Author Topic: New beta GMF compiler!  (Read 8900 times)

Offline H@zm47

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New beta GMF compiler!
« Reply #40 on: November 07, 2008, 02:28:23 AM »
How did you get that test garage? It looks pretty sweet.
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Offline Serge

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« Reply #41 on: November 07, 2008, 04:18:59 PM »
The errors have been fixed and the download is on googlecode.
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Offline Serge

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« Reply #42 on: November 08, 2008, 03:26:23 AM »
The compiler now supports mapping channels (it can recompile arenas!).
As ususal, get it form googlecode.
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Offline Madiaba

New beta GMF compiler!
« Reply #43 on: November 08, 2008, 09:09:12 AM »
:(>:ermm:>:|>:approve:>:)>:-D>:grin:>? (yea, all that....)
Input is appreciated. :)
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Offline Somebody

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« Reply #45 on: November 09, 2008, 05:32:56 PM »
Heyyyyyyy. Welcome back Trovaner. I never got to thank you that much for teaching me how to take pics in RA2, so Thanks! :biggrin:
I built that big robot on that TV show that time


Offline Serge

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« Reply #46 on: November 10, 2008, 01:42:01 AM »
Quote from: Trovaner;20803
Wow, this thing works really well...


I'm very glad you like it as much as I do! If you ever encounter any bug / missing feature, be sure to tell me about it, and I'll get to work straight away.
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Offline Serge

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« Reply #47 on: November 10, 2008, 01:50:18 AM »
Update! The PIVOT constraint (like I called it earlier, when I ofund it in the carsteering), is actually a WHEEL constraint. I've got the variable names, too, thanks to the official exporter. I'll update the code and downloads in a couple of minutes.
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Offline Serge

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« Reply #48 on: November 10, 2008, 02:05:17 AM »
Here's how the WHEEL_CONSTRAINT looks like:

Code: [Select]
*GMID_HAVOK_WHEEL_CONSTRAINT
{
*NODE_NAME Carwheel01
*NODE_TM
{
*NODE_NAME Carwheel01
*TM_ROW0 -0.000000 0.000000 1.000000
*TM_ROW1 0.000000 1.000000 0.000000
*TM_ROW2 -1.000000 0.000000 -0.000000
*TM_ROW3 0.093134 0.000000 -1.051632
}
*BODY1 rbgroup
*BODY2 hub1
*POINT 0.025780 0.076939 -0.626903
*SPIN_AXIS 0.000000 0.000000 1.000000
*SUSPENSION_AXIS 0.000000 1.000000 0.000000
*SUSPENSION_LIMITS 0.000000 0.000000
*SUSPENSION_FRICTION 0.000000
*ANGULAR_SPEED 0.000000
*GAIN 0.000000
}
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Offline Serge

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« Reply #49 on: November 10, 2008, 02:13:32 AM »
SVN & archives on googlecode updated! Download v. 0.13 now.
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Offline Serge

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« Reply #50 on: November 10, 2008, 02:35:34 AM »
BONUS! Random statistics about the project (thanks eFFee for that awesome script):

Code: [Select]
     +GMFComp    Lines:1893  Chars:42324
            +GMFComp    Lines:1893  Chars:42324
                -asciiFunctions.cpp    Lines:226  Chars:4911
                -asciiFunctions.h    Lines:16  Chars:517
                -byteFunctions.cpp    Lines:33  Chars:511
                -byteFunctions.h    Lines:4  Chars:116
                -gmidFunctions.cpp    Lines:562  Chars:12854
                -gmidFunctions.h    Lines:4  Chars:106
                -headerFunctions.cpp    Lines:38  Chars:766
                -headerFunctions.h    Lines:1  Chars:17
                -main.cpp    Lines:90  Chars:2129
                -materialFunctions.cpp    Lines:304  Chars:6415
                -materialFunctions.h    Lines:4  Chars:85
                -objectFunctions.cpp    Lines:554  Chars:12646
                -objectFunctions.h    Lines:3  Chars:70
                -sceneFunctions.cpp    Lines:53  Chars:1165
                -sceneFunctions.h    Lines:1  Chars:16
        +GMFDec    Lines:1613  Chars:43388
            +GMFDec    Lines:1613  Chars:43388
                -byteFunctions.cpp    Lines:79  Chars:1538
                -byteFunctions.h    Lines:6  Chars:122
                -havokFunctions.cpp    Lines:524  Chars:15210
                -havokFunctions.h    Lines:6  Chars:238
                -helperFunctions.cpp    Lines:106  Chars:2592
                -helperFunctions.h    Lines:5  Chars:118
                -main.cpp    Lines:107  Chars:2239
                -materialFunctions.cpp    Lines:222  Chars:6780
                -materialFunctions.h    Lines:4  Chars:142
                -objectFunctions.cpp    Lines:241  Chars:5640
                -objectFunctions.h    Lines:3  Chars:110
                -objectGeoFunctions.cpp    Lines:257  Chars:7057
                -objectGeoFunctions.h    Lines:2  Chars:73
                -sceneFunctions.cpp    Lines:50  Chars:1508
                -sceneFunctions.h    Lines:1  Chars:21
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Offline Gigafrost

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New beta GMF compiler!
« Reply #51 on: November 10, 2008, 12:29:20 PM »
Excellent work: 100/10
 
You should put your software in the download section of gametechmods.

