HelpLTC ?

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LTC ?
Hello guys !
I am rez modder too but for CrossFire... Anyway CA and CF use lithtech engine and i see yor rez modding section is much more advanced so i ask here... I am also a hack programmer and i think that the client is loading some values for the guns reload speed, damage and etc from the bute files... these bute files are .LTC so i am asking you for help here...

@supercarz1991 is there way to edit LTC file or return it to LTA ?
bute files are not LTC's -_-"

bute files are text files that we do not have the power to edit. Whether its via memory or physical file. I know what your talking about when you say butes though

for example
Code:
[Weapon418]
Name="P90_NPC"
Guntype=3
ClientWeaponType=1
MinPerturb=8
MaxPerturb=100
DuckPerturb=7
MoveDuckPerturb=9
PerturbIncSpeed=1.8
PerturbDecSpeed=0.6
MaxCamRecoilWag=16
BaseCamRecoilWagL=1.4
BaseCamRecoilWagR=-1.4
MaxRandomWag=0.02
BaseCamRecoilPitch=1.5
MaxCamRecoilPitch=10
MaxRandomPitch=0.04
DynamicPerturbFactor=1.0
PerturbPathFactor=50
MaxCamRecoilYaw=0
BaseCamRecoilYaw=0
BaseCamBackJitter=0.0
BackJitterRecover=1.0
RapidFireCount=0
MovePenalty=0.07
fireDelay=0
ZoomedMinPerturb=7
ZoomedMaxPerturb=20
ZoomedPerturbIncSpeed=1.8
ZoomedPerturbDecSpeed=0.6
ZoomedMovePenalty=0.07
ZoomTime=0.15
TripleShotMode=0
TripleShotMinPerturb=7
TripleShotMaxPerturb=17
TripleShotPerturbIncSpeed=0.6
TripleShotPerturbDecSpeed=0.37
TripleShotBaseCamRecoilPitch=1.25
TripleShotMaxCamRecoilPitch=6.0
TripleShotDelay=160
TripleShotSelectDelay=300
FireSndRadius=1800
ReloadSndRadius=300
SelectSndRadius=300
VectorsPerRound=1
ShotsPerClip=50
HudFireMode=2
Range=2500
Effectrange0="500"
Effectrange1="2000"
Effectrange2="2500"
weaponkillimage="UI_HUD_Message\KillDeath\weapon\Kill_message_P90.dtx"
Hudactiveimage="UI_HUD_WeaponInfo\Weapon_Image\active\active_P90.dtx"
Hudnoneactiveimage="UI_HUD_WeaponInfo\Weapon_Image\none_active\none_active_P90.dtx"
Hudweaponnameimage="UI_HUD_WeaponInfo\Weapon_Name\Name_P90.dtx"
AniType=25
Pos=<0.000000,0.000000,0.000000>
MuzzlePos=<4.839999,-2.60000,7.859921>
Recoil=<0.000000,0.000000,0.000000>
PVModelNormal="GUNS_M_PV_SMG\PV_SMG_P90_SH.ltb"
PVSkin0="Hands"
PVSkin1="GUNS_T_PV_SMG\PV_P90.dtx"
