gametechmods
Robot Arena => General Support => Topic started by: TommyProductionsInc on August 04, 2016, 06:27:14 PM
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I'm having some trouble retexturing wheels. Whenever I change the texture file, the wheels become invisible and n longer have a collision model. Also, I'm trying to make a black axle extender (from DSL 2.2) but it doesn't have a bitmap for me to edit.
Anyone know what's going on?
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which recomp are you using? iirc one of them doesn't work well with wheels or something
axle extenders dont have a bmp because the color is set by a hex code in the gmf
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You're doing the wheels wrong. You didn't say which compiler you used, but I'm going to hazard a guess that you went for dummy's, which is known to not compile wheels correctly. Serge's can compile/decompile pretty much anything you throw at it, (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=91) as long as the .gmf doesn't have any errors.
Axle extenders don't have a map, and instead have a hex code in the .gmf itself. Play around with the hex codes and see what works. IIRC one of them effects the shine color, and the other effects the color of the extender itself.
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Thanks guys!
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Update: The compiler won't work.
When I clicked the download link it sent me to a Google storage thing, containing multiple version of the compiler. I picked the latest on and have now tried to use it, but it didn't work. All it did was erase everything on the GMF file.
Am I doing something wrong?
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Are you remembering to use a different file name than the source file when you (de)compile?
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Are you remembering to use a different file name than the source file when you (de)compile?
I didn't know that could be done. How exactly does that work?
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Ok, so I've figured how the decompiling works, but when I do it, the decompiled file type isn't GMF. It's just a regular file. I opened it up with notepad and it looked like a decompiled GMF. However, when I copy-pasted it over the original file and compiled it, I still ended up with an invisible wheel.
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Are you getting any errors during the re-compilation process?
Also, what are you copy/pasting? Assuming that you are doing it right, there should always be two files (one compiled and one decompiled GMF) on your filesystem. The compilers do not work if you try to point the source and destination to the exact same file.
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Ok, how so I decompiled and edited the ltdrum from DSL, but upon trying to re-compile it, I got this error message:
Run-time error '5':
Invalid procedure call or arguement
Also, I still don't know how to skin wheels. I have no clue how the compiler for wheels work.
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After getting the error, is it giving you an Input File Dump? What usually happens is the compiler will show an error message when you try to compile a file that is formatted incorrectly and will follow it up with another popup containing the data that it wasn't expecting.
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You're doing the wheels wrong. You didn't say which compiler you used, but I'm going to hazard a guess that you went for dummy's, which is known to not compile wheels correctly. Serge's can compile/decompile pretty much anything you throw at it, (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=91) as long as the .gmf doesn't have any errors.
Axle extenders don't have a map, and instead have a hex code in the .gmf itself. Play around with the hex codes and see what works. IIRC one of them effects the shine color, and the other effects the color of the extender itself.
I clicked the link, but there was a big index of files. I think I might've used the wrong one. Which one am I supposed to use?
After getting the error, is it giving you an Input File Dump? What usually happens is the compiler will show an error message when you try to compile a file that is formatted incorrectly and will follow it up with another popup containing the data that it wasn't expecting.
I don't fully recall. I don't think I got a file dump though, just a dump on my hopes and dreams of getting wheels and drums skinned.
I have NO IDEA how Serge's decompiler is supposed to be used. Could I get a tutorial on that too by chance? :redface:
(That won't stop me though.)
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With the decompiler:
When the program is open, go to the component you want to edit. Double click it so the program pops back up/flashes like nothing happened. That means it's currently working. Now type in a name in the box you want as a placeholder for editing the component
It should give you a confirmation. Now you can edit that name you typed in the box, in Notepad++ or similar. When you've finished editing, go to the compiler, and do the reverse. First you double click the edited named component, then when it pops back up/flashes, double click the component you WANT edited so it compiles your edited version into the now NEW version of your component
Example:
Decompile:
I want to edit A. I open the decompile up. Double click A. Name B in the box. Drag B into Notepad++. Edit things.
Compile:
Open compile up. Double click B. Double click A. Complete
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With the decompiler:
When the program is open, go to the component you want to edit. Double click it so the program pops back up/flashes like nothing happened. That means it's currently working. Now type in a name in the box you want as a placeholder for editing the component
It should give you a confirmation. Now you can edit that name you typed in the box, in Notepad++ or similar. When you've finished editing, go to the compiler, and do the reverse. First you double click the edited named component, then when it pops back up/flashes, double click the component you WANT edited so it compiles your edited version into the now NEW version of your component
Example:
Decompile:
I want to edit A. I open the decompile up. Double click A. Name B in the box. Drag B into Notepad++. Edit things.
Compile:
Open compile up. Double click B. Double click A. Complete
Ok, new issue:
I did everything as required. I decompiled Name B or whatever, but it's no longer a gmf. It's just a regular old file. I can't compile it anymore. I opened it up on notepad and copy-pasted it over a blank copy of the gmf file and tried compiling it as specified in your instructions, but it ended up being blank.
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When decompling, don't rename the '.gmf' part, only the name before the dot. Alternatively, you can add '.gmf' after typing the name you want (during the decomp phase). Try again, and see what happens
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Ok, I found the problem: The thing I downloaded is only capable of decompiling files. There's no compiling option on mine.
HALP! I have a Timmy replica and an upcoming Scrap Daddy LW55 coming up but I need HALP!
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No compiler? Did you use this (https://gametechmods.com/forums/index.php?topic=3623) one?
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No compiler? Did you use this (https://gametechmods.com/forums/index.php?topic=3623) one?
Yeah. He provides a link to a list of versions and I don't know which one to use.
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No compiler? Did you use this (https://gametechmods.com/forums/index.php?topic=3623) one?
Yeah. He provides a link to a list of versions and I don't know which one to use.
I mean, you usually use the newest version of things, don't you?
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No compiler? Did you use this (https://gametechmods.com/forums/index.php?topic=3623) one?
Yeah. He provides a link to a list of versions and I don't know which one to use.
I mean, you usually use the newest version of things, don't you?
Yup. And the one I downloaded had no compiler. Just the decompiler.
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No compiler? Did you use this (https://gametechmods.com/forums/index.php?topic=3623) one?
Yeah. He provides a link to a list of versions and I don't know which one to use.
I mean, you usually use the newest version of things, don't you?
Yup. And the one I downloaded had no compiler. Just the decompiler.
Hmm, I can see where you're coming from. I do think it's a bit hard to navigate
(http://i.imgur.com/yMY8EwX.png)
It's as though they're not labelled with what they are and contain. Frankly, I'm disgusted with the lack of anything to identify what you're going to be downloading. It could be anything, who knows!? You might download a decompiler, or compiler! We'll never know!
(http://i.imgur.com/URO45SZ.png)