gametechmods
Robot Arena => Modifications => Topic started by: Serge on April 05, 2010, 04:54:55 PM
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Whee! Time to update my compiler and decompiler! Any bug reports /wishes go here, kthx.
As usual, here are the new versions:
http://code.google.com/p/gmftoolkit/downloads/list (http://code.google.com/p/gmftoolkit/downloads/list)
List of fixes:
Compiler
- [feature] Same input & output file now issue a warning 2010-04-05
- [feature] Aborts now give offset apart from filedump 2010-04-05
Decompiler
- [feature] Basic support for RA1 files and objects 2010-05-25
- [fix] Colour Vertices are now called CVERTS (instead of TVERTS) and faces CFACES (instead of TFACES) 2010-05-25
- [fix] Second-material TFACES now decompile properly 2010-05-25
HALP DLLS MISSING
Get this: http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en (http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en)
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Thanks, Serge. Appreciate your efforts....
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This has been said before, but the main stuff that needs to be added:
-Compiling light objects
-Compiling reflection maps, selfillum maps and additive XP_TYPE.
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Thanks for the update.
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Updates! RA1 support!
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(http://upurs.us/image/14245.jpeg) (http://upurs.us/view/14245)
Oh my, what may this be?
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:O
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i dont know what is it
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That is a cool new GUI gmf compiler/decompiler program, (probably written in C++ knowing Serge). Be thankful for this...esp in GUI.
That is awesome looking, Serge. :mrgreen: *Looks for a link.... :( *
Really,.. no hurry, but I'd like to try it out on a couple current projects....whenever you get it ready, thanks.
:claping
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I eagerly await this too.
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What is it? it doesnt look like a gmf compiler
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It IS a GMF Compiler/Decompiler.
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It looks REALLY advanced i cannot wait for this either
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What is GUI exactly ?
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GUI:
Graphical User Interface. Pretty much all visual on a computer if we did not have a GUI a computer would be a black background with green text so you can see it better
Oh wait that already happened... GUI is the best thing to happen to the computer. (Not an attempt to hurt your feelings/be mean i just get very into stuff like this, hint
to me being a nerd.)
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What is it? it doesnt look like a gmf compiler
lol? when was the last time you used one ?
looks awesome Serge.. cant wait to take it for a test spin
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Great work, Serge. I can't wait to use this and re-skin some RA1 components. :P
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(http://imgur.com/7gg7X.png)
Stuff is coming along nicely.
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Awesome.. Im loving it
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me too and joe i got confused between a gmf compiler and a cfz compiler
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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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thats awsome!
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I found my GMF GUI project files today. The "beta" version I have seems to be working on Linux, too!
(http://i.imgur.com/Ot0Kd.png)
...maybe I'll finally release it someday? (http://imgur.com/5F8a5.gif)
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What does 'Save The Whales' do?
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What does 'Save The Whales' do?
It saves the whales.
(http://brandonw.net/calculators/savethewhales/stw.jpg)
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GMF GUI ? You mean simplifying the gib files ? Explain ?
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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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GIB's are easier then GMF's with a little practice ;)
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*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.
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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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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.
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actually most of them do.. again once you get a bit of practice..
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Is their internal structure actually a tree, or is it all flat?
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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
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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.
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they are really not that hard with a bit of reading :P
here is piece's of the Main Menu
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
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"
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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
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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.
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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...).
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this bit needs to come back alive so im going to ask :P how is it going?
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It uh... it still works.
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Actually I'm glad this thread was revived because I have a bit of a problem - I can't duplicate wheels. When I go through the usual motions of making a skinned copy, I end up with a matter-less wheel.
It's not just invisible, it's intangible - when I put the new wheel on a bot it doesn't move or even ride off the ground like it should. Help?
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Are you using Serges ? or Dummy's?
Dummy's can't do wheels correctly, never has..
I always used Serges old compiler for it.. I assumed the new one could but havent checked..
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Ok, so now I have Serge's version. I repaired Microsoft C++ like he said to, but when I try to decomplie with it, the file comes out blank. What did I do wrong?
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Do you mean it has no file type?
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When I open the decompiled file there's nothing there - it's been wiped clean
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I had that problem, just forgot what the fix was. Did you add the file extension?
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My computer doesn't show file extensions. I added one to the file before decompiling but it didn't help. This might be relevant, It flickered something like "Not a valid Binary GMF file" for half a second when I tried to decompile. Also the program itself displays as a DOS application rather than the GUI that Serge showed on the first page.
(https://gametechmods.com/uploads/images/95481ascii.PNG)
The component I'm trying to duplicate is the Slim Wheel, incidentally
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My computer doesn't show file extensions. I added one to the file before decompiling but it didn't help. This might be relevant, It flickered something like "Not a valid Binary GMF file" for half a second when I tried to decompile. Also the program itself displays as a DOS application rather than the GUI that Serge showed on the first page.
(https://gametechmods.com/uploads/images/95481ascii.PNG)
The component I'm trying to duplicate is the Slim Wheel, incidentally
1) Open up GMF Decompiler
2) Open File window appears, point it to the binary GMF file
3) Save File window appears, point it to where you want the ascii file to be.
4) ????
5) PROFIT!
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Ah, I see where I went wrong. In steps 2 and 3, I'm accustomed to selecting the same file for both target and destination. It works fine in Dummy's compiler, but I guess that yours doesn't like that.
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I wouldn't recommend overwriting anyway.. if you screw up something you have to try and fix it again.. if you make a new file every time and something goes wrong you can just jump back to an older file..
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massive bump but i have a bit of an issue that needs fixing and i figured it would be easier to post here than making a new thread for it
Using the latest released version of this compiler, it runs and I can select the input file just fine, but when the window pops up for me to select the output file, the program crashes. This is on windows 8 so I'm thinking it has something to do with the OS not playing nice with the program.
Incidentally, did this compiler ever get to the point where it fixed the problem dummy's had with the lu tze drum?