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tutorial:fxr-files-for-sfx-explained

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tutorial:fxr-files-for-sfx-explained [2025/02/24 21:01] – created admintutorial:fxr-files-for-sfx-explained [2026/05/04 21:58] (current) – added note about fxr plaxground jenovavirus
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   * _resource.ffxbnd.dcx, which holds the hkx (animation), model, and tex (texture) files. Also, there are no resource lists.   * _resource.ffxbnd.dcx, which holds the hkx (animation), model, and tex (texture) files. Also, there are no resource lists.
  
-The .fxr files determine what the SFX looks like. To edit them, you need to convert them into .xml files with WitchyBND. When you are done with your edits, you need to convert the .xml back to .fxr with WitchyBND. You will then need to add any new .fxr files (and any new resources in ER/AC6) as entries in the _witchy-bnd4.xml (found in the effect folder) using Notepad++. Finally, repack the .ffxbnd with WitchyBND. +The .fxr files determine what the SFX looks like. It is recommended to use FXR Playground to create or modify the .fxr files. \\  
 +To edit them manually, you need to convert them into .xml files with WitchyBND. When you are done with your edits, you need to convert the .xml back to .fxr with WitchyBND. You will then need to add any new .fxr files (and any new resources in ER/AC6) as entries in the _witchy-bnd4.xml (found in the effect folder) using Notepad++. Finally, repack the .ffxbnd with WitchyBND.  
  
 This tutorial will mention everything that is special for DS3 or ER/AC6 when editing. The SFX system has been slightly reworked and some fields or properties have changed. This tutorial will mention everything that is special for DS3 or ER/AC6 when editing. The SFX system has been slightly reworked and some fields or properties have changed.
tutorial/fxr-files-for-sfx-explained.txt · Last modified: by jenovavirus