it wasn't that way, I'd already have made a demo-server injecting commands into the process space of the client.
EDIT: D'oh! Looks like others already explained it in some detail. Would have been nice to use the viewer as a renderer without a server...
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3D graphics for dummies, lesson number one. ;) A 3D model you see in the game is comprised of at least two basic elements:
* The mesh, which describes the model's geometry.
* The texture, which is placed over the mesh to provide the actual visuals.
This is not going into details such as skeletons, animation, bumpmaps, lightmaps and so on.
What you are exporting are the textures. I don't know if anyone managed to crack the mesh format yet.
Someone used OGLE and another tool to pull out the 3d meshes from the OpenGL subsystem and used those to have a 3d printer sculpt models from the data. It was a big thread on the official boards. I had problems with it myself and didn't have time to get back to it. If anyone can contact Arcana, I think they could find out more.
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I read somewhere that an emulator for just the costume creating portion of the game would be a lot easier to build than the one for maps.
Do you mean a Map Viewer?
If so, using the free camera mode (F2 key while a demo is running) in demorecords is the best we'll get regarding one (a map viewer), I believe.
Since you can edit the .cohdemo code to view nearly every map the game has.... use WASD and your right mouse button to navigate the free view.
I know demo files eventually end, but I have a launcher program that keeps mine running infinitely/forever. I'll upload it if you want.
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I've started looking into what the .bin files (in bin.pigg) contain. A replacement of costumes.bin seems to have been integral to the previous CCC update.
Already noting that the slots have changed and not everything may be compatible.
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I've started looking into what the .bin files (in bin.pigg) contain. A replacement of costumes.bin seems to have been integral to the previous CCC update.
Already noting that the slots have changed and not everything may be compatible.
Yeah, I have a strong feeling the piggs hold many secrets.
Figuratively and literally.
:D
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I believe this is it
To get it to run in english:
start>run>regedt32
HKey_Current_User\Software\Cryptic\KRCOH
Change the Locale entry to 0
After that, right-click on the KRCOH key, select permissions.
Pick the user account that you use normally.
DENY that account Full Control.
Accept the message.
This changes the locale to english, and prevents the application from resetting it to Korean when you launch the application.
Worked like a charm - thank you :)
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The good news is that the .bin file from COHGuru unlocks some stuff when combined with the beta's .piggs .
The bad news is that the .bin file from the beta simply freezes the creator on load.
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The good news is that the .bin file from COHGuru unlocks some stuff when combined with the beta's .piggs .
The bad news is that the .bin file from the beta simply freezes the creator on load.
What kind of "stuff", exactly?
Care to elaborate?
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What kind of "stuff", exactly?
Care to elaborate?
I haven't gone through everything yet, but I know there's some NPC pieces like for Statesman and Silver Mantis.
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NPC parts, both hero and villain. As noted before, not all of them match the model, are available on all models nor are even textured anymore either (probably new textures added in later content, with new names attached; this affects the Arachnos helmets in particular)
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Oh man, this is awesome. It lets us mess with capes and auras! Here I thought it'd only let you make the appearance of your character as if it were new.
I'm kind of bummed that the format for the costume file is different from that of the actual game's, though. It would've been cool to be capable of importing costumes we made in the game to this, issues with newer content aside.
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It's not too different. Actually it looks pretty darn similar to what we get in the demo records.
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It's not too different. Actually it looks pretty darn similar to what we get in the demo records.
Could I see one of these costume files from the korean creator?
I'm interested, and don't have it currently installed, nor do I feel like doing so and investigating it myself..
Please? ;D
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Sure:
"Pants_Loose","Pants_Baggy_01","none","Pants",-16777216,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Lower_Body","Pants"
"Jackets","skin_bare","none","Chest",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Upper_Body","Jackets"
"Masked_Bald","skin_head_13","none","Head",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Head","Hats"
"Smooth","skin_bare","None","Gloves",-1,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Upper_Body","Jackets"
"Sneakers","sneakers_01a","sneakers_01b","Boots",-16777216,-1,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Lower_Body","Pants"
"None","None","None","Belt",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Upper_Body","Jackets"
"Student_01","Student_01a","Student_01b","Hair",-16777216,-16777216,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Head","Hats"
"None","None","None","Face",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"None","None","None","EyeDetail",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Head","Hats"
"None","None","None","ChestDetail",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Upper_Body","Jackets"
"None","None","None","Shoulders",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Upper_Body","Jackets"
"None","None","None","Back",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"None","None","None","WepR",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"None","None","None","Neck",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Head","Hats"
"None","None","None","UarmR",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"None","None","None","Collar",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"None","None","None","Broach",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"None","None","None","Cape",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"none","none","none","Aura",-1,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"Auras/Male/Sparkle/SparkleBodyLight.fx",-10092442,-6750105,"Special","Sparkles"
"None","None","None","Skirt",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"Student","Student_01a","Student_01b","Top",-16777216,-1842205,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Upper_Body","Jackets"
"Student_Long","Student_01a","Student_01b","Sleeves",-16777216,-1,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0,0,0,"Upper_Body","Jackets"
"None","None","None","Cranium",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
"None","None","None","Jaw",-65285,-16606976,0,-6573313,0.000000,-1.000000,0.000000,-1.000000,-1.000000,-1.000000,-1.000000,0.020000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,"None",-65285,-16606976,0,0
-
Judging from that code, the categories appear to be thus:
Pants
Chest
Head
Gloves
Boots
Belt
Hair
Face
EyeDetail
ChestDetail
Shoulders
Back
WepR
Neck
UarmR
Collar
Broach
Cape
Aura
Skirt
Top
Sleeves
Cranium
Jaw
Lower_Body
Upper_Body
--------------
Hmm... "Sneakers","sneakers_01a","sneakers_01b","Boots" "Lower_Body","Pants"
From my limited experience editing real game costume files, sneakers_01a and 01b are textures, while the other stuff there is self explanatory.