Offline Serge

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« Reply #52 on: November 11, 2008, 06:48:10 AM »
I hope someone else will do this - I really hate editing wiki pages about myself and what I have done, because it's kind of narcistic.
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Offline Gigafrost

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« Reply #53 on: November 11, 2008, 11:45:01 AM »
ditto...

Offline Clickbeetle

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« Reply #54 on: November 15, 2008, 05:55:00 PM »
I don't know if these have been fixed yet but I found some glitches with the older version you released.  If you've fixed them in the most recent version, just ignore it.

***Decompiler***

Hinges - Node TM's are indented 2 tabs too many.  Like this:
Code: [Select]
*GMID_HAVOK_CONSTRAINTSOLVER
{
*NODE_NAME CSolver01
*THRESHOLD 10.000000
*RB_COLLECTION_NAME RBCollection01
*GMID_HAVOK_CONSTRAINT_LIST
{
*COUNT 1
*GMID_HAVOK_HINGE_CONSTRAINT
{
*NODE_NAME Hinge01
*NODE_TM
{
*NODE_NAME Hinge01
*TM_ROW0 1.000000 0.000000 0.000000
*TM_ROW1 0.000000 0.000000 -1.000000
*TM_ROW2 0.000000 1.000000 0.000000
*TM_ROW3 0.000000 -0.000000 -0.000000
}
*BODY1 motor
*BODY2 axle
*POINT 0.000000 -0.000000 -0.000000
*SPIN_AXIS 0.000000 0.000000 -1.000000
*IS_LIMITED 0
*FRICTION 0.000000
*ANGLE_LIMITS -1.570796 1.570796
}
}
}
Shiny wheel - *MESH_TVERT 14 in wheel display, last number is decompiled as -1.#QNAM0 (should just be -1)

Shiny wheel - wheel traction geometry proxy is read as x<  But somehow it still compiles and works.  Not sure what's going on there.

Attach points - User Data, ID, and Attach are sometimes all on the same line.

***Both***

Still reads reflection maps as *MAP_DIFFUSE and *MAP_TYPE Other; Additive XP_TYPE as Filter

***Compiler***

Arena lights - won't compile *USE FAR ATTENUATION.  Gives the error message: Expect *USE FAR ATTENUATION, found *USE instead.  Expect close bracket, found FAR instead.



On the plus side, I did successfully compile wheels with this.  I'm going to try the newest version next time I do gmf work.

To lack feeling is to be dead, but to act on every feeling is to be a child.
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Offline 70 CUDA

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« Reply #55 on: November 15, 2008, 05:58:42 PM »
mad and i had that hing problem last night when we were working on the GUMBA arena.
Holy crap they do exist!!!! :Rob2

Offline Serge

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« Reply #56 on: November 16, 2008, 04:09:27 AM »
I have fixed the TM padding issues in the latest release, AFAIK.

Anyway, the NAN (not a number) error is bothering me. It happens when the decompiler encounters a hex value of FF FF FF 00. I don't know why it's there, but even my hex editor throws in the same error when it treeats this as a floating point number.
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Offline infiniteinertia

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« Reply #57 on: November 16, 2008, 09:53:23 AM »
SERGE.



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Offline Madiaba

New beta GMF compiler!
« Reply #58 on: November 20, 2008, 09:12:21 AM »
Serge, while working with Cuda on his GUMBA Tourney arena I found this arena gmf seems to decompile fine, but the compiler finds a few discrepancies when putting Humpty Dumpty back together again:
 
https://gametechmods.com/uploads/files/arena.rar
 
Let me know....  Mucho Gracias.
 
Also found some mis-spellings that look like they came from 3dsMax that way..? Like NOUSE instead of NOISE. Sorta weird. I'll get you the gmf(s).
 
..
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline WhamettNuht

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New beta GMF compiler!
« Reply #59 on: November 20, 2008, 01:10:11 PM »
I need a slight bit of help.
Im currently in the stage of reskinning a Slim Wheel, and im stuck with the compiler, how do i get it to decomplie, and im stuck, i open the .GMF of the slim wheel, then it says for me to save something, when i save it, some error screen comes up, can anyone help me?
Damn I should probably put something fancy in this bit huh?