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Messages - RepComm

#16
No time like the present to learn new things!
I'm thinking maybe the bot could mention @ingame_notify or some kind of self assignable role, so as to not annoy the whole server or channel.

I'll have a GitHub up soon with my bot code, and I'll get with you about how to stick the master server together with it.
#17
A discord bot is another way to go, and that would be a lot of fun to make..
#18
Released Assets / Re: swbf-unmunge - v1.1.1
June 01, 2018, 02:41:04 AM
Ah, good catch SK!
Sleepkiller's tool usage says
Quote from: https://github.com/SleepKiller/swbf-unmunge/blob/master/readme.md-version <version> Set the game version of the input file. Can be 'swbf_ii' or 'swbf. Default is 'swbf_ii'.
-outversion <version> Set the game version the output files will target. Can be 'swbf_ii' or 'swbf. Default is 'swbf_ii'.

The GUI (both new and old) should be handling this correctly. I forgot about the underscore last post here.
Because your lvl is coming from swbf2 (steam), version should be swbf_ii (not something you'll have to worry about normally, just setting the switch in the GUI is fine and it's really wants it's doing anyways).

Final commands should be

A:\Modding\Battlefront 2005\SWBFUnmunge\swbf-unmunge.exe -files "A:\Games\Steam\steamapps\common\Star Wars Battlefront II\GameData\Data\_lvl_pc\myg\myg1.lvl" -version swbf_ii -imgfmt tga -platform pc -outversion swbf_ii -verbose

Or more likely (at least it's what I had to do)

A:/Modding/Battlefront 2005/SWBFUnmunge/swbf-unmunge.exe -files "A:/Games/Steam/steamapps/common/Star Wars Battlefront II/GameData/Data/_lvl_pc/myg/myg1.lvl" -version swbf_ii -imgfmt tga -platform pc -outversion swbf_ii -verbose


My terminal just likes forward slashes I guess.

I have to check first to be correct, but the newest reboot project for my GUI should handle paths just great. The quotes are automatically added because of using Node's path module instead of Java botchery.
It's still no excuse, and I'll patch the old version (if I can, I made that repo read-only. I'll see what I can do).

The only reason I'm not avidly pushing the use of the new java-less version instead of using the buggy old one is because I haven't built 32 bit yet, and I haven't written out the readme/instructions properly. Both of which are priority on my to-do with also patching the older project.
#19
Released Assets / Re: swbf-unmunge - v1.1.1
May 31, 2018, 09:46:40 AM
Yep, that's a problem with my GUI (java one, which is older than the new JavaScript one) for sure. Thanks for responding so quickly!

It looks like either the file paths are getting goofed up. My sister's have always liked forward slash / more than backslash.
I think that it's getting escaped correctly because the first letters of each folder/file is still there, otherwise it would look more like A:?odding?attlefront 2005?WBFUnmunge?wbf-unmunge.exe

I'll have to dig into my repo so I can release a fix.

If you're itching to do it while I write up a fix, you can copy that command and replace those ¥ characters with forward slashes, like this:
A:/Modding/Battlefront 2005/SWBFUnmunge/swbf-unmunge.exe -files A:/Games/Steam/steamapps/common/Star Wars Battlefront II/GameData/Data/_lvl_pc/myg/myg1.lvl -version swbfii -imgfmt tga -platform pc -outversion swbfii -verbose

Another thing to check is use account control. It could be denying swbf-unmunge.exe from accessing the file, which is sometimes handled like a 'file not found' exception. If this is the case, try copying myg1.lvl to the desktop or somewhere with less security like downloads and go from there.

Time for me to update my tools since people are actually trying to use them now, lol.
#20
Released Assets / Re: swbf-unmunge - v1.1.1
May 31, 2018, 03:01:44 AM
Quote from: flipdark95 on May 30, 2018, 10:12:13 PM
..
I'm having trouble extracting any of the game's .lvl files with it. It keeps saying the file does not exist.

I'm using the GUI plugin, so I don't know if that impacts things. I've made sure the settings are for BFII and the .lvl file I'm trying to extract as a test is myg1.lvl, which apparently contains all of the assets used for Mygeeto.

Hey, I'm the GUI guy, and I got kinda lucky I happened to check the site here so soon. I'm not in range of WiFi because I'm actually in a tiny part of Brazil until January (still setting up things, including WiFi).