PVSkin2="GUNS_T_PV_SMG\PV_P90_tan.dtx"
PVSkin3="TexFX\RenderStyles\clouds.dtx"
PVSkin4="GUNS_T_PV_ETC\blank.DTX"
PVSkin5="GUNS_T_PV_ETC\blank.DTX"
PVSkin6="GUNS_T_PV_ETC\blank.DTX"
PVSkin7="GUNS_T_PV_ETC\blank.DTX"
PVSkin8="GUNS_T_PV_ETC\blank.DTX"
PVSkin9="textures\128xPV_SpecialSpecR.dtx"
PVSkin10="PV_L_ARM"
PVSkin11="PV_R_ARM"
PVRenderStyle0="RS\DEFAULT.LTB"
PVRenderStyle1="RS\default.ltb"
PVRenderStyle2="RS\TRANSPARENT.LTB"
PVRenderStyle3="RS\ENV_ALPHA_MASK.ltb"
PVRenderStyle4="RS\TRANSPARENT.LTB"
PVMuzzleFXName="AK47_pv_muzz"
HHModel="GUNS_M_HH\HH_SMG_P90_SH.ltb"
HHSkin0="GUNS_T_HH\HH_P90.dtx"
HHModelScale=<1.000000,1.000000,1.000000>
HHMuzzleFXName="WEAPON_HH"
HHRenderStyle0="RS\default.ltb"
FireSnd="GUNS_SND_SMG\P90\fire.wav"
DryFireSnd="GUNS_SND_SMG\P90\dryfire.wav"
ReloadSnd1="GUNS_SND_SMG\P90\reload1.wav"
ReloadSnd2="GUNS_SND_SMG\P90\reload2.wav"
ReloadSnd3="GUNS_SND_SMG\P90\reload3.wav"
SelectSnd="GUNS_SND_SMG\P90\select.wav"
DeselectSnd="GUNS_SND_SMG\P90\deselect.wav"
EnvironmentMap=0
InfiniteAmmo=1
ReloadPerBullet=0
AmmoName0="P90_NPC"
DefaultScopeAttach="P90 sight"
HideWhenEmpty=0
ModName0="Silencer_A_SMG"
ModName1="Silencer_B_SMG"
ModName2="P90 sight"
ModName3="P90 sight"
ModName4="Magazine_A_SMG"
ModName5="Magazine_B_SMG"
ModName6="Silencer_C_SMG"
ModName7="Magazine_C_SMG"
ModName8="Magazine_D_SMG"
SilencedFireSnd1="GUNS_SND_OPTION\SMG\SILENCED1.wav"
SilencedFireSnd2="GUNS_SND_OPTION\SMG\SILENCED2.wav"
SilencedFireRadius1=800
SilencedFireRadius2=800
MuzzleOPtion=1
SightOption=2
MagazineOption=0
ModModel0=0
ModModel1=0
ModModel2=0
ModModel3=0
ModModel4=0
ModModel5=0
ModModel6=0
ModModel7=2
ModModel8=2
ModKinds0=1
ModKinds1=0
ModKinds2=0
Muzzl****osOff=<-2.40000, 0.12000, 0.00000>
MuzzlePVRotOff=<0.00000, 0.00000, -0.05000>
Scop****osOff=<0.50000, 0.10000, 0.08000>
ScopePVRotOff=<0.00000, 0.00000, 0.00000>
MuzzleHHPosOff=<-0.10000, 0.00000, -52.00000>
MuzzleHHRotOff=<0.00000, 0.00000, 0.00000>
ScopeHHPosOff=<1.20000, 1.50000, 0.00000>
ScopeHHRotOff=<0.00000, 0.00000, 0.00000>
DamageRFacter=0.05
ShopAniName="I_info_SM"
AIMinBurstInterval = 0.0000000
AIMaxBurstInterval = 0.000000
AIMinBurstShots = 50
AIMaxBurstShots = 50
AIAnimatesReloads = 1
those values can not be modified... at least not easily.

