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To cut a long story short, I'm looking for a usable binary of a pigg viewer that works with the modern HC client/win 10 machines. Ideally able to extract files. I don't need/want to make new piggs.

 

Tried Piglet but couldn't get it to compile and as I'm not a coder/programmer even though I can read the errors I have no idea what they mean. Found another that at least from the instructions implies I need some of the server code (or something), but goes way beyond what I actually need it for. I want to find sound file names (preview sounds) for a personal sound replacement mod, and text views (in game popmenus, etc).

 

So does anyone know of either a precompiled win10 binary of piglet, or some other working pigg viewer?

 

But no Porcine porn.

 

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On 10/21/2019 at 5:43 PM, Lost Ninja said:

So does anyone know of either a precompiled win10 binary of piglet, or some other working pigg viewer?

Try here: https://build.ourodev.com/

 

Under CoX/Piglet, click 'Latest Stable Release' to download a 7-zip with an executable for piglet. I downloaded it today and am running it with no problems on my Win10 machine. Just extract the piglet.exe, double-click it, and off you go. That's how it worked for me, anyway.

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Thanks guys, I found the original thread with the list of viewers and assumed because they were 9+ years old they weren't as good as something produced more recently. Then got Piglet (as above, thank you) and realised that Piglet seems to be pretty much a re-skinned Pig Viewer Pro. (I'm probably wrong and it's an entirely different program under the hood, parallel evolution and all that.)

 

Still not finding what I was looking for, I wonder what I used to find it back then... maybe process explorer... have to go look some more thanks... 😄

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What kind of information is in a Pigg file and what is the purpose for trying to modify it?

 

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1 hour ago, MrGT5oh said:

What kind of information is in a Pigg file and what is the purpose for trying to modify it?

 

Pigg files are the compressed archive format CoH uses to distribute game content.
Maps, art, audio, etc.

Why mod it?

Fairly straightforward.  Change how things look, sound and work.

You can do quite a bit with the Data directory.  But if you can reliably mod the Piggs you can more drastically change the game.

/taunt WASUUUUUUUUUUUUUUUUUUUP!


If you want to be godlike, pick anything.

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The data folder allows you to override the files in the piggs, you need the pigg viewer to find out what the original files are.  Many/Most of the files in the piggs aren't human readable (or you need specialist converters to turn them into something useful - which as we can get the source code it might be easier to go the other direction anyway). Or you need special skills to make use of them, eg: mapping 2d textures onto a 3d model.

 

AFAIK The only thing that being able to insert a file back into the Pigg would do is mean that if the devs update the pigg during an update you'll need to re-add the file too. It doesn't offer any better access to the game system (using a public server anyway). I have heard it claimed several times that you can insert things into the piggs that make the game work differently, but not seen any rational testing as to whether the same cannot be done by adding the same files into the data folder structure. To change core features of the game you'd need to edit the .exe (or .dlls) and then you might well be unable to connect to the correct servers anyway.

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Some clarifications / more explicit information based on what I know.  .Pigg files are essentially proprietary .zip files which contain sound files (.ogg), texture files (.texture), font files (.ttf), and .bin files which afaik contain either images or text strings and likely a bunch of other game-specific file types.  They also contain animation files for all the animations in the game.  So afaik, .pigg files contain the visual and sound effect functions of the game.  I don't know if they contain (and doubt they do) actual "functions" like defining the effects of say, a snipe power.  I highly suspect those functions are housed server-side to avoid players essentially hacking and making themselves OP.  

 

The files in the .pigg themselves can be modified.  If you place it in the correct /data folder in your local game folder, the game will replace the in-game file with the one in your /data/* folder.  That's how sound mods, font mods, texture mods (ex. vidiot maps), etc. work.  You can see various examples of these in this sub-forum.  

 

AFAIK you can only make *aesthetic mods* client-side.  And it will only affect what you see or hear on the screen.  No one else in-game will see or hear your mods. All other mods to "make the game work differently", such as tweaking effects of powers, enhancements, or such, are in the server-side folders.  You'd have to host your own server to tweak those.  

 

I could be wrong, but certainly it seems logical that's how the game is laid out -- client files serve graphics and animations to reduce lag, and server-side owns the data to tell you how much you hit for, or what buffs/debuffs affect you, or your target, etc.

 

There's no real reason why you would modify a .pigg (really a .zip) file.  You want to view it so you can figure out the folder structure and filename for any files you decide you want to change (not all sound files are in the same location, for example) in your local /data folder.  

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