All the numbers are either scales or coordinates. Or both. We should probably compare this to a real costume file.
I'll either add what I find to this post or make a new one here later, most likely.
:D
-
I think the integer values at the start are the colors. The encoding is nonsensical, but converted into hexadecimal they start making sense.
here's what we have in a current costume file:
{
Scale 5.209
BoneScale -0.6255
ShoulderScale -0.9064
ChestScale -1
WaistScale -0.2123
HipScale -0.8128
LegScale 6.9e-005
HeadScales 0, 0, 0
BrowScales 0, 0, 0
CheekScales 0, 0, 0
ChinScales 0, 0, 0
CraniumScales 0, 0, 0
JawScales 0, 0, 0
NoseScales 0, 0, 0
SkinColor 0, 0, 0
NumParts 28
BodyType 1
CostumePart ""
{
Geometry Armored
Texture1 CREY_RECOVERY
Texture2 !Hips_Stripe_1
DisplayName P3237373182
RegionName "Lower Body"
BodySetName Armored
Color1 1, 255, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Geometry Armored
Texture1 Tech_Modern_01
Texture2 !CHEST_Stripe_3
DisplayName P566009771
RegionName "Upper Body"
BodySetName Armored
Color1 1, 255, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Geometry Helmet
Texture1 helmet_modern_02
Texture2 helmet_modern_02b
DisplayName P3020775162
RegionName Head
BodySetName FullHelmets
Color1 1, 255, 0
Color2 1, 255, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Geometry N_Fem_OlympianGuard_01.GEO/GEO_Larm*_OlympianGuard_01
Texture1 !X_Olympian_Glove_01
Texture2 !Glove_Olympian_01_Mask
DisplayName P3937616722
RegionName "Upper Body"
BodySetName Armored
Color1 1, 204, 0
Color2 1, 204, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Geometry Smooth
Texture1 Tech_Modern_01
Texture2 !BOOT_Stripe
DisplayName P2104750136
RegionName "Lower Body"
BodySetName Armored
Color1 1, 204, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P177456852
RegionName "Upper Body"
BodySetName Armored
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry HD_Comm_03
Texture1 HD_Side_Comm_02
Texture2 HD_Side_Comm_02b
DisplayName P2793026233
RegionName Head
BodySetName FullHelmets
Color1 1, 204, 0
Color2 143, 143, 143
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry V_FEM_Eyes.GEO/GEO_Eyes_V_HD_Visor_02
Texture1 !X_FullHelm_Visor_01
Texture2 none
DisplayName P2371314042
RegionName Head
BodySetName FullHelmets
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2281134661
RegionName "Upper Body"
BodySetName Armored
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry V_FEM_SPADR.GEO/GEO_SpadR_ImperialDefense_03
Texture1 !X_ImperialDefense_SpadR_02
Texture2 !Spadr_ImperialDefense_02_Mask
DisplayName P772741860
RegionName "Upper Body"
BodySetName Armored
Color1 31, 31, 31
Color2 1, 204, 0
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry n_fem_backpack_cyberpunk_01.geo/geo_back_cyberpunk_01
Texture1 !x_back_cyberpunk_01
Texture2 none
DisplayName P213071247
RegionName Capes
BodySetName "Back Packs"
Color1 1, 255, 0
Color2 199, 199, 199
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Fx WEAPONS/Custom_BeamRifle/Fem_BeamRifle_Shock_Rifle_01.fx
Geometry none
Texture1 none
Texture2 none
DisplayName P3195014494
RegionName Weapons
BodySetName Weapons
Color1 1, 255, 0
Color2 199, 199, 199
Color3 0, 0, 61
Color4 126, 241, 238
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2488029243
RegionName Head
BodySetName FullHelmets
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx Auras/Female/CombatAura/CyborgCombatHUD.fx
Geometry none
Texture1 none
Texture2 none
DisplayName P3636920680
RegionName Special
BodySetName "Cyborg Auras"
Color1 76, 197, 255
Color2 76, 255, 184
Color3 0, 0, 61
Color4 126, 241, 238
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P546439883
RegionName "Lower Body"
BodySetName Armored
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
}
And in a modern demo file:
