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Messages - RepComm

#31
You guys are awesome! Very cool!
#32
Released Assets / Re: swbf-unmunge - v1.1.0
February 16, 2018, 09:09:06 PM
Looks like the uvs on that top half got there Y coordinates squished to one value.
Is there a problem with non-normalized coordinates, SK? It would be good to examine that MSH you has with a hex editor, Dylan. If you upload it, I'll take a look.
#33
Thought I'd show off the gravity falls sketch I did a few days ago
[spoiler]

[/spoiler]

I am very proud of it :P
#34
Very cool software! Will be looking at your work!
#35
Welcome Center / Re: Hello SWBF Gamers & Mod masters
February 06, 2018, 02:46:07 PM
Welcome!

Cool stuff! I see you're using a lot of C#, so that's a huge plus!
I don't have XBox version of the game, but I have swbf, and xbox one, and the desire to run/write lots of code on everything electronic I own, so I'll be watching closely!

I am also interested in decompiling Lua (4.0 seems like a good target, since swbf1 uses that) so I can re-create close conditions to that of the original game in my own client: https://github.com/RepComm/swbf_web_client

I am not at that point in the development just yet, but it will come up before a release.

Glad to have you here!
#36
I'm not at my computer now, but I'm investigating fsx model format, and the documentation says it's based on the riff format, which stores tags of 4 chars and byte lengths the same as MSH https://en.m.wikipedia.org/wiki/Resource_Interchange_File_Format

http://www.fsdeveloper.com/wiki/index.php?title=MDL_file_format_(FSX)

I'm still working on these other camera data bytes, btw
#37
SWBF1 Modding / Re: Bonus Descriptions
January 17, 2018, 01:14:29 PM
Very cool, especially if they're working on multiplayer!
#38
If you want to use a different texture, you may not need to edit the uvs at all (unless that other texture doesn't for quite right, then you'll have to adjust uvs). In that case, just open up the material editor, open the material with your texture, and find the diffuse color plug (should be pink, since texture is already applied) and click it to change the texture. You could also delete the material and make one, selecting the texture you want, then reapplying that material to your object. The uvs don't get deleted, they are persistent with the models they're for.

The red you see is selected polygons, but all of the triangles you see there (blue included) are the models shape mapped to 2d space.

If you take some selected faces, you can use those projection tools on just those to disconnect and project them to some other mapping like spherical, cube map, cylinder, etc. Which will treat your model (or just selected faces/elements) as if they were whatever shape and try to fit all of corresponding uvs on the texture accordingly.

A good truck to keep in mind is that you don't have to do all the uvs at once (which can be pretty daunting!), but just looking for basic shapes in the 3d model, and selecting those faces to work on, and applying the appropriate projection to start with

It looks like a turret, given your texture and triangle strips, so cylinder projections should probably be close to the effect you'll want to work with if you do need to modify the uvs.
#39
Woot woot!  :cheers:

QuoteThe backup MS can serve as a testbed.  I am willing to open up the backup MS for knowledgeable modders/programmers in good standing at SWBFgamers.com to explore how to add features.  Leaderboards can be made available by someone with the right knowledge and experience.

I've been thinking pretty seriously about porting the code to c# or even node js (or both, just for fun) to get a clearer understanding of how it works. What better way to learn than to step through line by line?

I am going to try and get my own rented server in the near future for testing of my other projects (networking is so much fun) also, so I'll probably come to you for help if I get stuck! The cheapest I've found is 89usd/yr for a virtual dedicated server, which is a lot cheaper in comparison to the 119usd I just forrked out for my website upkeep this year, and I don't get to run any of my code on that server ..
#40
Quote from: Led on January 05, 2018, 07:12:18 PM
GoG's game browser is totally different from Gamespy/Gamemaster.  GoG is more like GameRanger.  The communications protocols are totally different from what we see with Gamemaster. 

Nothing is impossible with computers, but I think it would be more difficult than you realize to mate them in a common game browser.
Ah, I gotcha. That does throw a wrench in the concept. I'll probably take a look at how to go about it in the future. I'm pretty unfamiliar with unconventional networking, vlan is a black box for me right now.
#41
Its possible to upgrade our master server to include servers from both master servers.
Just add in the protocol that is used by clients to query server list from the GOG master server (or have a server side text file with any number of ips or DNS names to query), and append those to the list that is already kept track of in the MS.