I know that if you're using the restarted GUI project that you had very little instruction because I hadn't got to writing it yet (I've never been so busy in my entire life than the past month). I'm sorry you're having issues, and if you could do me a huge favor and screen shot what's going on (error, maybe include the file in an explorer window so we can see exactly where the tool should be looking for this file) it would help me out a bunch! You can attach a screenshot to a reply here.

There are a few things that could be wrong with how file paths are handled on a few systems that I haven't been able to test yet.
I also know I need to build a 32bit version and take out a bunch of unneeded files to pack everything down into smaller download sizes.

You needing help with either tool or GUI helps us fix them, so thank you!
#21
I've come a long way in my abilities, and I've refined the algorithm nearly perfectly.
It's pretty easy to add chunk types, here's a video of me adding transform chunks in just two minutes cold turkey: https://youtu.be/7xAJvnjedHc

The code has been organized into a separate repo so that it can be used as a dependency with node package manager using the git url.
At which point it's easy for me to add dependency to openbf project, which is coming along also.

I may end up doing this for the terrain parser also, I don't know.

edit- New links because projects are getting organized
Repository final url is http://github.com/RepComm/NodeMSH
https://github.com/node-openbf-project/node-openbf-io

And http://github.com/RepComm/openbf
https://github.com/node-openbf-project/node-openbf-client
#22
General / Re: Death of Tunngle
April 30, 2018, 09:22:35 PM
That really stinks! Politicians and European taxes at work
Maybe they'll open source their projects since it'll be wasted otherwise..
#23
Released Assets / Re: swbf-unmunge - v1.1.1
April 30, 2018, 06:53:00 PM
I have a bit of work to do still, but as far as I'm able to test, this works:
https://github.com/RepComm/NodeUnmungeGUI/releases

This is a windows 64bit release of the Node.js/electron.js implementation of SWBFUnmungeGUI.
I am pretty busy with final prep for going overseas, but I know it works on my laptop.

The readme isn't where it needs to be, but the interface is nearly identical to the Java version (which is now archived on github), and it is pretty straight forward.

Anyone that wants to test can do so, just extract the directory and run NodeUnmungeGUI.exe
I do want to hear feedback, so feel free to PM me here, or contact me on discord RepComm (Jon)#4638
#24
SWBF1 Modding / Re: multi fire point for weapons?
March 17, 2018, 10:31:16 PM
Quote from: Gistech on March 17, 2018, 06:07:22 AM
Weapon ODFs only really allow for one firepoint.
I'm not so sure? How does the hail fire vehicle's rocket weapon work? I thought it used several hps..
That might be a good place to look.

I'm thinking you'll need salvo with the shots with 0 or close to 0 delay between shots, and I think specifying the next hps to use could be found in the hail fire rockets odf (if that's how it works, I'm computer less for a good week or so until parts get in the mail, so I can't check).
#25
Forum News and Forum Rules / Re: Forum Cleanup
March 08, 2018, 06:54:45 AM
There's a noticeable difference in loading time for Firefox oh Android, cool!
Thanks Jk!
#26
I love the normal mapping! The distort on the deka shield is very sweet too! If we mod a higher rez sphere mesh, that distortion should spread a little better I think.

Theoretically, couldn't we add a displacement shader also? Kind of like tesselation? The only application I can think of would be ice caves (I thought ea swbf had displacement for each frost flake in the hoth caves, but it turns it that it's just a lot of geometry..)
#27
SWBF1 Modding / Re: possable to merge layers in BF1
February 22, 2018, 08:23:44 PM
Thanks for corrections! I'll cross that incorrect bit out now
#28
SWBF1 Modding / Re: possable to merge layers in BF1
February 22, 2018, 04:23:40 PM
Edit (I'm on my laptop now):

Layer ( *.LYR ) files are plain text / config files that store attributes and object placements.
World ( *.WLD ) file is another similar file (it is also text / config).

-Speculation: I think this cfg/config format was probably the JSON format/notation equivalent back in 2004, because it is used extensively for multiple purposes in SWBF's files.

To merge layers manually,  all you need to do it copy/paste the text from given layer files into the given layer or main world ( *.WLD ) file. There is a catch though, so I'll cover that.