0 1759 COSTUME 0 7289d4 10.315901 -0.588102 0.000000 -0.203075 -0.579521 -0.725710 -0.384814 0.001612 0.000000 -0.420000 0.720000 0.000000 -0.470000 0.040000 -0.620000 -0.440000 -0.370000 0.440000 -1.000000 0.560000 -1.000000 -0.290000 0.700000 0.020000 -1.000000 -1.000000 -1.000000 -1.000000 0.080000 0.060000
0 1759 PARTSNAME Armored Tech_Modern_01 !Hips_Blend 00ababab 00737373
0 1759 PARTSNAME Armored Tech_Modern_01 !Chest_Blend 00c7c7c7 00737373
0 1759 PARTSNAME V_Male_Head.GEO/GEO_Head_V_Asym_Robot !X_Face_Robot_Mask V_Robotic_01_Dual 00c7c7c7 008f8f8f
0 1759 PARTSNAME Armored Crey_Recovery !glove_Blend 00c7c7c7 00737373
0 1759 PARTSNAME Smooth Tech_Modern_01 !Boot_Blend 00c7c7c7 00737373
0 1759 PARTSNAME Tech_05 tech_02a tech_02b 008f8f8f 00c7c7c7
0 1759 PARTSNAME Mohawk_NoSkin_01 skin_01a skin_01b 00ababab 00000055
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME V_MALE_EYES.GEO/GEO_Eyes_Enforcer_01 !X_Enforcer_Hair none 00c7c7c7 009aff00
0 1759 PARTSNAME none none none 00c7c7c7 008f8f8f
0 1759 PARTSNAME Smooth spiked_01a spiked_01b 00c7c7c7 003b3b3b
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME V_MALE_NECK.GEO/GEO_Neck_Enforcer_02 !X_Enforcer_Hair none 00c7c7c7 00575757
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00006600
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00006600
-
So I compiled some stuff after looking at a "real" costume file.
They have:
CostumeFilePrefix (Male, Female, or Huge, presumably)
Scale
BoneScale
ShoulderScale
ChestScale
WaistScale
HipScale
LegScale
HeadScales
BrowScales
CheekScales
ChinScales
CraniumScales
JawScales
NoseScales
SkinColor
NumParts (Number of parts?)
CostumePart
Geometry
Texture1
Texture2
DisplayName
RegionName
BodySetName
Color1
Color2
Color3
Color4
Fx (For stuff like... sleeves?) [Fx Costumes/SuperPack2/Male_Sleeves_06.fx]
------------------------
Costume Part Area Diagnosis/Breakdown
CostumePart ""
{
Geometry N_Male_Superpack2_01.GEO/GEO_Hips_SuperPack2_01
Texture1 !X_Hips_SuperPack2_02
Texture2 none
DisplayName P887196332
RegionName "Lower Body"
BodySetName TuckedIn
Color1 88, 68, 57
Color2 0, 0, 0
Color3 88, 68, 57
Color4 0, 0, 0
}
Demo costume file stuff below.
------------------------------
Demo file costume terms:
COSTUME
PARTSNAME
-----------------------------------
Demo file costume area diagnosis/breakdown
0 1759 COSTUME 0 7289d4 10.315901 -0.588102 0.000000 -0.203075 -0.579521
-0.725710 -0.384814 0.001612 0.000000 -0.420000 0.720000 0.000000 -0.470000
0.040000 -0.620000 -0.440000 -0.370000 0.440000 -1.000000 0.560000 -1.000000
-0.290000 0.700000 0.020000 -1.000000 -1.000000 -1.000000 -1.000000 0.080000
0.060000
0 1759 PARTSNAME Hips 00ababab 00737373
0 1759 PARTSNAME Chest 00c7c7c7 00737373
0 1759 PARTSNAME Head/Head Shape?/Asymetry? Texture01 Texture0200c7c7c7
008f8f8
0 1759 PARTSNAME Gloves 00c7c7c7 00737373
0 1759 PARTSNAME Boots 00c7c7c7 00737373
0 1759 PARTSNAME Texture01 Texture02 Texture03 008f8f8f 00c7c7c7
0 1759 PARTSNAME Hair 00ababab 00000055
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME Eyes/Eyes Shape? Texture01 none 00c7c7c7 009aff00
0 1759 PARTSNAME none none none 00c7c7c7 008f8f8f
0 1759 PARTSNAME Chest Detail? Texture01 Texture02 00c7c7c7 003b3b3b
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME Neck/Neck Shape? Texture01 none 00c7c7c7 00575757
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00006600
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00006600
-
Have you tried running the creator once already, Hugo? I had the same problem; the character creator doesn't seem to create registry keys upon installation, but it will once you run it.
-
Ah yes, that worked. Now, where was that link to hacking for new parts?
Oh, and that is some ooooooooooooold music in the menu XD this is from waaay back in 2004
-
-
On another note, you could possibly replace an enemy NPC on the map with a model you want.
Then you can use the free camera mode to look at it.
