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Author
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Topic: Small extractor update.
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Hippie Pilot
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posted 04-20- 06:57 PM
http://www.mcnett.org/fst/users/gosulliv/extractorII.zip I have increased the comment/ dof proplist size limit to 8192 characters and included the Multigen Creator -> .SM fix from extractor"g" Hippie IP: Logged |
Nat Pilot
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posted 04-20- 07:04 PM
Hey Hippie.. nice tools Can you tell me though, is there a way to use your tools to alter only the material of a LOD? I'm not really with it with the asc file, so I was wondering if one of your tools can do this, I just want to alter LOD material from "x" to "y"Thanks Hippie.. cool work ~Nat~ IP: Logged |
Hippie Pilot
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posted 04-20- 09:36 PM
Nat, there is a lodhack program that can globally set values for all polys in a .LOD file. http://www.mcnett.org/fst/users/gosulliv/lodhack-1.zip Hippie. IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-20- 09:46 PM
Spanky here.. NAT. Not sure if this will do what you want. Since it only works with 3ds files. BUT that progmesh program i mentioned a couple days ago can set the materials. Open it in there and you can do it and play iwth the poly count a bit if you want or generate lower lever lods.
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Nat Pilot
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posted 04-20- 10:19 PM
thanks alot guys, got them both I got the prog you mention when you first posted Spanky as a "might come in handy" and it seems it just might.These will help alot guys.. I can start work again.. missed a whole day with this problem... Thanks a lot  ~Nat~ IP: Logged |
bjorn Pilot
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posted 04-21- 03:07 AM
Hippie,Any particular reason not to make use of my modifications that removed those limits alltogether? _ /Bjorn. IP: Logged |
Hippie Pilot
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posted 04-21- 06:28 PM
Errrr, ummmm, no real reason except I am paranoid about using malloc when I don't really need to. Arbitrary limits are good for the soul  Hippie. IP: Logged |
bjorn Pilot
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posted 04-22- 02:20 AM
Hippie,May I be so blunt as so suggest checking that the limits are not exceeded, instead of just corrupting memory when too large comment sections are encountered? _ /Bjorn. IP: Logged |
Hippie Pilot
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posted 04-22- 06:28 PM
Bjorn,yes you certainly may be blunt. Even worse I actually missed increasing the DOF proplist size in builder2. The new version with a little bit of bounds checking thrown in is here: http://www.mcnett.org/fst/users/gosulliv/extractorII-01.zip I thought it would be good to get out a version that had the multigen fix. Would everyone prefer I tried to work the Multigen fix into Bjorns version of extractor? I'm thinking of redoing the .ASC file format completely and making extractor/builder more like a decompiler/compiler to a kind of high level OpenPlane language, as Bryan was suggesting in another tread that he might build into OPS but I don't want to step on any toes. Hippie. IP: Logged |
bjorn Pilot
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posted 04-23- 03:38 AM
Hippie,I like the idea. I haven't read Bryan's suggestions you refer to, but I've had thoughts myself in ways that sound rather similar. Maybe it's time to toss some thoughts back and forth about what'd be good and what wouldn't. My thoughts were (mostly) simple: Get rid of the confusing size/position info, as it makes it more or less impossible to get useful results fron diff's, and the information can be calculated anyway. Change format for DOF properties so that they allow multi line comments, just like a comment section. Do some property list parsing so that you can warn for illegal constructs. Even though SDOE can handle a missing parenthesis or so, it might mean something completely different than you thought. Let the extractor use a rule set for property list formatting such that the property lists will look the same even if you've had the .sm in OPS a while. Use symbolic names for LODs. The LOD refer to a model, the model has a name. x_1.lod is easier to find and understand than a number. It also makes revision handling easier since the numbers won't change a lot. Sanity check LODs (number of vertices match, number of polygons match, number of vertice ref's/poly match.) Sanity check the flags. OPS doesn't mind flag errors, and SDOE just crashes (I experienced this yesterday!) Maybe group nesting indentation for the extractor. And a not so simple one: Would it be possible to have some interesting meta names refering to the parent object or root object? That'd make the creation of separate modules easier. Those would probably be lost in an extraction, though, unless some clever mechanism can be thought of. Regardless, if modules were introduced, modules should also have parameters. _ /Bjorn.
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Bryan Russell Pilot
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posted 04-23- 08:27 AM
Hippie: I'm wearing my steel capped boots, so step away  IP: Logged |
Nat Pilot
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posted 04-23- 12:24 PM
Hey Hippie.. me again with what migth sound a stupid question to you, but if you can answer it well, that will be a big bonus to me right now...LodHack... ok, I've got it, and read the readme... but I don't understand it to be honest.. useage: lodhack <lod file> <parameter> <value> where parameter is one of colour,texture,material,flags. the input value is decimal for texture and material the input value is hex for colour and flags colour is ABGR 4 bits each. all polygons in the lod file will have the specified paramter set to value, except the flags value is XORed with the polygons flag value so bits can be flipped. You should not alter the polygon orientation bits. So, I have an object file, I know what it's texture file is called and where it is.. I want to change only it's material value, from whatever it is (land) to water. Could you please simplify the above readme so that I can do this, it would be a major help with my project c:>\lodhack terrain15 colour?,texture?,Material(water value),flags? I really don't understand how to enter the information, I know the value of water material, but what should I put for the other values? Thanks Hippie ~Nat~ IP: Logged |
Hippie Pilot
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posted 04-23- 06:23 PM
Nat, to alter all polygons to in an object to water you would use c:\> lodhack filename.lod material 2 0 cemement 1 glass 2 water etc. Hippie [This message has been edited by Hippie (edited 04-23-2000).] IP: Logged |
Nat Pilot
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posted 04-23- 06:33 PM
Thanks alot Hippie, I guess this means you only use the other params. if you are altering their setting, this is a big help to me Hippie, thanks, that means Terrain Pacific1 can be completed before I move onto the next step  IP: Logged |
Hippie Pilot
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posted 04-23- 06:47 PM
For phase one of the extractor/builder changes I am thinking of doing the following:o rename the product  extractor = smd (.sm decompiler) builder = olc (OpenPlane Language compiler) files will have a .ol extenstion o Remove the name list and material table from the .ol format, the material table shouldn't be altered and the namelist can be built up on the fly by the olc compiler. Models,Texture,File references etc will just have the actual name string in the .ol file. o remove the byte offset and length values from the record headers in .ol file. o simplify the group/parts/endgroup/endparts records to [Group:xx] [ENDgroup:xx] o allow DOF proplists to be multi line. Then get the olc complier building working .sm files again  Using symbolic names for LODs is a good idea, I hadn't thought of using the Model name as a prefix for the LOD files. If I can get it all working again I'll look into adding some of Bjorns other suggestions. Hippie IP: Logged |
charmstar Pilot
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posted 04-24- 12:05 AM
I just want to say that this is very cool. Looking forward to more tools :-)charm IP: Logged |