now for the fact of LTC to LTA, LTC is just another format of LTA, LTC is used more in MAPS than models. if your working on a model, your gonna want LTA, if your working with maps, you'll want a LTC
Quote Originally Posted by supercarz1991 View Post
bute files are not LTC's -_-"

bute files are text files that we do not have the power to edit. Whether its via memory or physical file. I know what your talking about when you say butes though

for example
Code:
[Weapon418]
Name="P90_NPC"
Guntype=3
ClientWeaponType=1
MinPerturb=8
MaxPerturb=100
DuckPerturb=7
MoveDuckPerturb=9
PerturbIncSpeed=1.8
PerturbDecSpeed=0.6
MaxCamRecoilWag=16
BaseCamRecoilWagL=1.4
BaseCamRecoilWagR=-1.4
MaxRandomWag=0.02
BaseCamRecoilPitch=1.5
MaxCamRecoilPitch=10
MaxRandomPitch=0.04
DynamicPerturbFactor=1.0
PerturbPathFactor=50
MaxCamRecoilYaw=0
BaseCamRecoilYaw=0
BaseCamBackJitter=0.0
BackJitterRecover=1.0
RapidFireCount=0
MovePenalty=0.07
fireDelay=0
ZoomedMinPerturb=7
ZoomedMaxPerturb=20
ZoomedPerturbIncSpeed=1.8
ZoomedPerturbDecSpeed=0.6
ZoomedMovePenalty=0.07
ZoomTime=0.15
TripleShotMode=0
TripleShotMinPerturb=7
TripleShotMaxPerturb=17
TripleShotPerturbIncSpeed=0.6
TripleShotPerturbDecSpeed=0.37
TripleShotBaseCamRecoilPitch=1.25
TripleShotMaxCamRecoilPitch=6.0
TripleShotDelay=160
TripleShotSelectDelay=300
FireSndRadius=1800
ReloadSndRadius=300
SelectSndRadius=300
VectorsPerRound=1
ShotsPerClip=50
HudFireMode=2
Range=2500
Effectrange0="500"
Effectrange1="2000"
Effectrange2="2500"
weaponkillimage="UI_HUD_Message\KillDeath\weapon\Kill_message_P90.dtx"
Hudactiveimage="UI_HUD_WeaponInfo\Weapon_Image\active\active_P90.dtx"
Hudnoneactiveimage="UI_HUD_WeaponInfo\Weapon_Image\none_active\none_active_P90.dtx"
Hudweaponnameimage="UI_HUD_WeaponInfo\Weapon_Name\Name_P90.dtx"
AniType=25
Pos=<0.000000,0.000000,0.000000>
MuzzlePos=<4.839999,-2.60000,7.859921>
Recoil=<0.000000,0.000000,0.000000>
PVModelNormal="GUNS_M_PV_SMG\PV_SMG_P90_SH.ltb"
PVSkin0="Hands"
PVSkin1="GUNS_T_PV_SMG\PV_P90.dtx"
PVSkin2="GUNS_T_PV_SMG\PV_P90_tan.dtx"
PVSkin3="TexFX\RenderStyles\clouds.dtx"
PVSkin4="GUNS_T_PV_ETC\blank.DTX"
PVSkin5="GUNS_T_PV_ETC\blank.DTX"
PVSkin6="GUNS_T_PV_ETC\blank.DTX"
PVSkin7="GUNS_T_PV_ETC\blank.DTX"
PVSkin8="GUNS_T_PV_ETC\blank.DTX"
PVSkin9="textures\128xPV_SpecialSpecR.dtx"
PVSkin10="PV_L_ARM"
PVSkin11="PV_R_ARM"
PVRenderStyle0="RS\DEFAULT.LTB"
PVRenderStyle1="RS\default.ltb"
PVRenderStyle2="RS\TRANSPARENT.LTB"
PVRenderStyle3="RS\ENV_ALPHA_MASK.ltb"
PVRenderStyle4="RS\TRANSPARENT.LTB"
PVMuzzleFXName="AK47_pv_muzz"
HHModel="GUNS_M_HH\HH_SMG_P90_SH.ltb"
HHSkin0="GUNS_T_HH\HH_P90.dtx"
HHModelScale=<1.000000,1.000000,1.000000>
HHMuzzleFXName="WEAPON_HH"
HHRenderStyle0="RS\default.ltb"
FireSnd="GUNS_SND_SMG\P90\fire.wav"
DryFireSnd="GUNS_SND_SMG\P90\dryfire.wav"
ReloadSnd1="GUNS_SND_SMG\P90\reload1.wav"
ReloadSnd2="GUNS_SND_SMG\P90\reload2.wav"
ReloadSnd3="GUNS_SND_SMG\P90\reload3.wav"
SelectSnd="GUNS_SND_SMG\P90\select.wav"
DeselectSnd="GUNS_SND_SMG\P90\deselect.wav"
EnvironmentMap=0
InfiniteAmmo=1
ReloadPerBullet=0
AmmoName0="P90_NPC"
DefaultScopeAttach="P90 sight"
HideWhenEmpty=0
ModName0="Silencer_A_SMG"
ModName1="Silencer_B_SMG"
ModName2="P90 sight"
ModName3="P90 sight"
ModName4="Magazine_A_SMG"
ModName5="Magazine_B_SMG"
ModName6="Silencer_C_SMG"
ModName7="Magazine_C_SMG"
ModName8="Magazine_D_SMG"
SilencedFireSnd1="GUNS_SND_OPTION\SMG\SILENCED1.wav"
SilencedFireSnd2="GUNS_SND_OPTION\SMG\SILENCED2.wav"
SilencedFireRadius1=800
SilencedFireRadius2=800
MuzzleOPtion=1
SightOption=2
MagazineOption=0
ModModel0=0
ModModel1=0
ModModel2=0
ModModel3=0
ModModel4=0
ModModel5=0
ModModel6=0
ModModel7=2
ModModel8=2
ModKinds0=1
ModKinds1=0
ModKinds2=0
Muzzl****osOff=<-2.40000, 0.12000, 0.00000>
MuzzlePVRotOff=<0.00000, 0.00000, -0.05000>
Scop****osOff=<0.50000, 0.10000, 0.08000>
ScopePVRotOff=<0.00000, 0.00000, 0.00000>
MuzzleHHPosOff=<-0.10000, 0.00000, -52.00000>
MuzzleHHRotOff=<0.00000, 0.00000, 0.00000>
ScopeHHPosOff=<1.20000, 1.50000, 0.00000>
ScopeHHRotOff=<0.00000, 0.00000, 0.00000>
DamageRFacter=0.05
ShopAniName="I_info_SM"
AIMinBurstInterval = 0.0000000
AIMaxBurstInterval = 0.000000
AIMinBurstShots = 50
AIMaxBurstShots = 50
AIAnimatesReloads = 1
those values can not be modified... at least not easily.

