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Messages - Serge

Pages: 1 ... 88 89 90 91 92 93 94 [95] 96 97 98 99 100 101 102 103
1881
Modifications / adding a disable hazard
« on: January 07, 2009, 12:11:52 AM »
*GMID_HAVOK_RIGIDBODY
{
   [...]
   *ELASTICITY   0.300000
   [...]
}

Make it higher.

1882
Chatterbox / Hi everyone
« on: January 04, 2009, 09:27:19 AM »
Well, the site sometimes timeouts for me. But other than that, it's much more stable than the old forum on robotarena.com.

1883
Off-Topic Discussion / the GTM awards thread.
« on: January 03, 2009, 12:57:14 PM »
Quote from: pyscolone;26086
CANS I HAVE MY TROPHY NOE


It's *NAO.

1884
General Support / Blank Reskin
« on: January 02, 2009, 07:28:34 AM »
You're welcome :).

1885
Modifications / RA2 3ds max exporter
« on: January 02, 2009, 07:25:19 AM »
You're doing everything OK.
Do you have a hard drive with the letter C: ? Do you have write access to it? (eg. are you running the script on an administrator account, or on a limited account?)

1886
General Support / Blank Reskin
« on: January 02, 2009, 03:13:45 AM »
Quote from: WhamettNuht;25889
I meant where do i compile the decompiled items?


I am not sure if you are doing everything correctly. Let's see, these are the steps to modify a component in-game:
1) Locate the GMF file you want to modify (can be an original component, or a copy, whatever it just must show up in the game)
2) Use the GMF decompiler to transform it into ASCII form (readable by humans, editable with notepad), and save it where you won;t loose it (eg. your desktop), it would be smart to call it x_txt.gmf, where x is the original name of the file.
3) Edit the _txt.gmf file with notepad, modify anything you want, here you want to change the name of the bitmap that maps the component.
4) Use the GMF Compiler to compile the _txt.gmf file

Or, in pictures:










1887
General Support / Blank Reskin
« on: January 01, 2009, 12:43:05 PM »
The compiler is in the link I posted earlier.

1888
Modifications / RA2 3ds max exporter
« on: January 01, 2009, 11:20:20 AM »
Quote from: KorhonenraceRail;25865
Is the ra2 exporter plugin compatible with 3ds max 2009:?:


Read from the second paragraph:
https://gametechmods.com/forums/showpost.php?p=24005&postcount=8

In short: Not an official one (Gabriel's .dlu plugin), but there is an unofficial (a MaxScript). A tutorial on how to export is on the Wiki.

1889
Chatterbox / Happy New Year!
« on: December 31, 2008, 05:41:17 PM »
Well, it's 0:40 AM on January 1st, 2009. Believe me or not, I just slipped out of a party for a minute to wish you a very, very good year, and, well, I guess that's all.

Happy New Year, GTM!

1890
General Support / Blank Reskin
« on: December 30, 2008, 03:00:20 PM »
You have only one RBCollection List in your GMF file, but there should be two of them. be sure you use both the latest version of the compiler and decompiler found at http://code.google.com/p/gmftoolkit/downloads/list, and not dummee's.

1891
Chatterbox / Sick Jokes Thread
« on: December 30, 2008, 02:48:44 PM »
On a similar note:

1892
General Support / what ports does RA2 use?
« on: December 29, 2008, 05:09:45 PM »
You can aswell install a strong firewall on your machine and route all ports to it / enable DMZ if your router supports that.
However, be advised that your computer becomes then vulnerable to all sort of attacks.

1893
Modifications / Serge's more GMF stuff.
« on: December 29, 2008, 04:44:42 PM »
Well, my computer is alive and I've got access to my files back!

