This page is somewhat outdated. |
Last updated:
October 9, 2003 11:10
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| Game > Open File |
| Open any file already present
in the resource tree or any external file. Supports drag and drop. |
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| Game > Open Game |
| This allows you to start browsing/editing
a different game without exiting Near Infinity |
| Game > Refresh Tree |
| If you for example have added
files to the override-folder while Near Infinity was running, use
this option to make NI notice the new files. |
| Game > Exit |
| Exits Near Infinity. |
| File menu |
| Open In New Window |
Opens the selected file in a new window instead
of the main window |
| Export |
Allows you to export the selected file |
| Add Copy Of |
Creates a copy of the selected file and places this copy in
the override folder |
| Rename |
Renames the selected file - Only available if the selected
file isn't in a BIFF archive |
| Delete |
Deletes the selected file - Only available if the selected
file isn't in a BIFF archive |
| Convert CHR to CRE |
For this option to work, you must first select a CHR file.
This file can then be converted into a CRE file. Near Infinity
will reorder the sections in this new CRE file to match the usual
ordering found in other CRE files. |
| View Area (Experimental) |
This is a first attempt at providing an area viewer. Simply
load an .are-file in the main window and select this option.
The viewer has problems with displaying large areas (not enough
memory). |
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| Edit > Dialog.tlk |
| This allows you to not only lookup entries
in dialog.tlk, but to edit existing and add new entries. Make sure
you have a backup copy of dialog.tlk before you continue. Read more
about editing in general on the using NI-page |
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| Edit > DialogF.tlk |
| DialogF.tlk is used to hold text strings
for foreign translations. This option allows you to edit this file
similarly to dialog.tlk. |
| Edit > Var.Var |
| Opens a standard structure editor
for Var.Var. This is a variable definition file used in Plancescape:Torment |
| Edit > BIFF |
This option allows you to create new or
edit existing BIFF archives. When you start the BIFF editor, you
will be asked to if you would like to create a new file or edit and
existing. New files will be placed in the data-directory.
Next, you will be shown the main editing window (shown below). This consists
of two lists: One showing the files currently present in the BIFF (on the
left) and one showing the files currently present in the override folder.
Editing the BIFF is then simply a matter of selecting files and moving
them between the BIFF and the override folder. The three buttons above
the lists are for filtering. It allows you to turn on and off the display
of files currently in the BIFF (green), files that are updated versions
of the files in the BIFF (blue) and new files not present in the BIFF (yellow).
If you wish to examine on of the files in the lists, simply double-click
it and it will be shown in the main NI window. When you are done moving
files, press 'Save' to have the BIFF updated.
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| Search > StringRef |
| Almost all text-strings in Baldur's
Gate 2 is contained in dialog.tlk. This option allows you to lookup
specific entries in this file. If the text entry has an associated
sound clip, pressing 'Associated sound' allows you to open and play
this clip. This window also includes controls for searching through
dialog.tlk.These controls function similarly to the 'Find (on This
Page)... CTRL+F'-control in Internet Explorer. |
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| Search > CRE/ITM/SPL/STO |
Using this option you can search
for creatures, items, spells and stores with specific names (case
insensitive substring search). Just select the type of object you
are looking for, enter a name and press enter (or 'Search').
The 'Insert reference'-button is used to insert a reference to the
selected item into a script. The script must be displayed in the
main content area for this function to work. |
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| Search > Text Files |
| Lets you enter textual queries
for searching in BSC, 2DA and IDS files. |
| Tools > InfinityAmp |
| Starts a music player with support
for playlists. |
| Tools > Keyfile Cleanup |
This option scans chitin.key
and removes any bogus references. Please take a backup of chitin.key
before using this option!. This is done:
- References to BIFFs which doesn't contain any files is removed
and the empty BIFFs are deleted.
