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          Ripley 2    [ripsnd.exe | riptex.exe]
          AvP sound & texture exportation tools
              ! UNIVERSAL WAV/IFF RIPPERS !
           (C) by Nalsor 21.11.1999, Germany.
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	This textfile includes:
	DESCRIPTION
	INFORMATION
	USAGE
	ADDITIONAL NOTE
	FASTFILE OVERVIEW LIST
	FAQ
	Please read carefully to avoid problems
	using Ripley tools.


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	DESCRIPTION
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These two DOS executables are able to extract sounds
and textures quickly out of Aliens vs Predator fastfiles
(*.FFL), so you can import them to custom levels for
common first person shooters like DOOM, Duke3D, Quake,
Unreal, Half-Life, Unreal Tournament, etc. or re-edit
them for new AvP custom levels to match your ideas.

The Ripley tools are also powerful and universal rippers
to scan any bigger file of any commercial game for stored
IFF and WAV files, assuming that it isn't coded with any
algorithm and that stored files inside are uncompressed
(e.g. you cannot extract WAV files from a ZIP file with
these tools).


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	INFORMATION
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If you've just smelled blood and are interested to rip
tons (yep, tons!) of game data (mainly WAV sounds)
progressively from other existing and coming games, you
must check out the "Tools/Ripley 2" section in Spacelab
(see URL below)!

There you'll find a list of other games' resource files
whose stored data was successfully ripped with the
Ripley tools. This list will be frequently updated, but
you should note that I can analyze files of games and
demos I own only. So if you have successfully ripped data
(sounds and/or textures) from unknown resource files
which are not in that list then it is desired that you
send an email to me with the name of the game or demo
(exact version) and of its resource file(s), the type of
data which was ripped (WAV/IFF) and if possible a short
description of content (e.g. weapon sounds, ambience,
music loops, tiles, skins, other SoundFX and GFX).

This way level designers and modders who check this
online list have a chance to concentrate their search on
lots of 'rippable' games to extract data they're interested
in with Ripley 2. A mighty resource, don't ya think folks!


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	USAGE
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Create a working folder on your hard drive to keep
track of things, e.g. "AvP_resources" and add sub-
folders there for each FFL of which you like to
extract data ("snd2","snd3",..."tex1","tex2",...).

See fastfile overview list below for description
which type of sounds and textures you can find in
which FFL.

Switch to MS-DOS-prompt by clicking its link in Win
95/98/2000 and run ripsnd.exe or riptex.exe from the
sub-folder dedicated to its FFL. You can also launch
the tools in booted MS-DOS-mode if you do not like
to work with Windows running behind (additional file
CWSDPMI.EXE must be present then).


Commands:

ripsnd snd?.ffl		(for AvP sound fastfile)
riptex tex?.ffl		(for AvP texture fastfile)
ripsnd file		(for any other game file)
riptex file		(for any other game file)

? stands for the number of the FFL.
Wildcards cannot be used.

You can either take the FFLs from your original AvP
CD (textures are in folder "fastfile" and sounds in
"HSound","LSound" and "RSound") or from your AvP
installation directory (textures and sounds in
sub-folder "fastfile").


Examples:

c:\ripley2\ripsnd e:\hsound\snd2.ffl
c:\ripley2\ripsnd c:\games\avp\fastfile\snd2.ffl
c:\ripley2\riptex e:\fastfile\tex1.ffl
c:\ripley2\riptex c:\games\avp\fastfile\tex1.ffl

Sound files will be saved as "Sd?.wav",
Texture files as "Tx?.iff".


Have Fun using the power of Ripley 2!


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	ADDITIONAL NOTE
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If you've used ripley.exe (texture exporter) before
you may noticed when using Ripley 2 that a texture
is not extracted as LBM anymore. This is so, because
LBMs can only have a maximum color resolution of 256
and does not support HiColor (64K - 16 million).

The advantage of IFF (Interchange File Format) is
also that more common graphics progs support it.
Therefore you should not use ripley.exe anymore and
delete it.


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	FASTFILE OVERVIEW LIST
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Here's a list of all sound- and texture- fastfiles of
Aliens vs Predator with brief description. Environment
in textures means walls, ceilings, floors; in sounds
it means ambience, doors, elevators, events, computer
voices. NPC means 'Non Player Character' and HUD means
'Heads-Up Display'. Layers are textures which are not
visible in game and are used as 'pointers' by the engine
to display smacker videos (SMK) on walls, ceilings,
floors or objects.


