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Messages - SleepKiller

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SWBF2 Modding / Re: Common.bnk
« on: August 13, 2017, 07:48:11 PM »
so i type this:

swbf-unmunge -file common.bnk -mode "explode"  ;)
Test it and find out! Your best bet for being able to do this is learning how to problem solve in relation to stuff like this.

SWBF2 Modding / Re: Common.bnk
« on: August 12, 2017, 08:53:13 PM »
Ok sleepkiller,

If i dont care about the names of the audio, i just want to import it i assume i use explode and assemble like you said. if so how do i use it?
You follow the link and learn how to explode the ucfb files. Beyond that I've posted pretty much all I know about this. I can be of no further help I am afraid.

Released Assets / Re: model-edit - v0.1.1
« on: August 12, 2017, 08:40:31 PM »
I'm just thinking if we can insert this into the munge process somewhere, so that it already does this when we munge our mods.
I'm beginning to think you haven't been reading my posts very well :P

Yes (as explained in the readme) it was designed to make that a trivial thing to do, hence why it operates off directories instead of individual files.

Released Assets / Re: swbf-unmunge - v0.6.1
« on: August 10, 2017, 09:56:08 AM »
Hey guys, I'm going to be taking a break from my keyboard for a while. As such I won't be able to update or provide support for this (or model-edit) anymore. (Well eventually I will be able to of course, but if I feel like it then is another matter.)

Anyway I hope the tool it's stable and has a good feature set. I feel as though it does but I had still hoped to get another release or two out fixing some final bugs and maybe adding support for sounds. Ah well such is life, someone else is welcome to "finish" it though! (It's open source after all.)

Special apologies to RC-1138 who I'm kind of leaving hanging here. I'm pretty sure I've fixed everyone else's bug reports/feature requests (excluding sounds and scripts) even if I didn't tell you about it.

SWBF1 Modding / Re: Getting detailed models ingame experiments.
« on: August 09, 2017, 09:02:13 PM »
Just thinking on it: granted that the model issue persists with models that are 9,000+ polys like the TFU Stormtrooper, but I'm wondering if the method would work with unit models with a poly count of less than 3,000 with better success.
Sorry, I think I may have been doing a poor job communicating here.

The 9K models work fine ingame. They're fully animated and look great.

So why did I say the animation system gave up? Because it does if you lie to the game too much. My primary test was a completely open map with ~32 units in it at once, none of which were being allowed to switch out to their low resolution model defined in their ODF.

I was telling the game the models only had eight triangles, however what happens instead if we told it the model had 1K or 500? The renders the high resolution models fine still with no flickering, but low res switching for background models can still take place. (Keeping the animation system happy.)

You even might be able to have your low resolution models be 2k-4k triangles, just adjust their cost to the same extent your adjusting your high resolution model.

Doing all that you should be able to have great looking (comparatively to stock) unit models without any major problems. It is also worth noting that in my limited tests when I kept the model's cost high enough for the game to still want to perform low res switching it still rendered more normal models than the game would for stock unit models without this hack applied. (Quite happily so as well.)

SWBF2 Modding / Re: Common.bnk
« on: August 08, 2017, 08:10:38 PM »
Here's the basic structure of a sound bank chunk from what I observed the other day. I didn't go much deeper than this, but maybe this knowledge can help someone. (Or more specifically maybe it can help Newmodder and RC to some extent.)

-Parent Chunk
   -Data chunk holding the metadata for the sounds in the bank. Their hashed name, sampling rate, etc. Loading this into Audacity will probably make it yell at you.
   -Data chunk holding the sound data itself. This is what you can likely load up and read from Audacity.

If you want an easy way to get the contents of the second data chunk you can use this swbf-unmunge Explode mode.

Released Assets / Re: swbf-unmunge - v0.6.1
« on: August 08, 2017, 07:57:25 PM »
every version don't work only 0.1.1 please help
Sorry but until you respond to my past two replies to you I can not offer any help.

First Reply -
Second Reply -

Released Assets / Re: swbf-unmunge - v0.6.0
« on: August 07, 2017, 07:57:57 PM »
I have the same crash problem as Delta-1035 and the version you attached works fine
Awesome thanks for testing it. I'll make that change for the master branch.

edit: It's done. I've posted a new release with the change in place.

Yeah the tool uses the C++17 features that have been implemented in VS 2017. I probably didn't make that clear in the readme.

As for the dependencies they are resolved using vcpkg's  integrate function. vcpkg is really simple to install and use, although any unknown piece of software is scary, if you can work through the instructions for using it and acquiring packages (the x64 versions) you should have no trouble building the tool.

