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Messages - Serge

Pages: 1 ... 93 94 95 96 97 98 99 [100] 101 102 103
1981
Modifications / Flat robots and changing weight...
« on: October 28, 2008, 10:42:04 AM »
It's:

VoilĂ .

Period.

1982
Modifications / New beta GMF compiler!
« on: October 27, 2008, 04:53:46 PM »
Update.

The mysterious constraint is a pivot constraint. Thanks PyRA2!

1983
Modifications / New beta GMF compiler!
« on: October 26, 2008, 04:14:03 PM »
Alright, updates, updates!

First, thanks for support everyone. And especially clickbeetle for the charts. I will surely add that to both my compiler & decompiler.

The GMF compiler already compiled standard objects (standard components and standard arenas) just fine. It also produces much cleaner floating point numbers (compared to dummee's compiler,which sometimes produces garbage).

I am still working on getting it to compile:
- The Car Steering
- Wheels
- The Flextop Arena

I have discovered another thing, however (begin tech talk):

The Car Steering does NOT contain Hinge constraints. These are very similar to hinge constraints, but I like to call them GMID_HAVOK_UNKN_CONSTRAINTs. The only difference I can see now is that they contain 19 bytes of  blank (00) padding at the end, and have a different ID (0x2E , instead of 0x2F). I will look through the default havok constraints and see if there is one close to the hinge, but a little different.

The main problem with writing a GMF compiler is that it's very hard to find where it creates errors in the binary GMF file. I cannot just compare the bytes one-by-one, since a lot of differences are in the floating point number -> bytes implementations in both the Original GMF tool by GI, dummee's compiler, and my compiler. I plan on modifying (temporarily) the compiler so that after it outputs a element (string, integer or floating point), it tests the VALUE (not output bytes!) of it against another binary GMF file, and produces an error if differences are found. This may be helpful.

See ya later, I'm going back to work.
Serge.

PS: The camera object idea seems awesome, I will look at it, too.

1984
Modifications / New beta GMF compiler!
« on: October 25, 2008, 02:10:45 PM »
Alright, thank you guys, thanks to your motivation, I already finished the bare-bones compiler. The only thing left is to add the non-standard object types I discovered earlier, and it's ready for release!

Serge

1985
Modifications / New beta GMF compiler!
« on: October 25, 2008, 08:35:23 AM »
Yes, this time it's a compiler. And yes, it supports all the stuff dummee's compiler didn't. And yes, it has useful error messages.

But it is still not public, since there are some bug fixes left. Depending on how many people reply to this topic, I will either finish it completely today, or in two or three days.

The ball's in your court now - show me that you ar actually interested in what I'm doing, and get the program today.

Thanks in advance,
Serge

1986
Discussion / RA2GE Legends Unleased: Got Music?
« on: October 24, 2008, 03:20:34 PM »
I think the best would be some good classical music. And I'm not joking here. Using actual songs would probably be copyright infrigement.

1987
Modifications / Mod the max sphere?
« on: October 22, 2008, 06:09:59 PM »
Blender does not support importing from / exporting to GMF files, unless someone (either me or eFFeeMMe) writes a plugin for it. And for now, both of us hate Blender, so it a 0% chance of us creating this.

1988
Modifications / .gib files
« on: October 21, 2008, 05:41:44 PM »
Yes, but this is why I try to make my utilities idiot-friendly. But it seems still noone cares. Anyway, I need to get some sleep. G'night.

1989
Modifications / .gib files
« on: October 21, 2008, 04:50:33 PM »
Hello everyone,
 
thanks for replying to my previosu thread, I knew every member in the community would be interested in breathrough concerning GMF files. I started to work ona compiler but seeing how nobody cares about this, I've gaven up. Thanks for nothing.
 
Anyway, back to the topic. I am instaed creating a .gib interface editor, a graphical easy-to-use tool to edit those pesky files. The trouble is I do not know that much about them. If anyone has even the smallest bit of information on them, post it here. Even better if you have some kind of paper on it - I'd be delighted to read it.
 
Thanks in advance,
Serge

1990
Modifications / Fiddiling around with the Flextop Arena
« on: October 20, 2008, 04:53:25 PM »
Hello everyone.

After I managed to decompile the flextop arena, I've been able to manipulate soem of it's values to create some interesting effects.
Before I create a fully-working GMF compiler, YOU can mess around with some of it's values with a new tool I created.
It's very easy to use, just extract the archive so that the two files in it (ManipulateGMF.exe and definition.txt) are both in the RA2 directort (next to Robot Arena 2.exe). After taht, run the ManipulateGMF.exe.

THe ManipulateGMF.exe tool will let you modify two values form the flextop arena: the STRENGTH of the constraint that keeps it upward, and the DAMPING of the same constraint. It works by showing you the current value and asking, if you want to modify it. It then saves those values back to the file. After that, run the game and test it out!
And if you find some interesting effect, be sure to post the values that you used ot create it!

Enjoy, and have fun!

http://www.q3k.org/ManipulateGMF.zip

Serge.
PS to advanced usesrs : If you want to add your own values and know the offsets and type of them, the definition.txt format is pretty self-explainatory. Just use i instead of f if it's an integer value.

1991
Modifications / New beta GMF decompiler!
« 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/ .

1992
Modifications / New beta GMF decompiler!
« 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

1993
Modifications / New beta GMF decompiler!
« 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.

1994
Modifications / New beta GMF decompiler!
« 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.

1995
Modifications / New beta GMF decompiler!
« 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.

1996
Chatterbox / The Beauty of Math
« on: October 19, 2008, 04:55:17 AM »
Quote from: ACAMS;17832
I have to disagree with that eqation.


True, since:
Code: [Select]
1 + -1 + 1 + -1 + 1 + -1 = 0
1 + (-1 + 1 + -1 + 1) -1 = 0 (there is a trailing -1 at the end!)
1 + (       0       ) -1 = 0
1 +                   -1 = 0


1 + -1 = 0

1997
Chatterbox / The Beauty of Math
« on: October 18, 2008, 04:24:51 PM »
Quote from: man manu;17763
times and simplyfy these dudes

(x+4)(x+8)
(x+y)(x-3)


= x^2 + 8x + 4x + 32 = x^2 + 12x + 32 = x^2 + 4(3x + 8) ?

= x^2 - 3x + yx -3y = x(y + x) - 3(y + x) ?

1998
Chatterbox / The Beauty of Math
« on: October 18, 2008, 04:00:51 AM »
Quote from: R0B0SH4RK;17685
Basically, since slope is rise of the line over the run, having a completely vertical line is mathematically impossible from my understanding. The slope would be infinity divided by zero. In a distance over time graph (one measuring speed), such a line would mean that the object is everywhere in the universe at the same time.



There is a flaw in the fourth line here. a-1 = (a-1)(a+1) should equal a-1 = a^2-1
which is 0=0, not 1=2 :P


There is nothing wrong with this line. The error is somewhere else.

1999
Discussion / 3D Studio Max 8
« on: October 17, 2008, 02:14:28 PM »
Quote from: WhamettNuht;17583
I cant get the Dummees GMF Compiler, any help?


...
There is a link on these forums, in a post named "GMF Compiler?". Look yourself.

2000
Modifications / Howto make big bot???
« on: October 17, 2008, 02:12:28 PM »
Quote from: hugotr;17622
oK WE ARE NOT TALKING FOR HAMMER OF JUSTICE <--(sorry for the big letters my keyboard is bugged.)


Yet the next sentence is properly typed.

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