Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Technical
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General Information
Graphics
Sound
Requirements
Windows
Minimum OS: Windows 95 Minimum CPU: Intel Pentium Minimum RAM: 32 MB Minimum Video RAM: 4 MB Graphics Modes: SVGA, Direct3D Audio Hardware: Digital Audio,Windows Sound CardDigital Audio, Windows Sound Card Input Devices: Keyboard, Mouse Media: 3 CD discs
Exploring Game Resources
Resources Used
- *.GAS — Script resources; G-Engine Auto Scripting language. Location: "*.brn".
- *.SIF — Contains all of the data required to create a scene for GK3. Location: "*.brn".
- *.SCN — Scene definition file. Location: "*.brn".
- *.NVC — Specifies the actions available to the player in a specific location during a specific time or range of times. Location: "*.brn".
- *.ACT — ACT animation file. Location: "*.brn".
- *.ANM — Animation script. Location: "*.brn".
- *.BMP — Bitmap image. Location: "*.brn".
- *.BSP — Room geography file. Location: "*.brn".
- *.CUR — Cursor file. Location: "*.brn".
- *.FON — Font file. Location: "*.brn".
- *.MOD — Model geometry file. Location: "*.brn".
- *.MOM — MOM animation script. Location: "*.brn".
- *.MUL — Room light map file. Location: "*.brn".
- *.SEQ — Sequence file? Location: "*.brn".
- *.SHP — Sheep script. Location: "*.brn".
- *.STK — Sound track file. Location: "*.brn".
- *.WAV — Standard PCM encoded audio WAV file. Location: "*.brn".
- *.YAK — YAK dialog file. Location: "*.brn".
External Resources
- *.AVI — Microsoft AVI video file. Location: external, /Data folder
- *.BIK — RAD Game Tools' game video format[1]. Location: external, /Data folder
Resource ToolsThe game's console (Ctrl+Shift+Tilde) has an "extract" command that allows you to extract the resources from the barn (*.BRN) files. Type
extract
after invoking the console followed by the name of the resource will extract it from the barn file where it was stored. Extracting the file called "!!!README.TXT" will yield the following document:------------------------------------------------------------------------------ GABRIEL KNIGHT 3 Resources Readme ------------------------------------------------------------------------------ GK3 is a data-driven game, meaning that very little of it is hard coded, requiring changes to the EXE. The majority of its scenes are completely run by scripts and configuration files. For the player, this means that much of GK3 can be customized or even rewritten... Interested? We never exactly planned to officially release any of this stuff to the public, given time, money, and sanity constraints. So most the docs you are about to read are in many cases unfinished, out of date, outright lies, or perhaps written by somebody's fourth grade son. So experiment at will! GK3 is not going to reformat your hard drive or give your dog the flu. The worst that will happen is the game will lock up. No big deal, happens to us in development all the time. :) Given that you can read this file, you've already figured out the Extract() command. Use this command to find these other key GK3 documents: ClothesAnm.doc DataUsage.doc Footstep.doc GAS.doc GK3 Fonts.doc NVC.doc Official Eggs.doc Persistence.doc Registry Spec.txt Sheep Engine.doc SIF.doc Sound Track Files.doc TimeBlockBible.doc The .brn files that you see on the CD's and installed on your hard drive are "barn" files - spindled and mutilated resources packed into large volumes for efficiency. There are over 27000 resources as of this writing, which you'll find in gk3.log (created during your Extract("","") call). You can extract those files out and modify them if you like. Or you can add your own. To get GK3 to use them, you must tell it where they are, and that they are of higher priority than the barn resources so they will override. To do this, add a "Custom Paths" entry to your INI file or registry. See the "Registry Spec.txt" file to find out how to do this. Enjoy! ------------------------------------------------------------------------------ Scott Bilas GK3 Technical Lead ------------------------------------------------------------------------------One of the files, "gk3.log" has a list all the stored resources that can be extracted with this command.
within the game's barn (*.BRN) files are some developer notes and documents.
Non Resource ItemsOther files found in the barn files includes several development documents listed in the "!!!README.TXT" file, Sierra's resource viewer for the game's resources and a player ("BINKPLAY.EXE")[2] to play the "*.bik" video files found in the game's Data folder.
GK3 ToolsA collection of fan developed tools and utilities[4] to view and modify Gabriel Knight 3 data files.
- GK3 Barn Browser[5] - Browse barn file contents and extract them.
- GK3 Scene Viewer[6] - GK3 level viewer.
- GK3 Sheep Compiler and VM[7] - Sheep script
- GK3 Launcher[8] - Allows you run Gabriel Knight 3 in resolutions other than the default 640x480, 800x600, and 1024x768.
- GK3 obj2mod[9] - GK3 OBJ To MOD Converter.
Patches
- Gabriel Knight 3 Renamer Batch File (GK3_BAT) ZIP File [178 bytes]
- This batch file will automatically rename the file mpeg2dmx.ax located in your windows\system32 folder to mp3g2dmx.old and rename it back when done playing. Unzip into your GK3 folder. Use it every time to start GK3.
New Installer
- SHP New Gabriel Knight 3 Installer Setup File [1.65 MB]
- New GK3 Installer for XP/Vista. Bilingual (English and Spanish.) Addresses issues some have with the original installer under XP/Vista. Installs all three discs to the hard drive for CD-less play.
Debug Modes
Developer Console
A simple developer console can be accessed using Ctrl+Shift+Tilde. [10]
Debug Build
An debug build of the game is bundled in the game's assets. Use the Extract command to extract "GK3R.EXE".
This version of the game is fully functional, but with a debug mode.
- A full developer console can be accessed simply by pressing the Tilde key. This console has many more features than the one in the release version of the game. The release console is still available through the usual method.
- The CD checks performed by the release game are disabled.
- The Tab key opens "Construction Mode," which is a fairly simple built-in level editor. It is capable of visualization several scene elements (pathfinding walker map, light locations, named positions, etc), but not very useful for actually editing the level significantly.
- Some loading icons and debug numbers are occasionally visible onscreen.
References
- ↑ https://wiki.multimedia.cx/index.php?title=Bink_Video
- ↑ Bink Video player
- ↑ http://www.radgametools.com/bnkmain.htm
- ↑ https://sourceforge.net/projects/gk3tools/
- ↑ https://sourceforge.net/projects/gk3tools/files/Barn%20Browser/
- ↑ https://sourceforge.net/projects/gk3tools/files/Scene%20Viewer/
- ↑ https://sourceforge.net/projects/gk3tools/files/Sheep%20Compiler%20and%20VM/
- ↑ http://gk3tools.sourceforge.net/launcher.php
- ↑ https://sourceforge.net/projects/gk3tools/files/obj2mod/
- ↑ https://tcrf.net/Gabriel_Knight_3:_Blood_of_the_Sacred,_Blood_of_the_Damned#Debugging_Material
Related Links