If you feel like editing the demo costume code, sure, why not. Impromptu, dirty, costume editor.
You still have to restart cityofheroes.exe -demoplay xxx everytime you want to see a different .cohdemo file (let's say you make some changes to a costume, or switch costumes and just want to see the difference now).
Replacing the PLAYER portion is easy (I can take any of my Sentinel+ characters and throw them into any .cohdemo I have automatically). But you can't really get around the static one-time load-and-sequence manner in which they made .cohdemo work.
Better of course would be to just use the client tailors, but that means enabling the full client pipeline.
And ... if you sublime down to the full client pipeline that does everything, then you are talking about being fed off the server messaging handshaking and its stack, which is what a true server emulator would be doing. You could stop at simple emulation with the goal of just enabling things like true client character creation and tailor/editing, but not necessarily full-on gameplay. It is debatable how easy this partial client-enabling approach would be than just the full-on one (i.e. if you know enough to even start cityofheroes.exe and have it settle down on a map with a character, then you have done the hard part; the rest is incremental improvements).
But the Holy Grail taken all the way of course is full-on gameplay. And a proper job of THAT means reverse engineering the server schema to hold all the data and state that the messaging protocols indicate must persist, the gameplay and calculation systems that figure out all the right data, etc.
That is the only way you would ever see City of Heroes run again as an actual playable game.
I am certain there are people looking into various degrees of all this, but you won't see it talked about publicly much. The best time to have started this was obviously while the servers were still operating to capture and analyze message traffic, and its effects on the client. Imagine cracking the .cohdemo format but with no help docs , bi-directionally, in binary compressed streams, and encrypted. Okay, I lied a little there, anyone seriously doing this also decompiles code via IDA or similar tools which would qualify as "help".
Not sayin' I or anyone I know is doing this, just explaining how it fits together ...
-
-
Just an idea but if ALMOST all of the files are available then would it not be possible to open a mini Server with a program that could open up as far as your characters?
Like an Isolated closed Server that kind of acts like a containment box sort of speak and opens the files and the game contained so that it mimics as though you were opening the freedom or whatever servers and allows you access to your characters and the costumes?
-
But how to get the new parts into the costume editor?
-
I think I'm right on the edge of understanding something here.
See, the problem is I don't have demos of the majority of my guys, but I do have .costume files for all of them.
So, I'm thinking if I convert .costume into something that the demo file can read, then I can effectively place any one of my characters into a demo file.
Does this make sense?
-
But how to get the new parts into the costume editor?
As far as we could determine, it's not compatible with them.
So, I'm thinking if I convert .costume into something that the demo file can read, then I can effectively place any one of my characters into a demo file.
Does this make sense?
Perfect sense, in fact. :)
-
Bumping with all the thread's info put together in a neat little how-to
Find the program here:
http://www.nullfile.com/cohfrontline.com/tools.html (http://www.nullfile.com/cohfrontline.com/tools.html)
Installation is in Korean but it should be pretty easy to guess what buttons need clicking to install.
---Changing language to English---
Open the Registry Editor -- (start>run>regedit or type "regedit" in the search bar)
Go to HKEY_CURRENT_USER> Software> Cryptic> KRCOH
In the right-hand pane, double-click and change the Locale value to 0
In the left-hand pane, right-click on KRCOH and select Permissions
Click Advanced, then Add
Type 'Everyone' (no quotes) and hit OK
Tick Set Value for "Full Access" - Deny
Click OK, Yes, OK, and close the editor.
---Additional Costume Parts*---
Download: http://www.mediafire.com/?11bkjzpg91j6mwm
Assuming you also installed this to the C drive, extract the downloaded file into the following location:
C:> Program files (x86)> NCSOFT > COH Character Creator
Copy the following .pigg files from the original game into the demo's .pigg folder
texPlayersUI.pigg
texVEnemies.pigg
texEnemies.pigg
texEnemies2.pigg
texEnemies3.pigg
texEnemies4.pigg
texEnemies5.pigg
*crafted, ITF and post Going Rogue costume parts not available. Some NPC pieces are the mesh only with no texture
Known issues:
"Can't find KRCOH folder" - run the program once in Korean and it should appear in regedit
"Can't scroll down"- you'll have to click the left-right buttons in the menu to scroll down
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Just an idea but if ALMOST all of the files are available then would it not be possible to open a mini Server with a program that could open up as far as your characters?
Like an Isolated closed Server that kind of acts like a containment box sort of speak and opens the files and the game contained so that it mimics as though you were opening the freedom or whatever servers and allows you access to your characters and the costumes?
The client has some provisions built-in that may simplify its server connecting:
regedit: HKCU\Software\Cryptic\CoH\DBserver = <ip address or DNS name> (default if this value is missing is "Unnamed" localhost)
cityofheroes.exe -project "coh" (bypasses login validation, goes to server screen with the above server in it)
** need UDP 7000 server handshake response and give list of characters (don't know this yet, but I bet someone does)
A minimal server on localhost would have to respond to the UDP request being sent by the client, and handshake properly to give back the list of characters on it which the client would then display, which also opens up the Create Character option.