As you may know already, I was working ona full-scale 3d gmf editor before the major crash. Well, since it's not really ready yet, I might give you some insights on what I am currently working on:

(I will try to cut the techno-jabber to a minimum)

The first, and most important part of the whole project is a library called GMFClass. In case you don't know what a library is, it's a sort of a program, or rather, a foundation for other to write programs on. In a normal environement, you have a Audio Playback library, a FIle Access library, and so on. Here the goal of GMFClass is to parse (or: read) GMF files, in both their Binary (used by RA2) and ASCII (readable by a human) form. Not only it does that, but it also does this is in a very transparent way to the one that uses thsi library. Instead of needing the programmer to learn how GMF files are formed, the library gives back (and this is the exciting part, at least to me), a hierarchy of the different stuff in the file. So, what we get, is a list, which in turns contains another list, and so on. Imagine as if you were navigating through a menu in a cellphone: first you have the GMF menu, in which you can access the Object List, Material List, etc. After selecting a main category, you then can choose forma lsit of objects or materials in the scene, eg. the main body of a motor component. After, you can access a property of that part, eg. the color, a position of a point in 3d-space, etc. So, navigating a GMF file is just dumbed down to accessing (if we want to get the Diffuse COlor a Material #4):
Materials->3->Diffuse
of the GMFClass library.

You may ask yourselves: why should I care? Here's the interesting part: I plan to ship a sample tool with the library. And the tool I am talking about, is that 3d editor. What is interesting, most of the job had to be done in the library itself, not in the editor code. So, once I do release the library, creating an application based on it is a breeze, so even begginner programmers (and please, do try some programming, it's very easy) will be able to use this. Including Python programmers! (*wink* Madiaba).

So, for instance, if you need to rapidly "grow" a coupel fo components in size, you will do (in pseudo-code):

Code: [Select]
open file input.gmf
for every geometry object in objectList do
multiply object's x, y, and z vertex coordinates by 1337
end


Which means you can script very small and fast utilities in a few lines of code to execute a task that would normally take a lot of parsing, frustration and low-level stuff to be messed with.

When will it be done? THe library is complete (just a few bugs to fix), and the editor is done about 50%. Beta will probably be released soon.

Serge

1894
Modifications / URGENTLY NEED COMPONENT!
« on: December 29, 2008, 04:20:24 PM »
Nah, I'm alive. Just let me reinstall all of my stuff back, and I may give a shot at it.

1895
Chatterbox / debris demo.
« on: December 25, 2008, 06:10:14 PM »
Quote from: Somebody;25341
Congrats on the motherboard. That was quick.


Yes, it was faster than I ever imagined. Funny that I got it back from service just on Christmas day.

1896
Chatterbox / debris demo.
« on: December 25, 2008, 11:16:45 AM »
Hey, check this out:
http://www.scene.org/file.php?file=/parties/2007/breakpoint07/demo/fr-041_debris.zip&fileinfo

It's an amazing 3d demo that is only 180kb in size. Beware, you need quite a good machine to run it.

(Oh, and, I got my motherboard back! Yipee! Once I reinstall my OS, I'm ready to get back to work)

1897
Chatterbox / Flickr
« on: December 22, 2008, 01:18:31 PM »
Quote from: System32;25167
I guess gabriela is your girlfreind, then.


A close friend.

1898
Chatterbox / Flickr
« on: December 22, 2008, 10:02:31 AM »
Quote from: System32;25037
I use photobucket.


Flickr is completely different. It's oriented towards photographers and Web 2.0, and it;s much more than just image hosting it also offers a great catalogue of images, collections and a huge community.

1899
Chatterbox / Flickr
« on: December 21, 2008, 06:04:21 AM »
Anyone here has Flickr? I just created an account and added somephotos, and I was wondering if some of you use it.

Here's my photostream:
http://flickr.com/photos/sergiuszb/

Right now it's cameraphone only, I'll upload some more from my SLR later.

1900
Chatterbox / Guitar Tabs
« on: December 21, 2008, 05:56:16 AM »
Hey, this is quite addicting! :D

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