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Messages - SleepKiller

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Released Assets / Re: swbf-unmunge
« on: July 21, 2017, 08:20:16 AM »
Trivia question time!
Why make something like this in c++ instead of something a little more English like c#?

How possible is it to port the code to c#? (for another person, I know you're busy!)

How difficult would it be to make your code go the other way and write lvls instead?

Is it possible to create a builder class of sorts that would allow you to step through the lvl in programming so we can skip the compilers?
I'm lazy, so here have a poorly made, poorly recorded video reply! (I really don't know why the colour and quality is so bad in the video. Recording is hard.)

I really am a little bit sorry, I know my accent and mumbling is probably going to make it hard to understand what I'm saying. If you need anything clarified (or if I misunderstood a question somewhat) just let me know. I'll probably feel less lazy and write a written reply next time.

Released Assets / Re: swbf-unmunge
« on: July 19, 2017, 11:48:39 PM »
That's pretty cool. I'm sure people who are unfamiliar with (or just don't like using) command prompts will appreciate your efforts.

As for what is output by the tool. Currently it will write messages to stdout when something goes wrong reading a chunk or when something really goes wrong and an exception hits the handler in main. So there is output, but if everything is fine you'll never see it.

When I try to excecute it it just says the application was unable to start correctly.
Make sure you have the Visual C++ Redistributable 2017, you can get it here:

Released Assets / Re: swbf-unmunge
« on: July 18, 2017, 08:01:04 PM »
Led's right on the money here. That maddingly unhelpful error message (which I'll make a note to improve at some point) is coming from the function used to get the size of the file before loading it. It appears to be unable to find your file. You said you put the file and swbf-unmunge in the same directory, which is fine it is a nice simple way to make sure the tool can find the file. Unfortunately it doesn't seem to be able to, so what is going on?

So let me break down what is happening here. You're typing "desktop\test\swbf-unmunge" into the console which is letting it find and launch the program. However you're launching it from "C:\Users\Youreusername\. This means that the program will be caused to look for your file relative to the directory you launched it from. (Which will cause it to not be able to find the file.)

You can do two things to fix this. Type
Code: [Select]
cd desktop/test/before running swbf-unmunge to change the current working directory. This will let it find the file.

Or you can keep running "desktop\test\swbf-unmunge" and instead change you're whole commandline to.

Code: [Select]
desktop/test/swbf-unmunge -file desktop/test/rep.lvl -version swbfThat should also let it find the file.

If you're still confused and it isn't working I would recommend reading up on working directories and playing around with simple commands like "copy" and "ren" before coming back to this.

Released Assets / Re: swbf-unmunge
« on: July 18, 2017, 03:15:18 AM »
I'm getting a ZeroEdito crash when I try to load the WLD. file created by this. I'm testing it on Rends Courscant: City for SWBF1, I checked the options for unmunging to SWBF1, and I get that crash.
Thanks for the bug report. The .pth file output by the tool was missing some braces, that could have been causing the crash. I just published a release fixing this. (Along with fixing .msh file material output for SWBF1, though that was a change I just had waiting.) I haven't tested the map you said, if it's still crashing ZE drop me a link to it and I'll take closer look at it when I get the chance.

Released Assets / Re: swbf-unmunge
« on: July 18, 2017, 02:06:58 AM »
Update I just tested your latest version it still crashes.
I tested latest rep.lvl from that mod under the tool and it didn't crash. Try the tool on stock .lvls and see if it crashes then. If it does show me what the command line you're running the tool with looks like.

This isnít a response to any of you so much me writing my perspective on things in relation to asset stealing. If anyone brings it up Iíll likely reference them to this.

Spoiler: Long Version (click to show/hide)

Short and to the point version.

Yes I know the tool has potentially bad uses but I think the good uses (education, etc) outweigh those. No I donít care where you post the tool. I only care what you do with it but even then if you use it break a window instead of put up a wall then that is a shame; there is nothing I can do about that and I will not pretend there is.

So with this tool we are able to extract gcw.lvl?

Because according to psychofred (;wap2)

The audio lines are inside gcw.lvl. does thie mean we can finally extract the sounds from bf2?
No support for sound files (as per the readme on GitHub). If I ever do add support for sounds this issue on GitHub will close

SWBF1 Modding / Re: Runtime error!
« on: July 18, 2017, 01:01:36 AM »
I doubt zero edit (or anything requiring DirectX) will run without a dedicated graphics card.
It's highly dependent on how old the integrated graphics are and what their feature level is. Zero Editor I believe only requires a Direct3D 8 capable gpu (integrated or otherwise)and I think you would need a really old (or bad)  one for it to cause ZE to not start. Although he didn't say what his CPU or integrated graphics were, so it could very well be that they aren't up to scratch for SWBF.

This is going to seem like very strange (and pointless!) advice but each time I have had Zero Editor spit a "Visual C++ Runtime Error" at my face on startup simply running ZE again right away has fixed it.

Forum News and Forum Rules / Re: Modder of the Month: Sleepkiller
« on: July 17, 2017, 04:44:07 AM »
So, now after such releasing, we may not to bother anymore with uploading assets I guess...
I wouldn't think so. I imagine most (if not all) the good modders would only ever feel comfortable using someone else's assets with permission, regardless of their ability to acquire them. Releasing assets is a clear and easy way to to give that permission.

And also the files output by the tool are not perfect. So if you do want people to be able to use your assets I think the best way is still to upload and release them.