The simplest way to store character data in this "servlet" is as Sentinel+ XML, and just import .costume and .cohdemo formats into it as a convenience. So it would list existing Sentinel+ characters it has, and when asked to persist a new Created character it would save it in Sentinel+ format too. Regular .xml files, one per character, would suffice as storage (you can bother with database storage later if it becomes more of a real non-local server).
No mapserve or gameplay, just minimally using the client to list and create characters.
(note: This will not edit existing characters since the client doesn't edit existing ones outside of the game world. But it would be a step in the ... ahem ... right direction.)
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There are two other command line options that may be relevant:
-launcher is that being used to communicate to the game that it's being started by NCSoft Launcher? If yes, one of laziest "security" solutions EVER
-auth <ip address> auth... authentication... login server?
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Woot!
I was hoping this was still around somewhere! Thank you so much for this. My youngest was just today all bummed because she came up with a cool story but no longer had the Coh creator to hash out her characters look. his is going to make her a very happy camper when I tell her.
So I have it all set up and everything but I keep having a problem with the resolution no matter what I set it to. Any advice there?
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The resolution can be set in the same registry keys. The app does have issues with using ones other than default, though.
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-launcher is that being used to communicate to the game that it's being started by NCSoft Launcher? If yes, one of laziest "security" solutions EVER
This parameter exists because when COH was added to the NCsoft Launcher, they ran a promotion that people would get a free aura for starting the game from the launcher. Running the client with the -launcher parameter caused that costume piece to be unlocked. That's it.
-auth <ip address> auth... authentication... login server?
Yes. You don't need to mess with the registry to make the game use a different auth server.
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I thought -project "coh" is necessary if you want to bypass an updater check.
Supplying any -args then requires specifying the server (-auth, or regkey-wise) otherwise it defaults to "Unnamed" and tries to connect to a server on the same machine. Sounds like -project makes it easier for testing.
Btw, what is the difference between the Auth and DbServer values under HKCU\Software\Cryptic\CoH in this scenario? When I supply both with different IPs, the DbServer is the one initially pinged over UDP.
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The resolution can be set in the same registry keys. The app does have issues with using ones other than default, though.
Yeah I tried to edit the screenX and screenY settings and it wouldn't let me, not from the the registry edit anyways, thanks anyways though! I am still able to get into it but it starts out with an error message then goes to a very pixelated block, once I click and get in there I have to use a square black box instead of a pointer. I just figured that had to do with the resolution as well...
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Yeah I tried to edit the screenX and screenY settings and it wouldn't let me, not from the the registry edit anyways, thanks anyways though! I am still able to get into it but it starts out with an error message then goes to a very pixelated block, once I click and get in there I have to use a square black box instead of a pointer. I just figured that had to do with the resolution as well...
The korean creator program is *very outdated*
You must remember that it is from around 2006, which was six years ago.
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Yes, so I see... since it has what, five pieces in each category? At least it seems like only five.
But still, a very nice little memento. I wish someone would make us a new one, with every costume option in the game in there. How awesome would that be?!
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Very.
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Demo costumes from 2006 up till now don't seem to have changed overly much.
Below is a transcript of a post made by Djeannie 07/16/06 on the old CoH forums, here for easy reference:
DEMO: Character Bodyparts:
Costume consists of 31 sections just for the basic body form. This covers the body sliders. The range is usually -1 to 1 except for height which can go from something crazy like -99 to 99. 5 is about 6' tall.
Example:
777 444 COSTUME 1 84adef 4.671756 -0.703297 0.000000 -0.175824 1.000000 -0.896154 -0.351648 0.020000 0.356700 -0.398900 -0.233300 0.357900 -0.330300 -0.724800 0.376500 0.281800 0.179100 -1.000000 -1.000000 0.005990 0.730800 0.014670 -0.280900 -0.716700 -1.000000 -1.000000 -0.342600 -0.043430 -0.682800
777 = Time index
444 = Character ID number
COSTUME = Character costume information
# 1, 2, 3 = Female, Male, Huge
84adef = Skin Color in HTML color code.
Now the rest of the lines are as follows and correspond to the same named slider
Sliders:
Height
Physique
??? (I can not get a number to show up here at all and changing it seems to do nothing :/ )
Shoulders
Chest/Breast Size
Waist Size
Legs
Hips
Head: Left
Head: Center
Head: Right
Brow: Left
Brow: Center
Brow: Right
Cheek: Left
Cheek: Center
Cheek: Right
Chin: Left
Chin: Center
Chin: Right
Cranium: Left
Cranium: Center
Cranium: Right
Jaw: Left
Jaw: Center
Jaw: Right
Nose: Left
Nose: Center
Nose: Right
Now we come to the costume parts themselves:
Example:
777 444 PARTSNAME Tight tights none 00000000 00000000
777 = Time index
444 = Character ID number
PARTSNAME = denotes that this is a costume part
The following sections change depending on the bodypart, usually it is the selected section, the costume part, a pattern, and the primary and secondary colors. Here is a list of what part affects what.