Released Assets / Re: swbf-unmunge - v0.6.0
« on: August 06, 2017, 01:44:52 AM »
Any new interest in the voices? :)
The completionist in me does want to add support for sound files and I did look into this today to get an idea of how much work it would be. It certainly looks possible, but a nontrivial amount of work still. Maybe when I have a spare weekend at some point I'll sit down and work my way through the format. For now though I can't make time to do it sadly.

Released Assets / Re: swbf-unmunge
« on: August 04, 2017, 10:43:37 PM »
Yeah, I was wrong, sorry, v4 actually works fine!
All good!

As I said I have no copy of Windows 7 to test with so I can only take guesses as to what is causing it.

My first one is the way the tool is saving files. I've attached a build that has all the changes from v0.4.x to v0.6.x except it saves files using the C++ standard API (the way it was doing it in v0.4.0). If you could quickly let me know if this fixes it for you that would be great!

Released Assets / Re: model-edit - v0.1.1
« on: August 04, 2017, 08:19:13 AM »
So at present this is useful for tricking the game into accepting higher-resolution models for all but unit models. Hopefully we can overcome that last hurdle sometime.
Yes and no. The tests I posted had the detail tri count set to 8, being more conservative you can get detailed models ingame, fully animated, no flickering. With the higher (fake) tri counts the game still switched out to low res models, but was still rendering far more high res ones that it would even with stock models. (The algorithm controlling it seems to be weighted to render about 3-4 high res models on screen at once, I observed at least twice than that.) Given the fact that units are rarely so clustered ingame as they are on my blank test map you can probably get very good results going, especially if you were to say create some "low" resolution versions of your models for the game to switch out to. (You could probably even get away with them being quite detailed as well, although I'll leave that for someone else to test.)

It's all about the factor argument you can pass to the tool. Essentially it is (detail count / factor) so higher factor's will lie to the game more and more aggressively stop low res switching. By default it is set to a conservative factor four, but you'll almost certainly want to fiddle with it and see what gives best results for your sides.  Too high for player models and the animation system will give up, too low and you'll get ugly stock model (as in it would be as if you were just using stock models) levels of lowres switching. And set it to 1 and you'll see the model constantly flickering because that stops any edit from taking place.

(Set it to 0 and you'll cause division by zero and the computer will yell at you. But that is too much information.)

Edit: I've updated the readme with information on the process done by the tool and clearer instructions, check it out if that interests you.

Released Assets / Re: model-edit - v0.1.0
« on: August 04, 2017, 06:19:31 AM »
Normally I would say "Tough luck. Upgrade your OS." but I certainly understand not everyone can (or has the money to) do that. And it is trivial thing for me to change here I have made the tool target .NET 4.0 which as I understand works on Windows XP SP3, you can make sure you have it here and I have posted a new version of the tool targetting .NET 4.0 on GitHub.

Feel free to let me know if you're still having issues.

Released Assets / Re: model-edit - v0.1.0
« on: August 04, 2017, 04:54:43 AM »
It say it can't work with Win32.
See if installing the .NET Framework 4.5.2 runtime fixes it. I would have expected it to work out of the box when .NET is installed. Let me know if instaling it fixes it for you or not.

SWBF1 Modding / Re: Getting detailed models ingame experiments.
« on: August 04, 2017, 04:21:57 AM »
Is this possible to be made and for Battlefront 2?Or Battlefront 2 do not need such thing?
Battlefront II handles models differently, allowing you to use whatever high-res models you want.
Depends if SWBFII has the same problem or not. In my tests the problem wasn't the game engine willingness to upload a high resolution model to the GPU, it was its willingness to consistently make a draw call for it. If SWBFII also has that problem then yes this trick will work for it.

I wasn't able to find a way to trick the animation system, but that doesn't mean my work was for nothing. With this trick you can still draw high detailed props/buildings/vehicles and you should be able to find a balance for the engine where it doesn't give up on animating the models. I may have been pretty hard on it with that wide open map and it trying to do them all at once. (Or someone could just find a way to trick the animation system as well.)

For now I've posted a tool to automate the edits I was making, grab it and talk about it here

Sorry about the lack of explanation and detail in these posts. I was working on this all evening and want to get onto other things, I'll try to write up how to do the edits manually tomorrow and more instruction on the tool. (Although the tool is dead simple so I don't know how much more instruction is needed.)

Released Assets / model-edit - v0.1.1
« on: August 04, 2017, 04:16:05 AM »
This here is a tool for editing detail information in a .model files produced by modemunge. It'll work (or it should) on any PC SWBF1/SWBFII .model file.

For usage instructions, information on how it works and more see the readme on GitHub.

For a copy of the tool see the release page on GitHub.

To learn about the workings on the tool see the source code on GitHub.

I made this over the course of this evening, it's not super advanced but it gets the job done. I wrote it in C# because  I wanted to play around with another language after writing swbf-unmunge in C++.

This also has to be the laziest release topic I've ever posted on this site.

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