- References to non-existant BIFFs are removed. |
| Tools > Check Triggers & Actions |
| Dialogs (.dlgs) can contain script code
in triggers and actions. This option uses Near Infinity's compiler
to check if these scripts contain any errors. All .dlgs displayed
in the resource tree are checked and any errors are displayed as
(Dialog,Trigger/Action,Linenr.,Error msg.) |
| Tools > Find Illegal ResourceRefs |
| Searches for ResourceRefs that
points to non-existant files. |
| Tools > IDS Browser |
| When editing scripts, IDS-files
are of great importance. This browser makes it easy to find the IDS
entry you were looking for. The 'Insert reference'-button inserts
selected IDS entry into the script currently displayed in the main
content area (if any). |
| Tools > Script Drop Zone |
| If you prefer to use an external
script editor but still would like to use Near Infinity to compile,
this option is for you. It opens a window in which scripts (both
sources and compiled scripts) can be dropped. Any compiler errors
are shown as (Filename,Linenr.,Error msg). The window accepts both
files and directories (which are scanned recursivly). The output
from the (de-)compiler are placed in the same directory as the input
file. |
| Tools > Mass Export BCS to BAF |
| This allows you to export decompiled
versions of each and every script in one operation. The files will
be saved to the directory from which Near Infinity was started. Probably
of limited use for most users. |
| Tools > Show Clipboard |
| Shows the current contents of
the clipboard. The clipboard can be used to copy parts of structured
file types (CREs, ITMs etc.) from one file to another. Cut, copy
and paste operations can be accessed by right-clicking the structured
file type editing window (the Attribute-Values list). |
| Tools > Show Debug Console |
| If Near Infinity crashes or
somehow acts strange, this console might give me the answer as to
what has happened. The console also displays information that might
occasionally be interesting when decompling scripts. |
| Options > Autoconvert MUS |
| If enabled (default option),
Near Infinity automatically converts the ACMs that the MUS file consists
of, so that the MUS may be played. If disabled, you must manually
convert the files (by pressing 'Convert'). |
| Options > Autoconvert WAV |
| If enabled (default option),
Near Infinity automatically converts WAVs so that they may be played.
If disabled, you must manually convert the file (by pressing 'Convert'). |
| Options > Ignore Overrides |
| Normally, a file in the override-folder
is used in preference to a file contained in a BIF archive. By invoking
this option you can make sure that Near Infinity ignores the override
folder altogether. |
| Options > Ignore Read Errors |
| Several of the files supplied
with the Infinity Engine games contains errors. Usually these errors
are displayed by Near Infinity. However, this can be a pain when
searching. This option therefore allows you to make Near Infinity
only display read errors in the debug console. |
| Options > Bcs Indent |
| Lets you select if the decompiled
scripts should be intented by 2 spaces, 4 spaces or tab. |
| Options > Show Hex Offsets |
| When this option is selected,
a third column will be added to the table used to show structures.
This table will show the offsets (in hex) for each of the attributes.
Used mainly for debugging. |
| Options > Show ResRefs As |
| For CRE, ITM, STO and SPL files,
NI can figure out a name attribute that can be used in addition to
the filename. For example ACOLYTE1.CRE = "Talon Zogas". Using this
option, you can select how NI should display the file as ACOLYTE1.CRE,
ACOLYTE1.CRE (Talon Zogas) or Talon Zogas (ACOLYTE1.CRE). |
| Options > Show Override Files |
| This option can be used to choose
where the files in the override-folder should be displayed in the
resource tree (to the far left in NI). |
| Options > Default Structure Display |
| For many file types such as
CREs, ITMs, SPLs, etc., NI can display a more browser friendly viewer
in addition to the standard structure editor. This option selects
if the default display should be viewers or editors. |
| Options > Look And Feel |
| This option allows you to choose
between three Near Infinity "skins". The setting is saved
between sessions. |
| Options > Text Font |
| Changes the font used for text files
and scripts. |
| Help > About |
| Displays some (useless) information
about Near Infinity and a clickable hyperlink to the NI homepage. |
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