Partsname List:
Lower Body:Bottoms/Bottoms w-Skin/Monstrous Hips/Tucked In/Pants
Upper Body:Tights/Tops w-Skin/Armored/Baggy
Head/Face/Helmets/Full Mask [mask pattern etc..]/Full Helm/Monstrous Heads
Gloves
Boots/Monstrous Feet/Tight Pants:Boots/
Belt
Hair/Hats/Hoods/Half Helms/Helms/Full Helm [Detail 1] (side of head stuff, com units etc..)/Monstrous Ears
?
Head Detail 1 (eyes / horns, etc..) ***
Chest Emblem
Shoulder
Full Mask [Detail 1] (top of head stuff, crests etc..)
?
Head Detail 2 (mouth stuff / beards etc..)
Robot Arm(s)
Cape Mantle
Cape Brooch
Cape Size/Cut/Pattern
Aura
Skirts & Shorts
Robes/Jackets/Shirts
Robes/Jackets:Sleeves
Helm Crest/Ears **
Ears/Helm Ears **
** During one of my costume test runs I found that the Demon Ears on the full mask segment where listed here instead of the normal ear category. No idea why.
*** Detail 2 in Full Masks & Full Helms is the same as Detail 1 for all others.
There are still 2 areas I have not been able to figure out what costume part they refer to. It is possible one is for the holiday event items like the valentines robe, which I can not check due to not having it. Or perhaps it is something unique to Huge or Male that I just missed.
Compared to a demo costume from 2012:
0 1759 COSTUME 0 7289d4 10.315901 -0.588102 0.000000 -0.203075 -0.579521 -0.725710 -0.384814 0.001612 0.000000 -0.420000 0.720000 0.000000 -0.470000 0.040000 -0.620000 -0.440000 -0.370000 0.440000 -1.000000 0.560000 -1.000000 -0.290000 0.700000 0.020000 -1.000000 -1.000000 -1.000000 -1.000000 0.080000 0.060000
0 1759 PARTSNAME Hips 00ababab 00737373
0 1759 PARTSNAME Chest 00c7c7c7 00737373
0 1759 PARTSNAME Head/Head Shape?/Asymetry? Texture01 Texture0200c7c7c7 008f8f8
0 1759 PARTSNAME Gloves 00c7c7c7 00737373
0 1759 PARTSNAME Boots 00c7c7c7 00737373
0 1759 PARTSNAME Texture01 Texture02 Texture03 008f8f8f 00c7c7c7
0 1759 PARTSNAME Hair 00ababab 00000055
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME Eyes/Eyes Shape? Texture01 none 00c7c7c7 009aff00
0 1759 PARTSNAME none none none 00c7c7c7 008f8f8f
0 1759 PARTSNAME Chest Detail? Texture01 Texture02 00c7c7c7 003b3b3b
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME Neck/Neck Shape? Texture01 none 00c7c7c7 00575757
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00006600
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00000000
0 1759 PARTSNAME none none none 00000000 00006600
Hmm.... so do we have demo costumes "figured out", then?
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Yup, and that means there's no problem coding a generator later down the line.
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So....anyway.
I've come to the crushing realization that I should have been making demo files a long time ago. Or at least in the last week, when I was taking screenies of eery single alt and costume change. If I had done that, I would have a demo record of each alt and each costume change. Instead, I have .costume files,which are incompatible with .cohdemo files.
But...and this is a big "but....
I've not lost hope. From what I can tell through looking at the files, seeing what some have done on the Titan Network and finding a script from Leandro which takes costumes in the .cohdemo file and makes them .costume files...I think I can do something.
I plan on figuring out how to translate my .costume files into something that can be used in a demoedit of the .cohdemo file. If I can master this, then I can place any of my guys into a demo file and watch them again or take screenies of them ... since they come out so much better than the in-costume-creator screenies I have.
I've no programming experience and I'm sure this is a much bigger task than I anticipate. But, it's only one of a bunch of things I'm planning on doing:
- Learn 3D Modeling with DAZ s/w
- Making custom action figures
- Just plain writing more
I'm doing these things, so I can find another way to express the creativity that City of Heroes had inspired in me.
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For those using the CoHCC program, the same rules apply to silencing certain sounds via ogg files in the data directory. (Sorry if someone already noted this). That non-stop Atlas theme was making me crazy.
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I've come to the crushing realization that I should have been making demo files a long time ago. Or at least in the last week, when I was taking screenies of eery single alt and costume change. If I had done that, I would have a demo record of each alt and each costume change. Instead, I have .costume files,which are incompatible with .cohdemo files.
They're mostly compatible. It's actually really easy to go from .costume -> .cohdemo, but significantly harder to go the other way.
A costume in City of Heroes/Villains consists of a body type, a skin color, a set of scales for the sliders, and a list of costume parts. The order of the list is important, as it defines which piece attaches where on the player skeleton.