now for the fact of LTC to LTA, LTC is just another format of LTA, LTC is used more in MAPS than models. if your working on a model, your gonna want LTA, if your working with maps, you'll want a LTC
in crossfire they are ltc so i really need ltc unpacker and why i am thinking that we can just edit them with hex editor after unpacking the LTC ?

everything is packet to LTC in CF :| do you have any idea for unpacking or at least what algorithm is used in lta compressing ?

i know where ltc is used... but these lta, ltb, ltc formats are used everywhere for everything like models and render styles and now even in bute files
Quote Originally Posted by kmanev073 View Post
in crossfire they are ltc so i really need ltc unpacker and why i am thinking that we can just edit them with hex editor after unpacking the LTC ?

everything is packet to LTC in CF :| do you have any idea for unpacking or at least what algorithm is used in lta compressing ?

i know where ltc is used... but these lta, ltb, ltc formats are used everywhere for everything like models and render styles and now even in bute files
No BUTE file is ever a LTC or LTA file. it is ALWAYS a text file. your not looking at butes if your looking at LTCs. I have all the crossfire stuff unpacked myself, the bute files are text files, as they should be

an LTC file is just a bigger LTA, it holds more information than a LTA file, but you can convert LTC to LTA very easily.

as for the LTA compression you can just get the program from the Lithtech Jupiter source to fix that.

LTA/LTC: Both model files, LTC is more common in maps
LTB: Compiled and readable model file for the game engine
DAT: Compiled map file.
Quote Originally Posted by supercarz1991 View Post
No BUTE file is ever a LTC or LTA file. it is ALWAYS a text file. your not looking at butes if your looking at LTCs. I have all the crossfire stuff unpacked myself, the bute files are text files, as they should be

an LTC file is just a bigger LTA, it holds more information than a LTA file, but you can convert LTC to LTA very easily.

as for the LTA compression you can just get the program from the Lithtech Jupiter source to fix that.

LTA/LTC: Both model files, LTC is more common in maps
LTB: Compiled and readable model file for the game engine
DAT: Compiled map file.
i know what the extensions stand for ! can you tell me how to uncompress ltc if you say it is easy
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