Textures:

Tex1.FFL	General textures
Tex2.FFL	"Sewers" level environment textures
Tex3.FFL	"Area 52" level environment textures
Tex4.FFL	"Battle" level environment textures
Tex5.FFL	"Earthbound" level environment textures
Tex6.FFL	"Caverns" level environment textures
Tex7.FFL	"Derelict" level environment textures
Tex8.FFL	"Massacre" level environment textures
Tex9.FFL	"Escape" level environment textures
Tex10.FFL	"Waterfall" level environment textures
Tex11.FFL	"Fury 161" level environment textures
Tex12.FFL	"Colony" level environment textures
Tex13.FFL	"Hangar" level environment textures
Tex14.FFL	"Hive" level environment textures
Tex15.FFL	"Invasion" level environment textures
Tex16.FFL	"Jockey" level environment textures
Tex17.FFL	"Stranded" level environment textures
Tex18.FFL	"Ferarco" level environment textures
Tex19.FFL	"Orbital" level environment textures
Tex20.FFL	"Statue" level environment textures
Tex21.FFL	"Tyrargo" level environment textures
Tex22.FFL	"Temple" level environment textures
Tex23.FFL	"Gateway" level environment textures
Tex24.FFL	"Trapped" level environment textures
Tex25.FFL	"Vaults" level environment textures
Tex26.FFL	FMV layers (FMV=Full Motion Video)
Tex27.FFL	Alien HUD textures (tail,hand,fingers)
Tex28.FFL	Marine HUD textures
Tex29.FFL	Predator HUD textures (hands,wrists)
Tex30.FFL	Menu gfx, fonts, logos
Tex31.FFL	Alien skins
Tex32.FFL	Civilian skins
Tex33.FFL	Facehugger skins
Tex34.FFL	Marine skins
Tex35.FFL	PredAlien skins
Tex36.FFL	Predator skins
Tex37.FFL	Alien Queen skins
Tex38.FFL	Sentry Gun skin
Tex39.FFL	Xenoborg skins
Tex40.FFL	Marine weapon skin (USCM pulse rifle)


Sounds:

common.FFL	General sounds
Snd2.FFL	"Sewers" level environment sounds
Snd3.FFL	"Area 52" level environment sounds
Snd4.FFL	"Battle" level environment sounds
Snd5.FFL	"Earthbound" level environment sounds
Snd6.FFL	"Caverns" level environment sounds
Snd7.FFL	"Derelict" level environment sounds
Snd8.FFL	"Massacre" level environment sounds
Snd9.FFL	"Escape" level environment sounds
Snd10.FFL	"Waterfall" level environment sounds
Snd11.FFL	"Fury 161" level environment sounds
Snd12.FFL	"Colony" level environment sounds
Snd13.FFL	"Hangar" level environment sounds
Snd14.FFL	"Hive" level environment sounds
Snd15.FFL	"Invasion" level environment sounds
Snd16.FFL	"Jockey" level environment sounds
Snd17.FFL	"Stranded" level environment sounds
Snd18.FFL	"Ferarco" level environment sounds
Snd19.FFL	"Orbital" level environment sounds
Snd20.FFL	"Statue" level environment sounds
Snd21.FFL	"Tyrargo" level environment sounds
Snd22.FFL	"Temple" level environment sounds
Snd23.FFL	"Gateway" level environment sounds
Snd24.FFL	"Trapped" level environment sounds
Snd25.FFL	"Vaults" level environment sounds
Snd26.FFL	Marine HUD sounds (weapons)
Snd27.FFL	Predator HUD sounds (weapons)
Snd28.FFL	Alien sounds
Snd29.FFL	Alien, Praetorian, PredAlien NPC sounds
Snd30.FFL	Facehugger NPC sounds
Snd31.FFL	Marine NPC sounds (weapons)
Snd32.FFL	Marine voice sounds (screams/taunts)
Snd33.FFL	Praetorian NPC sounds
Snd34.FFL	PredAlien NPC sounds
Snd35.FFL	Predator NPC sounds (weapons/laugh)
Snd36.FFL	Predator voice sounds (screams/taunts)
Snd37.FFL	Alien Queen NPC sounds
Snd38.FFL	Alien Queen voice sounds (screams/taunts)


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	FAQ
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Q: What is this additional file CWSDPMI.EXE for ?
A: It's automatically loaded by Ripley 2 if present and used
   to make the tools runnable in booted MS-DOS-mode, so that
   the load error "no DPMI - Get csdpmi*b.zip" does not occur
   anymore. Note that you do not need this module when working
   in DOS with Windows 95/98/2000 running behind.
   I have simply left out this file in the past, because no
   user is working with DOS only nowadays. Anyway, it's
   included in this package now to support old DOS systems
   (must be 3.0 or higher).

