Search found 82 matches

by Ikaros
Wed Aug 10, 2011 6:17 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

Ahahha :D you're a genius!

Now we should start thinking about an exporter!

I though it could be done with 3ds max:
- import a scene.4ds
- delete all non-solid objects (by user)
- define max, min and steps (by user)
- scan every face of every mesh left and create a tree.klz

Do you need help?
by Ikaros
Wed Aug 10, 2011 7:59 am
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

Thank you ASM / lexov!  :eek: What you post from Mafia matches what I discovered for Hidden, except Hidden handles also the Y coordinate in the grid of cells. So this shifts the second part of the file and makes it unreadable by Mafia editors. Even so, if you have a "tree.klz generator" from Mafia (...
by Ikaros
Tue Aug 09, 2011 2:47 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

FIFTH PART After the fourth part, there is a serie of 192-bytes structures. However, the count of these structure in the "second part" precedes the count of structure in the "fourth part". So, maybe, also a pointer to the serie beginning is needed (beyond the number of structures). The structure lo...
by Ikaros
Tue Aug 09, 2011 1:14 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

FOURTH PART After the third part, there is another serie of 32-bytes structures, slightly different from the previous one (Now I'm inspecting Normandy 2 mp zone): [byte]      b1 [byte]      b2 [byte]      b3 [byte]      b4 [short]     O > increasing number, highest value is up to number of objects ...
by Ikaros
Tue Aug 09, 2011 7:53 am
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

THIRD PART As preannunced by HdMaster, it is a serie of 32-bytes-long structures. I copy it from his post (slightly modified), labeling the values for future use: [byte]      b1 [byte]      b2 [byte]      b3 [byte]      b4 [short]     C1 [short]     O1 > increasing number, highest value is identica...
by Ikaros
Mon Aug 08, 2011 7:51 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

I've tried some experiments. First Moving a solid object will make non-solid both where the object now is (new position), and where the object once were (old position). This is my theory: tree.klz tells the game which objects to test for collision, regarding my position in game. For example, if I am...
by Ikaros
Sat Aug 06, 2011 10:18 pm
Forum: General Discussion
Topic: 4ds files hacked
Replies: 282
Views: 351977

Re: 4ds files hacked

I'm trying the new version of the plugin with 3ds max 9.0 and get this error: -- Type Error: Call needs function or class, got: undefined and is highlighted this line: header_time = ReadDouble f Does anybody know how to fix it? I've also installed the FBX 2009.3 Plug-in for 3ds Max 9.0 but seems it ...
by Ikaros
Fri Aug 05, 2011 11:57 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

Hi Hdmaster! Welcome back! Always a pleasure hearing from you :) I had no time to write all I discovered, before. I'll add the other informations as soon as possible. Ok, let's say there are at least 2 parts, maybe more. I've found out also where max / min values are stored, and a sort of 3-d grid w...
by Ikaros
Fri Aug 05, 2011 4:18 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

THE SECOND PART The second part begins with 4 floats, which are the map boundaries. I'll call them - min X - min Z - max X - max Z It seems there is no hint to Y values (height). Here, "min X" float is highlighted (~-23.013 for Alps 2): http://malgolan.altervista.org/forumImages/tree/min%20X.jpg "A...
by Ikaros
Fri Aug 05, 2011 4:16 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

Re: tree.klz think tank

THE FIRST PART I think I've hacked completely the first part. Here is an excel that summarize it: http://malgolan.altervista.org/forumImages/tree/first part.xls (the part above the light blue line). Here a detail (with examples taken by Alps 2): First 8 bytes is an header (which is always the same,...
by Ikaros
Fri Aug 05, 2011 4:05 pm
Forum: General Discussion
Topic: tree.klz think tank
Replies: 22
Views: 29549

tree.klz think tank

Hi everyone. I've started looking at tree.klz to understand how collisions works. It seems a long and difficoult way, though. So I'll post every discovery I make here.. Maybe someone else will have ideas. First of all, I advice to read how collision trees usually works: http://en.wikipedia.org/wiki/...
by Ikaros
Fri Jul 01, 2011 11:27 am
Forum: General Discussion
Topic: New way Editor!
Replies: 21
Views: 30041

Re: New way Editor!

When a definition is missing its specification (a specification with the same label), it's pointed out with a red exclamation mark: http://malgolan.altervista.org/forumImages/rev2tree5.jpg Do you think it's sufficient? Would you like also a pop-up on loading the file, or would it be too invasive? Or...
by Ikaros
Fri Jul 01, 2011 7:51 am
Forum: General Discussion
Topic: New way Editor!
Replies: 21
Views: 30041

Re: New way Editor!

Hi!
I've added "delete" and "duplicate" functionalities to my DC-ED-like editor.
If someone would you like to do some beta testing, please contact me!
by Ikaros
Fri Jun 24, 2011 2:24 pm
Forum: General Discussion
Topic: Mapdownloader
Replies: 13
Views: 12569

Re: Mapdownloader

Well, maybe is not the best solution you can imagine, but it's still better than manually download and save maps.

And if a stand-alone client costs 10 units of programmation, while an autopatching system costs 100 units,
maybe the stand-alone solution could be a good starting point.
by Ikaros
Fri Jun 24, 2011 1:40 pm
Forum: General Discussion
Topic: New way Editor!
Replies: 21
Views: 30041

Re: New way Editor!

I've never tried such a thing  :eek:
Maybe hdmaster knows more than me.
If you can give me an example (a mission where this is achieved)
I could try to reverse engineer
and replicate it....