4ds files hacked
Re: 4ds files hacked
Uh, sorry. The info about the owner of a particular zone is inside "actors.bin". I need that file.
http://malgolan.altervista.org/
Italian politicians - Not in my name!
Italian politicians - Not in my name!
- betteryouthanme
- Lieutenant
- Posts: 116
- Joined: Thu Jun 12, 2008 1:37 pm
- Location: Germany
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Re: 4ds files hacked
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
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
@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":
Uploaded with ImageShack.us
I've sent you a pm about the checkpoints
Import & export tool coming soon, I'll publish them by Monday at the latest
"Minimap":
Uploaded with ImageShack.us
- JonnySniper
- Lieutenant
- Posts: 101
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- Location: Germany
- Contact:
Re: 4ds files hacked
and whats now with the collision?
is there anyway to build them?
is there anyway to build them?
www.object-arts.de.tl
Idee := Brain.Activate(self);
Idee := Brain.Activate(self);
Re: 4ds files hacked
Btw, what about animations? Is exporter able to extract bones or something like that ?
Re: 4ds files hacked
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
Uploaded with ImageShack.us
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
Uploaded with ImageShack.us
Last edited by hdmaster on Sun Jun 12, 2011 8:12 pm, edited 1 time in total.
Re: 4ds files hacked
@betteryouthanme
To reply to you, I've started a new topic:
index.php/topic,2134.0.html
It would be off topic here
To reply to you, I've started a new topic:
index.php/topic,2134.0.html
It would be off topic here
http://malgolan.altervista.org/
Italian politicians - Not in my name!
Italian politicians - Not in my name!
Re: 4ds files hacked
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?
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
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:
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"
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)
- 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)
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"
Last edited by hdmaster on Tue Jun 14, 2011 10:10 am, edited 1 time in total.
Re: 4ds files hacked
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
I hope I'll find some extra time to check your new version more deeply
Re: 4ds files hacked
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
EDIT:
Some lines of code were missing. Download the fixed version here
Last edited by hdmaster on Tue Jun 14, 2011 10:08 am, edited 1 time in total.
- Marvin (hun)
- Sergeant
- Posts: 59
- Joined: Sat Mar 19, 2011 3:01 pm
- Location: Hungary
Re: 4ds files hacked
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)
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)
- betteryouthanme
- Lieutenant
- Posts: 116
- Joined: Thu Jun 12, 2008 1:37 pm
- Location: Germany
- Contact:
Re: 4ds files hacked
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.
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.
Last edited by hdmaster on Sat Jun 18, 2011 6:11 pm, edited 1 time in total.
Re: 4ds files hacked
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.
I may speak not very understandable.If you understood me..tell solution =)
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.
I may speak not very understandable.If you understood me..tell solution =)
Last edited by Mator on Thu Jun 23, 2011 8:59 pm, edited 1 time in total.
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