The basic layout of a WLD file (probably what you want to merge layers into, if you are having issues loading them), looks like this:
Code (JavaScript) Select

Version(3);
SaveType(0);

Camera("camera")
{
Rotation(-0.014, -0.007, -0.893, 0.450);
Position(-176.078, 14.313, -77.866);
FieldOfView(55.400);
NearPlane(1.000);
FarPlane(1100.000);
ZoomFactor(1.000);
Bookmark(-187.831, 15.033, 33.616,  0.205, 0.087, -0.897, 0.381);
}
TerrainName("bespin2.ter");
SkyName("bespin2.sky");
ScriptName("DummyScript.dll");
ControllerManager("StandardCtrlMgr");

WorldExtents()
{
Min(0.000000, 0.000000, 0.000000);
Max(0.000000, 0.000000, 0.000000);
}

NextSequence(-14070829);

Object("", "bes2_bldg_base", 1963669)
{
ChildRotation(1.000, 0.000, 0.000, 0.000);
ChildPosition(-179.000, -50.000, -132.000);
SeqNo(1963669);
Team(0);
NetworkId(-1);
}


You can see at this last few lines "Object(name, mshName, uniqueId)" line,
there are a TON of these lines in a layer/world file that have lots of object placements.
This is the object placement entry (every time you place an object and save the map, these are produced in the layer/world).

An object in a LAYER file will have an extra attribute:
Code (JavaScript) Select
    Layer( layerId );

As you can see in stock bespin 'base' model/object placement:
Code (JavaScript) Select

Object("", "bes2_bldg_base", 1963669)
{
ChildRotation(1.000, 0.000, 0.000, 0.000);
ChildPosition(-179.000, -50.000, -132.000);
SeqNo(1963669);
Team(0);
NetworkId(-1);
Layer(2); -- This line specifies layer it's in, which ZE reads and stores, and eventually resaves
}


If you just copy/paste all of the object entries from an LYR layer, it will work for the first load into zero editor, but after you save the map, zero editor just resaves them back into the layer specified by the id it read the first time.

If you are just moving all layers to world WLD file, then you can go into a text editor
and use 'Find And Replace' feature to go through each Layer(*number*) and replace it with a space (or just no text at all). If you do this, make sure you go through each layer number (because there are usually multiple).

Or you can manually go through each entry and remove the Layer(); line completely.. Bleh

Maybe a bash/batch/autoit file/program could be made to automate this process..

--TESTING ZE ABILITY TO DO THIS--

Apparently there is a feature to move all of a layer's data into another.
See SleepKiller's post below, as this image is incorrect! Thanks SK!
#29
SWBF1 Modding / Re: Every SWBF1 lua command
February 19, 2018, 09:55:56 PM
Wooooah, what is SetCameraPosition|Rotation .. I wonder if that could be modified/called from an injected code or trainer.

Thanks a bunch!
#30
Released Assets / Re: swbf-unmunge - v1.1.0
February 17, 2018, 04:39:20 PM
Looking at the raw values, it seems that my assumptions (about the UVs on that top map were squished) were wrong. Maybe right? Its a lot of data :P

EDIT- Forgot about V coordinates.

EDIT- Output too long for post. Using snippet instead. Download contains full JSON dump (and the script I wrote to output it all).

[spoiler=Raw UV Dump JSON]
Code (javascript) Select

[
    {
        "uCoords": [
            5.605193857299268e-45,
            0.94921875,
            0.01025390625,
            0.08447265625
        ],
        "vCoords": [
            7.349609375,
            6.84912109375,
            7.25927734375,
            6.9404296875
        ]
    }, <etc, etc, etc>

[/spoiler]

The idea behind this, is that if there a bunch of duplicate values in one of the coords (u or v), then only 1 pixel in that dimension is getting stretched across the surface of the mesh, which looks exactly like parts of the images you've shown thus far. There are several duplicate values, but I'll know for sure once I generate some PNG images to visualize it. --working--

I'm finding a lot of data that looks like this:
Code (javascript) Select

"uCoords": [
            1.2611686178923354e-43,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.91455078125,
            0.02685546875,
            0.91455078125,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.41943359375,
            0.64404296875,
            0.41943359375,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            0.44189453125,
            <etc, etc, etc>


Which is a pretty good indicator that something is wrong with these coordinates. Each coordinate is part of a set, where each u coordinate is paired with a v coordinate. It's like playing connect the dots with a few thousand dots on top of eachother, making a weird looking image.

Edit- Updated dump_uvs.zip with a basic start of a viewer where you paste the .msh_uvdump.json content into the text field on the left. I'll document it all when I get it extra functional. Right now im just drawing some rectangles as vertex positions. I'm also only parsing the second UV map in the viewer, which will be changed into a GUI select option, to view the different UV maps at will. I'm done for tonight.