Released Assets / Re: swbf-unmunge
« on: July 16, 2017, 05:04:37 AM »
Just for anyone who is interested I posted a new version of tool. The major changes are it can get terrain make in a much higher quality fashion and should crash less. Although if you're someone who was curious about the workings on tool it has a much bigger, more exciting change in the source code. I have tidied up, refactored and abstracted away all the reading of the chunks, it should be much easier to follow what the program is doing now, not to mention customize yourself if you are that way inclined.

It's possible make it that can extract the scripts from a mission.lvl? when I extract it only extracts a munged folder
You can find a (somewhat, when I'm not being lazy) up to date list of extracted files and their caveats here So no scripts are not supported. I might add support for them at some point since working on a basic Lua decompiler seems like a fun and educational experience but I make no promises. (A lot of things seem like a fun and educational experience to me!)

I have noticed I get crashes with the latest version 2.0, I am using a .lvl named rep
The stock SWBF1 rep.lvl or some custom one? Either way you can try the new version it may give better results. (It might not crash and might also tell you which chunk is causing the problem.)

Forum News and Forum Rules / Re: Modder of the Month: Sleepkiller
« on: July 16, 2017, 04:56:26 AM »
Cheers guys, I hope someone finds a good use for it.

Released Assets / Re: swbf-unmunge
« on: July 11, 2017, 12:22:31 AM »
I've released a new version of the tool. The way you use it has changed but aside from that it mostly functions the same. There are a few small enhancements as well in addition to the command line changes.

Quick example that I *think* should be correct. I haven't done this in quite a while so I maybe wrong.

So the sections you're looking for look like this. (Which you knew I believe.)

0B 00 00 00 4E 41 4D 45 14 00 00 00 70 5F 2D 73
6F 2D 63 6F 6C 6C 69 73 69 6F 6E 32 31 32 00 00

And you want to change them to look like this. Note the null (00) used as padding where we renamed the primitive.

0B 00 00 00 4E 41 4D 45 14 00 00 00 63 6F 6C 6C
69 73 69 6F 6E 32 31 32 00 00 00 00 00 00
00 00

Released Assets / Re: swbf-unmunge
« on: July 07, 2017, 07:05:30 PM »
why I msh files are inviicible ? :confused:
If it crashes for you, hangs, says "Exception Occurred" or produces bad output feel free to tell me. Don't forget to say which file you were using it on.
I hate to answer with a quote but I did kind of answer that question already.The long answer is likely because I only know six of the formats used to store model data. I need an example of the model that is failing to be read by the tool, preferably a stock one so I can compare it before and after the munge process.

He will probably fix this, however, I think some people will be using this tool to steal assets once it is stable that is my fear of this tool.
Yeah, hopefully most people are nice and use it for the right reasons. Sadly I am sure there will always be a few people that are not so nice. Hopefully they are the few though.

Released Assets / swbf-unmunge
« on: July 06, 2017, 11:20:57 PM »
This here is a tool for reversing the munge process. It doesn't work 100% correctly and isn't finished yet but it can get a lot out of .lvl files.

Now before I go any further let me stress this I'm making this in my spare time for fun because I find it interesting to work on. I did not make with the intent of using it to get access to other modders assets without their permission. If you want to use it on a map another modder made to learn how they did something then that is probably fine, but if you want to use it so you can use something of their's without asking then that probably isn't okay. But I digress a tool is a tool, it isn't inherently evil or good. I know I would have loved to have this a few years ago when I lost one of my maps to the abyss and only had the .lvl of it.

While it does a good job in my tests on SWBFII files at getting stuff back it makes no effort to get it into a ready to munge state. If you want to munge a map you extract using this tool you'll still need to do some work, in this regard I will offer little to no help. Some file names will be wrong, some files will need fixing up manually and all the .req files will need to be recreated by hand.

Usage is straightforward like so. (It's a commandline app so launch a command prompt in the same directory with the file and application.)

Code: [Select]
swbf-unmunge <options>

 -file <filepath> Set the input file to operate on.
 -version <version> Set the game version of the input file. Can be 'swbf_ii' or 'swbf. Default is 'swbf_ii'.
 -imgfmt <format> Set the output image format for textures. Can be 'tga', 'png' or 'dds'. Default is 'tga'.
 -platform <format> Set the platform the input file was munged for. Can be 'pc', 'ps2' or 'xbox'. Default is 'pc'.

The contents of the input file will be saved into a folder of the same name, minus the file extension.

Find the source code on GitHub
And hey would you look at that you can always find the most recent release on GitHub as well, isn't GitHub amazing.

If you would like a GUI for it you find one made by RepComm here. I haven't used it myself but it looks pretty solid, you will need to install Java though if you don't have it.

If it crashes for you, hangs, says "Exception Occurred" or produces bad output feel free to tell me. Don't forget to say which file you were using it on.

Some of tirpider's msh tools have the ability to fix-up the size values in a .msh file after they've been hex-edited. You can search for NAME sections in the msh file using a hexeditor and then rename any p_* chunks you come across, possibly inserting new characters. Then just run the msh file through this and it should fix up everything for you.

This is how I made almost all the conversions I released.

Star Wars Battlefront / Re: Star Wars Battlefront hard revive idea
« on: May 27, 2017, 10:20:24 AM »
The first two Battlefront games both use the Zero Engine.
Sorry this is incorrect and also an old pet peeve of mine that people constantly get wrong. (So I naturally can't help but be pretentious and correct you on it.)

The way SWBF used Zero was in the form of Zero Editor as an external tool for level creation. People have often taken this to mean that SWBF's engine must then be Zero but that is incorrect. The SWBF engine itself was nameless and distinct from Zero.

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