You could even append the DNS name the server is associated with to the beginning/end of the server's MOTD, which would let players know that that specific server is hosted targeting that specific master server.

See this illustration incase any of this is mindless jibberish to you:
#42
Wooo, thanks guys!
I must say, I think I barely made it against the competition this year..

Quote from: The Phantom of Christmas Present on December 30, 2017, 06:34:50 PM
...
My only issue was that it was snowing inside the buildings.  Nothing a few effect regions can't fix, and not a big deal.
...

Yeah, I haven't even attempted to use regions to do that before. This is actually only the second time I've even used particles at all (I didn't realize you could just copy paste code from other FX files, its really pretty modular).

I'll cough up an update where I fix the terrain rendering funky colors on certain terrain qualities, more animated things, etc. I am pretty busy right now, however..

In the end, I made what I wanted to play myself (I like to just chill out on maps instead of constantly raging war against endless AI), so that made it WAY worth it.
#43
Scummies / Re: Taking a break myself
December 30, 2017, 04:33:00 PM
Cool, have fun! Leave all the numbers on the fridge.
We'll try to have less of a jack jack attack and more of a fireplace 10hr loop sort of scene here..

Everyone synchronize videos, aaaand, go:
#44
SWBF1 Modding Tutorials / Re: [info].msh structure notes
December 26, 2017, 03:35:53 PM
CAMR -> DATA info (will edit per find):

Last two floats are camera's near and far ranges.
I am comparing values to camera data on XSI soft image. I'll keep adding values and eventually structure them when I get back to internet land..

There isn't a way for me to live test values because ZETools doesn't even export camera tags.. maybe we really do need xsiaddon to work so we can flesh the format out completely.
#45
So this is basically a revive of sorts, but with more serious implications.
Here is a standalone script (unfinished, I did all of this stuff today from scratch after finding my lost backup drive)
in node js.

It reads an msh file and loops through it all, and generates js object hierarchy (and thereby JSON format), outputs to terminal and saves the JSON in a file with the same name, but with the added .json extension.
It's obviously not done, but the rest is down hill (I'll prove it after Christmas, don't worry!)

If you have node already then you can just double click the .bat i made that will tell node to execute the js file.
The algorithm for looping through all of the msh file is there, now I'm just implementing the tags (easy!).

If you don't have node, you can take a look at the JSON file I've already generated with it.

I'm on my phone (no internet for my laptop :( ) so I can't post the JSON in the forum .. stupid tech.
Super exciting! We'll be at full functionality in weeks!

Edit- I figured out how to get off my phone:

{
    "type": "HEDR",
    "contentSize": 121036,
    "MSH2_0": {
        "type": "MSH2",
        "contentSize": 117984,
        "SINF": {
            "type": "SINF",
            "contentSize": 100,
            "NAME": "IMP_Scout_Skeleton\u0000\u0000",
            "FRAM": {
                "begin": 0,
                "end": 1,
                "fps": 29.970029830932617
            },
            "BBOX": {
                "rotation": {
                    "x": 0,
                    "y": 0,
                    "z": 0,
                    "w": 1
                },
                "center": {
                    "x": -0.0077544450759887695,
                    "y": 1.021206259727478,
                    "z": -0.04080498218536377
                },
                "dimension": {
                    "w": 0.9372228384017944,
                    "h": 1.0236891508102417,
                    "d": 0.24409937858581543
                },
                "boundingSphereRadius": 0
            },
            "CAMR": {
                "type": "CAMR",
                "contentSize": 64,
                "NAME": "Camera\u0000\u0000",
                "DATA_0": {
                    "type": "DATA",
                    "contentSize": 40,
                    "unhandled": true
                },
                "MATL_0": {
                    "type": "MATL",
                    "contentSize": 232,
                    "unhandled": true
                },
                "MODL_0": {
                    "type": "MODL",
                    "contentSize": 20208,
                    "unhandled": true
                },
                "SKL2_0": {
                    "type": "SKL2",
                    "contentSize": 504,
                    "unhandled": true
                },
                "BLN2_0": {
                    "type": "BLN2",
                    "contentSize": 204,
                    "unhandled": true
                },
                "ANM2_0": {
                    "type": "ANM2",
                    "contentSize": 2304,
                    "unhandled": true
                }
            }
        }
    }
}