gametechmods

Robot Arena => Modifications => Topic started by: Serge on October 15, 2008, 03:07:32 PM

Title: New beta GMF decompiler!
Post by: Serge on October 15, 2008, 03:07:32 PM
Here it is. Tell me if you find any bugs, and if you do, upload the gmf file that is causing errors.

This is a public BETA, which means there may and probably will be bugs. This is NOT the gmftoolkit I am working on. This is NOT YET a fully-featured 3d GMF mesh editor (*hint*). This is just so you guys can help me debug my upcoming GMF library. Thanks in advance.

http://code.google.com/p/gmftoolkit/downloads/list

Oh, and it PROPERLY decompiles the carsteering.
Title: New beta GMF decompiler!
Post by: Madiaba on October 15, 2008, 03:22:18 PM
Cool. I'll get back.....
Thanks, Serge.
Title: New beta GMF decompiler!
Post by: DuckRA2 on October 15, 2008, 05:35:38 PM
Ill try it
Title: New beta GMF decompiler!
Post by: Madiaba on October 15, 2008, 06:54:01 PM
Well, it seems to have decompiled this acid spike cleanly.
I modded it and re-compiled it: (https://gametechmods.com/uploads/images/59788Spike.jpg)
 
So far so good.
 
 
Next a GMID_HAVOK_CONSTRAINTSOLVER...
 
....
Title: New beta GMF decompiler!
Post by: goose on October 15, 2008, 07:04:11 PM
I just had a thought.... you think that the carsteering could be used as a lifter of sorts?

Thanks for the work Serge. Ill try to find time and give it a shot.
Title: New beta GMF decompiler!
Post by: kill343gs on October 15, 2008, 07:39:01 PM
I doubt it, goose. Powersteering, as far as I know, works just like a servo. And even the most powerful servos can't lift opposing bots.
Title: New beta GMF decompiler!
Post by: DuckRA2 on October 15, 2008, 08:40:47 PM
goose, I remember you asking that

I tryed a motor and it worked =).

All it needs is some good easy UI
Title: New beta GMF decompiler!
Post by: Serge on October 16, 2008, 04:10:53 PM
I need more feedback, tell me what DOES work!
Title: New beta GMF decompiler!
Post by: ACAMS on October 16, 2008, 04:37:39 PM
Quote from: Serge;17397
Oh, and it PROPERLY decompiles the carsteering.

 
YES!!!!!
 
It does infact, so now how do I recompile it?
Title: New beta GMF decompiler!
Post by: Serge on October 16, 2008, 04:59:46 PM
Quote from: ACAMS;17518
It does infact, so now how do I recompile it?

You still have to wait... I already spent the whole weekend (4 hours of sleep) to get the GMF library to work properly. Once reading from ASCII files is implemented (and it is quite hard, since I plan on making it error proof and resistant to misplaced whitespaces and newlines), the compilation part will be ready.
Title: New beta GMF decompiler!
Post by: Madiaba on October 16, 2008, 05:19:22 PM
I looked at your work, Serge, and it looks good,.. and allot of time.  Thanks.
Title: New beta GMF decompiler!
Post by: Clickbeetle on October 18, 2008, 08:55:26 PM
I tried decompiling the 8-cylinder gas engine that was in the beta of DSL (but not included because it was glitchy and really laggy) and it worked.  Dummy's decompiler couldn't do it because it has more than 10,000 faces.  So that's another point for Serge!

Your decompiler still can't do the Flextop arena, though.  As soon as it gets past the first object, it says "Error!  Unknown object type!" and quits.

It also messes up the Infinity arena when I try to decompile it.  (The Infinity Arena is here: http://beetlebros.gametechmods.com/files/infinity.zip)

It replaces the geometry proxy name of the object Edward_Hippostrom_Memorial_Plate with "x;" (it should be null), and it also still can't decompile the Plane object.  "Plane01" should have *HAVOK_GEO_TYPE Plane, but it switches to "Standard".  Dummy's decompiler did this too, and I had to manually edit the compiled file in hex mode to make it a Plane.

Then there's this "*MODEL_TYPE   Basic Model" at the end that I'm not sure what it is.


