Download link: Latest version via. Google Code
Unzip somewhere and run rbfconv.exe from ze command prompt. [Note: Do not unzip to the same folder as SgaReader2.exe, as their Rainman2.dll files are not compatible]
Converts an RBF file into a text file, or converts a text file into an RBF file.
Code:E:\CPP\2K5\ModStudio2>rbfconv.exe ** Corsix's Crude RBF Convertor ** Expected an input filename. Command format is: rbfconv.exe -i infile [-o outfile] [-q | -v] [-p "." | -p " "] [-u ucsfile] -i; file to read from, either a .rbf file or a .txt file -o; file to write to, either a .rbf file or a .txt file if not given, then output is written to the console -q; quiet output to console -v; verbose output to console Options for writing text files: -p; path seperator to use (defaults to vertical bar) -u; UCS file to use to comment number values E:\CPP\2K5\ModStudio2>rbfconv.exe -i sm_scout_marine.rbf -u DOW2.ucs -o scouts.txt -v ** Corsix's Crude RBF Convertor ** Done E:\CPP\2K5\ModStudio2>rbfconv.exe -i scouts.txt -o sm_scout_marine.rbf -v ** Corsix's Crude RBF Convertor ** RBF stats: 47 tables 127 keys 173 data items via 169 indicies 48 strings over 1553 bytes 277 bytes saved by caching Donesample text file
Code:-- Made by Corsix's Crude RBF Convertor { | squad_ability_ext: { | | $REF: "squad_extensions\squad_ability_ext"; | | abilities: { | | | ability: "ability\pvp\race_marine\sm_frag_grenade"; | | | ability: "ability\pvp\race_marine\sm_infiltration_pvp"; | | }; | }; | squad_capture_strategic_point_ext: { | | $REF: "squad_extensions\squad_capture_strategic_point_ext"; | | can_capture: true; | | can_uncapture: true; | | capture_rate_multiplier: 1f; | }; | squad_combat_behaviour_ext: { | | $REF: "squad_extensions\squad_combat_behaviour_ext"; | | accuracy_windup: { | | | initial: 1f; | | | windup: 0f; | | }; | | call_for_help_distance: 0f; | | can_retreat: true; | | idle_leash_distance: 0f; | | melee_idle_leash_distance: 500f; | | melee_leash_distance: 20f; | | plans: { | | | idle_retaliation_plan: "squad_plan\idle_retaliation_default"; | | | melee_plan: "squad_plan\melee_plan_default"; | | | ranged_attack_plan: "squad_plan\pvp\race_marine\sm_scout_range"; | | | setup_weapon_attack_plan: ""; | | }; | | suppression: { | | | can_be_suppressed: true; | | | courage_regen_rate: 10f; | | | starting_courage: 200f; | | | suppression_resistance: 0f; | | }; | | weapon_stance: "range"; | }; | squad_energy_ext: { | | $REF: "squad_extensions\squad_energy_ext"; | | regen_rate: 1f; | | starting_energy: 200f; | }; | squad_formation_ext: { | | $REF: "squad_extensions\squad_formation_ext"; | | cover_formation_table: { | | | tp_energy_shield: "formation\line_heavy"; | | | tp_garrison_cover: "formation\line"; | | | tp_heavy: "formation\line_heavy"; | | | tp_light: "formation\line_heavy"; | | | tp_open: ""; | | }; | | formation_default: "formation\space_marine_default"; | | idle_cover_search_radius: 10f; | | move_dest_cover_search_radius: 5f; | | squad_distribution: "squad_distribution\default_distribution"; | }; | squad_holdable_ext: { | | $REF: "squad_extensions\squad_holdable_ext"; | | hold_type: "hold_infantry"; | | modifier_table: { | | }; | | shared_hold_enter_cooldown: 10f; | | storm_trooper: false; | }; | squad_item_slot_ext: { | | $REF: "squad_extensions\squad_item_slot_ext"; | | num_slots: 4; | }; | squad_leveling_ext: { | | $REF: "squad_extensions\squad_leveling_ext"; | | auto_allocate_discretionary_points: false; | | auto_allocate_points: { | | | energy: "primary"; | | | health: "primary"; | | | melee: "primary"; | | | morale: "primary"; | | | ranged: "primary"; | | }; | | discretionary_upgrades: { | | }; | | leveling_override: { | | | $REF: ""; | | }; | | max_attribute_points: { | | | energy: -1; | | | health: -1; | | | melee: -1; | | | morale: -1; | | | ranged: -1; | | }; | | max_bonus_attribute_points: { | | | energy: 0; | | | health: 0; | | | melee: 0; | | | morale: 0; | | | ranged: 0; | | }; | | max_level: 4; | | redirect_xp: false; | }; | squad_loadout_ext: { | | $REF: "squad_extensions\squad_loadout_ext"; | | max_leaders: 0; | | squad_type: "scout_marine"; | | terminator_mode_sbp: ""; | | unit_list: { | | | squad_loadout_unit_entry: { | | | | $REF: "squad_loadout_unit_entry"; | | | | max: 30; | | | | num: 3; | | | | type: "ebps\pvp\race_marine\troops\sm_scout_marine"; | | | }; | | }; | }; | squad_modifier_ext: { | | $REF: "squad_extensions\squad_modifier_ext"; | }; | squad_morale_ext: { | | $REF: "squad_extensions\squad_morale_ext"; | | bound_broken: 50; | | bound_broken_restore_offset: 100; | | bound_inspired_offset: 100; | | regen_rate: 35f; | | starting_morale: 300; -- Error | }; | squad_reinforce_ext: { | | $REF: "squad_extensions\squad_reinforce_ext"; | | on_reinforce_actions: { | | | requirement_action: { | | | | $REF: "actions\ability\requirement_action"; | | | | apply_to_target: false; | | | | kill_action_on_failed_requirements: true; | | | | requirements: { | | | | | required_squad_upgrade: { | | | | | | $REF: "requirements\required_squad_upgrade"; | | | | | | is_present: false; | | | | | | max_completed: 1; | | | | | | min_completed: 1; | | | | | | only_check_in_progress: false; | | | | | | reason: "usage"; | | | | | | ui_name: 0; | | | | | | upgrade_name: "upgrade\campaign\race_marine\other\sm_drop_pod_reinforce"; | | | | | }; | | | | }; | | | | subactions: { | | | | | animator_set_action: { | | | | | | $REF: "actions\ability\animator_set_action"; | | | | | | action_name: "abilities\space_marine\teleport_arrive"; | | | | | | delay: 0f; | | | | | | fire_and_forget: false; | | | | | }; | | | | }; | | | }; | | }; | | time_cost_percentage: { | | | cost_percentage: 0f; | | | time_percentage: 0.1f; | | }; | | ui_info: { | | | $REF: "types\ui_info"; | | | brief_text: 0; | | | extra_text: 0; | | | help_text: 0; | | | hotkey_name: ""; | | | icon_name: ""; | | | screen_name: 0; | | }; | }; | squad_ui_ext: { | | $REF: "squad_extensions\squad_ui_ext"; | | brief_text: 9106035; -- Light infantry | | build_button_index: 1; | | facing_arrow: "ui\area_outlines\shapes\arrow\default_arrow"; | | help_text: 9025621; -- Can be upgraded with combat shotguns or sniper rifles ? either of which also grants the Infiltrate ability. May also add a Scout Sergeant who grants frag grenades. | | hotkey_name: "sm_scout_marine"; | | icon_name: "sm_scout_marine"; | | minimap_blip_override: ""; | | screen_name: 9025622; -- Scout Squad | | selection_group: "Scout_marine"; | | show_decorator: true; | | speech: { | | | has_speech_code: true; | | | speaker_generic: { | | | | $REF: "types\speech\speech_codes"; | | | | codes: { | | | | | code: "sp1"; | | | | }; | | | }; | | | speaker_specific: { | | | | $REF: "types\speech\speech_codes"; | | | | codes: { | | | | | code: "sco"; | | | | }; | | | }; | | | speech_code_2: { | | | | $REF: "types\speech\speech_codes"; | | | | codes: { | | | | }; | | | }; | | | speech_code_3: { | | | | $REF: "types\speech\speech_codes"; | | | | codes: { | | | | | code: "sco"; | | | | | code: "ify"; | | | | | code: "gma"; | | | | }; | | | }; | | }; | | squad_name: 9025623; -- Scout Squad | | squad_type: 9025624; -- Infantry | | ui_group_position: 4; | }; | squad_upgrade_ext: { | | $REF: "squad_extensions\squad_upgrade_ext"; | | defaults: { | | }; | | upgrades: { | | | upgrade: "upgrade\pvp\race_marine\troops\sm_sniper_rifle"; | | | upgrade: "upgrade\pvp\race_marine\troops\sm_scout_squad_sergeant"; | | | upgrade: "upgrade\pvp\race_marine\troops\sm_shotgun"; | | }; | }; };




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