Both .cohdemo files and Sentinel+ exports include for each costume part: Geo (i.e. model), Texture1, Texture2, Color1, Color2, FX, FXColor1, FXColor2. Those two formats are trivial to convert to each other.
.costume files include all of the above, but also include the region and the boneset (i.e. category) of each part. That information is not necessary to display the costume, which is why demorecords don't include it, but is necessary to edit the costume using the tailor. Otherwise it doesn't know what category the part came from as they often show up in multiple places.
I'm working on some heuristics in order to convert Sentinel+ files to .costume files. The same thing should work to get .costume files from demorecords. However the algorithm for this requires a full set of piggs because it needs to read costumes.bin in order to get the list of costume parts. As a bonus, it should in theory also be able to fix old costumes that uses things like the head pieces that were moved from one category to another, but without resetting them like the tailor does.
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- Learn 3D Modeling with DAZ s/w
- Making custom action figures
...
I just realized, with 3D printing becoming more and more viable and with online 3D printing services out there ...
... Oh man. Oh man.
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So, basically, with some port forwarding and simple changing of keys, we can just use the game client "Create New Character" editor?
Also, with incredible trial and error, theoretically one could code their own cutscene by demoediting? Years of Dwarf Fortress and lua have taught me the kind of stuff you can get away with when code is openable in notepad.
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So, basically, with some port forwarding and simple changing of keys, we can just use the game client "Create New Character" editor?
Not quite. The game needs a valid login response from the remote server, and a character list (or # of available slots) from the server as well. Other things such as costume unlocks would also have to be covered.
Also, with incredible trial and error, theoretically one could code their own cutscene by demoediting?
Very much so.
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A very big "Thank You" to all the helpful people in this thread. I have been craving, CRAVING my CoH fix and this has helped immensely.
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They're mostly compatible. It's actually really easy to go from .costume -> .cohdemo, but significantly harder to go the other way.
This is the best news I've heard in a good long while. I won't have time to try anything until tomorrow or this weekend.
If I am successful, then I should be able to translate any of my .costume files into a .cohdemo compatible format for use in demo playback...right?
Yes?
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Downloading the character thingy now and gonna test it. No idea how it will look or how it will run.
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Yes, that should actually be fairly simple. Off the top of my head you'll need to consolidate all of the *Scales into one line, and you'll need to convert the colors from RGB triplets to 001122 html-style hex digits. The geometry and texture parts should be the same, and you can just leave out the display name, region, and bodyset.
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Does Sentinel's current XML schema alow for things like boneset, even if not in current files?
Depending on how it pokes around to gather its data, maybe this isn't available at display-level. But I was wondering more about future uses of Sentinel data files such as editing.
guess what I'm really asking: Is Sentinel data going to become the format hub for all purposes when there is a choice, since it is controlled by currently active devs?
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Here are some costume/demorecord resources I compiled.
EDIT: http://planz.basketcasesoftware.com/uploads/1354765161.rar (replaced link)
21 RTF files. Plaintext. From beta's bin.pigg. Contains maps, npc model names, all sorts of stuff.
When you see .minimap and .mapstats in there, you should be able to change them to .txt and then view them properly (working form) in demorecords.
To people running the Korean creator, don't forget there's a tutorial post by Xieveral on the previous page (2).
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WARNING WARNING WARNING WARNING
Here are some costume/demorecord resources I compiled.
http://www.mediafire.com/?vr185ndxkah4dp2
21 RTF files. Plaintext. From beta's bin.pigg. Contains maps, npc model names, all sorts of stuff.
When you see .minimap and .mapstats in there, you should be able to change them to .txt and then view them properly (working form) in demorecords.
To people running the Korean creator, don't forget there's a tutorial post by Xieveral on the previous page (2).
Downloading that file from mediafire resulted in virus locking up my computer! Having a verey hard time getting it back to wrok now. :'(
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WARNING WARNING WARNING WARNING
Downloading that file from mediafire resulted in virus locking up my computer! Having a verey hard time getting it back to wrok now. :'(
Ouch. The mediafire site might have been infected. ALWAYS do a virus scan on any downloads from unfamiliar sites before installing. If you have to create a sandbox and try it out there.
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Ouch. The mediafire site might have been infected. ALWAYS do a virus scan on any downloads from unfamiliar sites before installing. If you have to create a sandbox and try it out there.
Also, make sure you hit the actual download link, and not one of the intensely annoying ads pretending to be the download links. (I'm looking at you, iLivid.) I didn't run into a problem with Arachnion's file yesterday, though.
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WARNING WARNING WARNING WARNING
Downloading that file from mediafire resulted in virus locking up my computer! Having a verey hard time getting it back to wrok now. :'(
It's just text files, dude.
(https://i.imgur.com/jaF1W.png)
Mediafire is a relatively well known file sharing site.
Sorry that happened to you, man.
To think trying to help messed someone up :-\
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You didn't cause issue friend, its mediafire's fault.
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I put a direct link to the Mediafire download now, in that post.
Hopefully this will prevent further problems :(
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It's just text files, dude.