Q: With which program I can view the IFF textures ?
A: IFFs are known by several common gfx programs like
   Adobe Photoshop 5.0 or later and Paint Shop Pro 5.01
   or earlier versions, too.

Q: Where do I get these progs from ?
A: The latest evaluation version of Paint Shop Pro can
   be downloaded at www.jasc.com. Check www.adobe.com
   to download a tryout version of Adobe Photoshop 5.5
   (about 70 Megs but it's worth!).

Q: How can I play the sounds ?
A: Just use your Windows Media Player, WinAmp or other
   players.

Q: How can I re-edit the sounds ?
A: You can use e.g. Cool Edit 2000. This is a very
   fine program to manipulate WAVs and adding nice
   effects like echos, flangers, filters or pitch
   for example. Get a free unregged version at
   www.syntrillium.com.

Q: Why I cannot view some of the textures, get blank
   screens or receive error messages by the graphics
   programs and browsers when loading them in ?
A: This is a problem with Rebellion's RIM-format:
   a single texture is stored as a pack of 3 equal
   textures in 3 different color resolutions (HiColor,
   256, 16) inside a RIM file (Rebellion IMage). But
   unfortunately the HiColor textures does not work
   when simply extracted as IFF. Nevertheless Ripley 2
   rips IFF-files absolutely correct.

Q: However, is there a way to view the HiColor-IFFs ?
A: Not when exported with Ripley 2. Use Texture Infector
   (www.preditor.com) instead to get the HiColor tex.
   They will be converted and saved as TGA then, so you
   can view them actually (Thanx PREditor Team!).

Q: How can I import the sounds/textures in UnrealEd ?
A: Oh this is easy. After launching UnrealEd choose
   "Browse SoundFX" on the very right column at the
   top of the screen and click the "Import" button at
   the very bottom to load in WAVs.
   To load in some textures choose "Browse Textures"
   and also click the "Import" button. Do not forget
   to convert the textures to BMP or PCX with Paint
   Shop Pro or Adobe Photoshop before, since UnrealEd
   does not support IFF. Organize your Sounds/Textures
   for your own Unreal Map(s) and create some UAX/UTX-
   packages by clicking the "Save" button. Have fun!

Q: Ok, but how I import AvP textures in Worldcraft ?
A: That's a bit complicated. To use the textures in
   your custom Half-Life Map(s) they have to be
   1. converted to TGA or BMP.
   2. all packed together inside supported formats
      like PAK (tex and snds) or WAD (tex only) files.
   3. loaded in by clicking "Tools/Options" from the
      menu bar in Worldcraft, choosing the "Textures"
      card and then clicking the "Add WAD" button.

Q: When using ripsnd.exe on some other games' resource
   files, extracting a WAV and playing it I hear
   rushing or corrupt sound. What's that, a problem ?
A: Nah, no problem. You must know that the Ripley tools
   detect 'rippable' files by scanning for certain text
   strings which identify a file type and are called
   'headers' in programmer's language. The header for
   WAV files is "RIFF" in capital letters. So if
   ripsnd.exe is in the so-called 'header-scanning-mode'
   and there is a file or data inside a resource file
   which includes this string - but is no WAV file - then
   this data will be also extracted, from the position
   it starts including the header. This sounds more
   complicated than it is actually. If you like a
   demonstration of this then simply create any file
   (e.g. "ripme.txt") with following content for example:

   "another data...RIFF Hehe, you've thought I am a sound!"

   Now start Ripley 2 with "ripsnd ripme.txt" and check
   the written "Sd0.wav" file afterwards with Wordpad or
   other text-viewer, NOT with a WAV player and compare it.
   You see, not every extracted WAV is one actually. Keep
   this in mind when scanning unknown resource files.

Q: I have scanned hundreds of unknown game files for IFF
   textures with riptex.exe, also such where I strongly
   suspected any, but no textures were found and extracted.
   Did I do s.th. wrong ?
A: No, you didn't. The IFF texture format is not a very common
   one and only used by Rebellion so far. Other games use
   mostly different unknown gfx formats. But this doesn't
   have to mean that you'll never find any IFFs in other games'
   resource files. It's not like ripping WAV files, rather a
   sort of luck. If you should have been successful in ripping
   IFFs from an unknown game file then contact me immediately
   and I'll add this info to my 'ripping list' in Spacelab.
   Note like in above case of WAV that not every extracted
   IFF file is one actually. So you should carefully check
   every extracted file before submitting an info.


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			    Spacelab
		   www.actionxtreme.com/nalsor

    Levels, Models, Sounds, Textures, Tutorials, Mods & more

                     nalsor@actionxtreme.com

			  Germany 2000

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----  Ripley2.txt updated 08.04.2000  20:20  14020 bytes.  ----
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