Author Topic: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog  (Read 20228 times)

Offline Clickbeetle

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Wow... RA1 support?  GUI?  This is looking great.


FYI, I'm not sure the size conversion factor for RA1 to RA2 is actually 300.  Firebeetle did all the dirty work for the Keznorg IGC; I just finished it up.  But it's somewhere around 300.


Though actually converting RA1-formatted gmf's into RA2-formatted gmf's would be a whole different animal from just decompiling them.  I'd say just focus on RA2 stuff for now...


But you know what this means.  Custom components and arenas for RA1!  :mrgreen:

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Offline nicsan2009

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Offline Serge

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #22 on: October 30, 2010, 06:57:35 AM »
I found my GMF GUI project files today. The "beta" version I have seems to be working on Linux, too!



...maybe I'll finally release it someday?
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Offline G.K.

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #23 on: October 30, 2010, 07:05:39 AM »
What does 'Save The Whales' do?
My above post explains everything about everything.

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Offline Serge

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #24 on: October 30, 2010, 07:47:22 AM »
What does 'Save The Whales' do?

It saves the whales.

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Offline Naryar

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #25 on: October 30, 2010, 07:59:16 AM »
GMF GUI ? You mean simplifying the gib files ? Explain ?

Offline Serge

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #26 on: October 30, 2010, 08:10:49 AM »
GMF GUI ? You mean simplifying the gib files ? Explain ?

Nah, it's just a GMF de/compiler GUI I made a long time ago but haven't released yet.

Basically, lets you use my de/compiler easier. Also, it fixes some bugs in the core, and introduces RA1 conversion.

...but making a gib editor is also a nice idea.
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Offline JoeBlo

Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #27 on: October 30, 2010, 08:13:18 AM »
GIB's are easier then GMF's with a little practice  ;)

Offline Naryar

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #28 on: October 30, 2010, 08:16:02 AM »
*googles GUI*

Ah, i thought it was Game User Interface rather than Graphical.

I heard all you guys talking about GUI but didn't knew what it was.

OK, well... probably might be useful for my future modding.

Offline Serge

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #29 on: October 30, 2010, 08:23:50 AM »
GIB's are easier then GMF's with a little practice  ;)

Well, I've never reallly messed around with them, but I'll give 'em a try.

Hm. I'll start writing some Python to parse them.
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Offline Naryar

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #30 on: October 30, 2010, 08:56:40 AM »
GIB's are easier then GMF's with a little practice  ;)

Personally I think they are harder to understand, mostly because they have no real order in them.

Offline JoeBlo

Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #31 on: October 30, 2010, 09:07:15 AM »
actually most of them do.. again once you get a bit of practice..

Offline Serge

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #32 on: October 30, 2010, 09:21:45 AM »
Is their internal structure actually a tree, or is it all flat?
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Offline JoeBlo

Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #33 on: October 30, 2010, 09:28:53 AM »
it tends to group objects together and work roughly from top to bottom of what you see on the screen

so example....

Menu Group

Menu Panel .tga Image
3 selection buttons

Navigation Group

3 Navigation Buttons tga's and the buttons link area

Offline Naryar

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #34 on: October 30, 2010, 09:33:05 AM »
Is their internal structure actually a tree, or is it all flat?

Flat. Unlike the GMF. Exactly why I said GMFs are easier to UNDERSTAND.

Offline JoeBlo

Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #35 on: October 30, 2010, 09:42:42 AM »
they are really not that hard with a bit of reading :P

here is piece's of the Main Menu

Code: [Select]
Notes link to exhibition setup
Name exhibition button
ID -1
Position 81 0 257 0
Size 202 0 44 0
Visible true

pretty easy to follow

you have group names first

Code: [Select]
Name sawback grp
then all thats contained in the group follows until you hit the end of the file or the next group or as its usually listed as, "Name <name> grp"

Offline Naryar

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #36 on: October 30, 2010, 09:45:57 AM »
The main menu maybe... but i've seen other ones who were harder, like the exhibition ones when I wanted to change the damage hit color like R0B0 appeared to manage on his Wreckoning :P

Offline JoeBlo

Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #37 on: October 30, 2010, 09:52:10 AM »
part of your problem was that is in the .exe as far as I have found :P

I guess some are more complex now that I think off it.. but so were GMF's the first time I tackled them.. I just spent a long time toying and breaking them :P (thats why I have lots of RA2 copies called DSL with Hax, etc)

you start to work out what does what, I dont know about you but I am very much a hands on learner, reading a heap of stuff doesnt do much compared to me doing it all myself

thats what makes Mad's teachings so great (and Serges with 3DSM) they take your through it as you do it yourself.

you should trying it and see how you go, extract a fresh DSL or stock and jump in and mess about with whatever you want, taking note of what each thing does.

Offline Trovaner

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Re: GMF Compiler & Decompiler Support Thread | Bug Reports | News | Changelog
« Reply #38 on: October 30, 2010, 01:34:12 PM »
It uses a tree like structure that gets called upon by the EXE. I tend to add indentation to better read them. "Parent" sections contain "children" that may become "parents" to their own children (I can remember if there was a limit to this). Each section may optionally have parameters that work in any form. I made a minor guide about it but I doubt it would be of any use to anyone seeing as it is unfinished (I seem to have a lot of unfinished projects...).

Offline daleksec7

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this bit needs to come back alive so im going to ask :P how is it going?