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Re: 4ds files hacked

Posted: Sat Jun 11, 2011 12:00 pm
by Ikaros
Uh, sorry. The info about the owner of a particular zone is inside "actors.bin". I need that file.

Re: 4ds files hacked

Posted: Sat Jun 11, 2011 12:43 pm
by betteryouthanme
Are you sure? I just compared both zone definitions & model files. The only difference is the name zone1 / zone2..
So probably you meant scene2.bin? However i've uploaded both.

scene2.bin - 5.6 Mb
actors.bin - 26.8 Kb

Please let me know what you have changed ;)

Btw with your new Editor it's possible to edit/delete/add actors in scene2.bin? Cause for me it's still not possible to edit this file with DCED or without..

Greetings

Re: 4ds files hacked

Posted: Sat Jun 11, 2011 7:22 pm
by hdmaster
@betteryouthanme:
I've sent you a pm about the checkpoints

Import & export tool coming soon, I'll publish them by Monday at the latest

"Minimap":

Image

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Re: 4ds files hacked

Posted: Sun Jun 12, 2011 10:53 am
by JonnySniper
and whats now with the collision?
is there anyway to build them?

Re: 4ds files hacked

Posted: Sun Jun 12, 2011 12:10 pm
by 2k
Btw, what about animations? Is exporter able to extract bones or something like that ?

Re: 4ds files hacked

Posted: Sun Jun 12, 2011 2:24 pm
by hdmaster
Sorry, but it's currently not possible to make a collision file for the exported content. I've had once a look at the klz files but it's hard to guess how collision data is stored. I just found out that parts of the file are based on an offset table.
Animations & bones are not yet supported, neither by the importer nor by the exporter.

EDIT:
It seems that bones have only standard transformations, no additional data.
The additional data is stored in the .5ds files

Image

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Re: 4ds files hacked

Posted: Mon Jun 13, 2011 9:16 am
by Ikaros
@betteryouthanme

To reply to you, I've started a new topic:
index.php/topic,2134.0.html

It would be off topic here ;)

Re: 4ds files hacked

Posted: Mon Jun 13, 2011 2:20 pm
by MCh2207Cz
The collision data for map is stored in a separate file, right?

But how about regular 4ds models like vehicles, weapons or mapstuff like tables, chairs, etc? They must have the collision saved in their 4ds file. Does the exporter support this?

Re: 4ds files hacked

Posted: Mon Jun 13, 2011 8:48 pm
by hdmaster
Yes, the collision data for a map is stored in the tree.klz file. As far as I know the collision data of a model, that's not stored inside scene.4ds, is generated by HD2 at runtime. All you have to do is to add a definition for that model. But it's definitely not stored in the 4ds files.

As promised, here's the new import & export tool:

4DS Tools 2.0

Important: The old importer has to be removed before you install the new tools. You can uninstall the old one by running the 'UNINSTALL.ms' that's inside the rar archive.
I've made a setup file so it's easier to install/deinstall the new tools. Currently only 3ds Max 8 and upper are supported by the importer & exporter but I'll try to make it compatible with GMAX soon, too.

Importer:
  • some minor improvements
  • paths to maps have only once to be set, changes are saved automatically
  • .bin import removed (temporarily)
Exporter:
  • Supported object types: Meshes, Dummies
  • Mehses MUST have UV coordinates assigned (will be fixed soon)
  • All non supported objects (e.g. occcluder, sectors) must be deleted before exporting (will be fixed soon)
If you're having any problems, please let me know.

EDIT:
Some lines of code were missing. Download the fixed version here
. You can uninstall the old one with the "uninst.exe" in "3ds Max\Scripts\H&D 2"

Re: 4ds files hacked

Posted: Mon Jun 13, 2011 9:24 pm
by MCh2207Cz
Thanks for the info hdmaster. I didn't know HD2 generates collision itself.
I hope I'll find some extra time to check your new version more deeply thup01

Re: 4ds files hacked

Posted: Mon Jun 13, 2011 10:17 pm
by hdmaster
Sry i was wrong. The object names inside the tree.klz file match with the ones in the scene2.bin / actors.bin, so I guess they are not calculated by HD2.

EDIT:
Some lines of code were missing. Download the fixed version here

Re: 4ds files hacked

Posted: Thu Jun 16, 2011 1:04 pm
by Marvin (hun)
Nice work, hdmaster!

Q1:
I imported the Ardennes map and only moved 2 mesh-vertices to up, but when I tried to export it, I got an error message:
"-- Runtime error: Mesh has no TVFaces"

Q2:
When do I need to import the .bin files?

Q3:
I can define the path of "Maps_U" folder. How can I extract the Sabre .dta files?

Sorry for the stupid questions, I'm not too familiar with 3dsmax (yet)

Re: 4ds files hacked

Posted: Thu Jun 16, 2011 6:21 pm
by betteryouthanme
A3:
hdmaster's extractor
Hawk's extractor
Both are easy to use, just follow the ReadMe ;)

Re: 4ds files hacked

Posted: Sat Jun 18, 2011 3:36 pm
by hdmaster
1.
Exporting occluder and sectors is not possible at the moment, thus they have to be deleted before you export the map. You can do that quickly by using the 'Select by name' dialog (shortcut: H). Type in the search box 'sector' press enter. All sectors should now be selected, delete them. Repeat that for the occluder by typing 'occ' and 'yyy' in the search box. But remember that you can't use the exported map as a new scene.4ds.

2.
You don't need to import them. These files contain all scene entities which you can modify e.g with DC||ED.
It's sometimes useful to see the entities in 3d space and in the imported scene because it makes moving entities to a certain place a lot easier.

Re: 4ds files hacked

Posted: Thu Jun 23, 2011 8:54 pm
by Mator
Hey,hdmaster.Your plugin close to the ideal,but i found some bugs.
1.Can't import some files.For example w_coltfpv.4ds.When I tried to import I got an error message "--Unknown property:"material" in undefined" =)
http://imageshack.us/photo/my-images/847/coltlag.jpg/
2.I have problem with export "main_menu.4ds".I got a message.
http://imageshack.us/photo/my-images/85 ... error.jpg/
Exporting without dummies was correctly.But this dummies are very important and i can't delete the from scene. =)
"multiplayer menu.4ds" file has dummies similar main menu and this file may be export.Dummies are connected with buttons.
http://imageshack.us/photo/my-images/687/omgwf.jpg/
"Num.Children" -8 It means that the dummy connected with 8 objects.Copied dummy has 0 "Num.Children" -uncorrectly but copied dummy may be export.
So...I think that copied dummies or created helpers must be connected with necessary objects.I don't know how to do it. :grin:
I may speak not very understandable.If you understood me..tell solution =)