But if this thing can decompile the car steering and the 8 cylinder engine, I say it's still a good start.  Just gotta wait for the compiler to see if it can do wheels.
Title: New beta GMF decompiler!
Post by: Serge on October 19, 2008, 05:01:56 AM
Quote from: Clickbeetle;17819
Your decompiler still can't do the Flextop arena, though.  As soon as it gets past the first object, it says "Error!  Unknown object type!" and quits.


Hm. I'll get debugging to it this evening. Probably some padding trouble.

Quote from: Clickbeetle;17819
It replaces the geometry proxy name of the object Edward_Hippostrom_Memorial_Plate with "x;" (it should be null),


Padding trouble again, and/or error in my code when handling (null)'s.


Quote from: Clickbeetle;17819
and it also still can't decompile the Plane object.  "Plane01" should have *HAVOK_GEO_TYPE Plane, but it switches to "Standard".  Dummy's decompiler did this too, and I had to manually edit the compiled file in hex mode to make it a Plane.


This is probably because I based my code alot on dummee's VB source, which only has support for types Standard and Other. This is a quick fix. Do yuou remember what was the hex code for the Plane type?

Quote from: Clickbeetle;17819
Then there's this "*MODEL_TYPE   Basic Model" at the end that I'm not sure what it is.


Probably the decompiler freaks out because of previous errors.


Quote from: Clickbeetle;17819
Just gotta wait for the compiler to see if it can do wheels.


It sure will, I just need to find the time and motivation to do this.
Title: New beta GMF decompiler!
Post by: Serge on October 19, 2008, 05:13:34 AM
Doublepost:

the flextop has an object of type
Code: [Select]
GMID_HAVOK_ANGULAR_DASHPOT
according to the _txt.gmf that came with robot arena 2, and decompiler just doesn't know it. Well, I suppose it's time to power up my hex editor. I may fix it in just about 30 minutes or so.
Title: New beta GMF decompiler!
Post by: Serge on October 19, 2008, 05:33:38 AM
Quote from: Serge;17851
Doublepost:

the flextop has an object of type
Code: [Select]
GMID_HAVOK_ANGULAR_DASHPOTaccording to the _txt.gmf that came with robot arena 2, and decompiler just doesn't know it. Well, I suppose it's time to power up my hex editor. I may fix it in just about 30 minutes or so.
It decompiled the dashpot properly, but now it chokes on a constraintsolver. Hm.
EDIT: it is infact a POINTTOPOINT object. Will have to reverse-engineer this one, too.
Title: New beta GMF decompiler!
Post by: Serge on October 19, 2008, 06:40:14 AM
Everything has been fixed, including new object types, (null) trouble and plane geomobject. Get the new version here: http://gmftoolkit.googlecode.com/files/GMFDec-0.11.zip
Title: New beta GMF decompiler!
Post by: Madiaba on October 19, 2008, 07:23:37 AM
Nice, Serge. Thanks for the latest...
I think I can try it out later today, and I'll get back...(prob MSN again).
Title: New beta GMF decompiler!
Post by: Serge on October 19, 2008, 11:12:16 AM
As usual, the source code is availible from svn:

Code: [Select]
svn checkout http://gmftoolkit.googlecode.com/svn/trunk/ gmftoolkit-read-only
Or you can browse it via http://code.google.com/p/gmftoolkit/source/browse/ .
Title: New beta GMF decompiler!
Post by: Clickbeetle on October 22, 2008, 10:43:26 PM
Sorry I didn't get the plane hex code to you; I do have it but I haven't checked the forums since I last posted.

Eager to try this newest version and put it through its paces... (and also mess with your Flextop editor thing).
Title: New beta GMF decompiler!
Post by: Serge on January 18, 2009, 05:09:10 AM
Updates. Fixed light decompiling, I wonder why hasn't anybody seen this. Download availible on googlecode (http://code.google.com/p/gmftoolkit/).
Update details: http://code.google.com/p/gmftoolkit/source/list .
Title: New beta GMF decompiler!
Post by: Madiaba on January 18, 2009, 10:23:00 AM
I see it,...always.  And I know several others who monitor and appreciate your work too. Thanks and I'll try it out, Serge.  
BTW: Thanks for helping me out with feedback concerning my tweaks too.