(https://i.imgur.com/jaF1W.png)
Mediafire is a relatively well known file sharing site.
Sorry that happened to you, man.
To think trying to help messed someone up :-\
Problem is fixed using malware-bytes.
It is not your fault, I am sure. It is the site. But yeah, first time this ever happened to me.
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Problem is fixed using malware-bytes.
It is not your fault, I am sure. It is the site. But yeah, first time this ever happened to me.
Sorry again.
It's just I don't use any other file sharing websites.... and my free-class dropbox is full.
I never meant for anything harmful or malicious. I've replaced the links.
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If needs be I'll let you file share off of my site. Nothing fancy, but you'll have to PM me for details.
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There are a few things one can do to stay safe on filesharing sites:
1. Use JDownloader instead of your browser to download. As long as it has the right plugin for the site in question, no more accidental clicks on ads or malware downloads.
2. If using Firefox, install NoScript, RequestPolicy and AdBlock Plus. No site will run any sort of scripts (including Flash and Java based applications), redirect you or download content from another domain without your explicit say-so. It's a bit on the paranoid side, admittedly, but I'd rather have to manually approve every single "safe" script or site than have to exorcise another assinine virus from my HDD and change all of my passwords again.
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Superb suggestions, Fifth Horseman!
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I've had this utility installed for a long time, but I could never get the permissions to lock the way I needed after changing the locale. Thank you for the tutorial! It felt... immensely relieving to have an approximation of Sarah running through emotes (her cape isn't in there, I can't texture her boots right, and her skirt is off, but everything else is perfect!) like old times.
Thanks for helping me feel a lot better :)
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OMFG
I ignored the part where it said how VERY OLD
it was.
I did not even recognize the graphics, the interface or....just anything about the costume generator. There is no possible way I can recreate my main character with that engine.
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Oh, I'm so glad there's something here I can use! Following instructions now.
EDIT: IT WORKED! Oh my gosh, there's flannel in here I've dreamt of flannel.
Ultimate dream fulfilled, new ultimate dream: Someone makes the later costume pieces available somehow.
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Not possible beyond a certain point. The costume format has changed quite a lot since then.
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Not possible beyond a certain point. The costume format has changed quite a lot since then.
aw dang
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Yes, that should actually be fairly simple. Off the top of my head you'll need to consolidate all of the *Scales into one line, and you'll need to convert the colors from RGB triplets to 001122 html-style hex digits. The geometry and texture parts should be the same, and you can just leave out the display name, region, and bodyset.
You were right, it actually was fairly simple:
Here are the original Loyal Zodiac Guardsmen, preparing to leave through the Ouroboros Portal in search of their lost comrades:
(https://images.weserv.nl/?url=i.minus.com%2FjLVs5gQBYeYpr.jpg) (http://minus.com/lLVs5gQBYeYpr)
Left to right: Gui Bai Tou (Ghost Rabbit), Shan Lau Hu (Lightning Tiger), Ti Gou (Iron Dog), Jiang Zhu (Honest Boar), Hou Ma (Fire Horse) and Shi Kuai Niu (Stone Ox)
So, in this shot, two of the characters were never recorded in a demo.
The two male characters existed in .costume files only. Ti Gou, the Huge model, did exist in a different costume in demo, so I appropriated that one's body scales and modified the PARTNAME to reflect the values from the .costume file.
The other character, Shan Lau Hu, was trickier.
I tried porting his scales over to a template, but something horrible happened. I suspect that because I based the template on Ti Gou's Huge model, something I missed was preserving the Huge proportions, while trying to map the Male model scales onto it.
Fair warning, this is pretty ugly.
(https://images.weserv.nl/?url=i.minus.com%2Fjbs9Td07M86UTb.jpg) (http://minus.com/lbs9Td07M86UTb)
I fixed this by copying the costume of Si Xiang, who was also a Male model, in robes. Altered the PARTSNAME accordingly and eliminated the deformed freak I created.
So, until I figure out exactly how to make correct scales, I will simply have to copy the scales from other existing characters. I should have enough to account for most varieties.
The next tricky part is colors. When I translate the RGB values into Hex, I don't always get the right results. I'm not sure why this is, though.
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OMFG
I ignored the part where it said how VERY OLD
it was.
I did not even recognize the graphics, the interface or....just anything about the costume generator. There is no possible way I can recreate my main character with that engine.
Hilariously enough, it's practically the *very same engine* as the 2012 version, excluding all the obvious new shiny things that were added to it over the years.
But... yeah. Korean creator is OOOOOOOLLD :P
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Hilariously enough, it's practically the *very same engine* as the 2012 version, excluding all the obvious new shiny things that were added to it over the years.
But... yeah. Korean creator is OOOOOOOLLD :P
I wish I had the ability to absorb coding skills from the ether, because I'd love to update it.
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I wish I had the ability to absorb coding skills from the ether, because I'd love to update it.
You'd then need a way to map the appropriate textures to the meshes.
Since apparently, the mod file around here to unlock more stuff gives you some untextured meshes as options to use... as parts.
;)