I CAN NOT STOP TEASING MY WORK! SAY BYE BYE FALCON DANCE!
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Well Lodeditor I’m sure it must have taken years to build up.
Is it’s code available to help a coder to understand some tricky parts?
Sure many will be tossed away but the main logic and file structure will remain the same.
Huge project… Maybe a team of coders could do it faster.
Like one the UI the other the functions.sent from my mi5 using Tapatalk
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If the names are different between your utility and BMS it’s going to cause confusion, especially since FOV isn’t zoom (zoom is camera translation).
Thanks, I have fixed it.
Is there any chance it could recognize SimHotasPinkyShift +256ing and 0x42 release contexts, especially the former? Even the BMS GUI doesn’t give feedback on +256ing and troubleshooting it is very difficult.
It’s on the plan.
I still haven’t tried whole functions of LODeditor, only used it for Janhas Models and CCIP cockpit installation. What kind of changes are needed for the app?(oh, yet I didn’t mean I just get started with it.)
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UI resize is the main issue.
New features for the BMS team. Like for instance for the hitbox to have the interface to CEUD (Create Edit Update Delete) records. Now each model has one hitbox, probably more will be needed.The CEUD will be needed in general to be able to clean records not needed.
Example: u create a record Parent and lods and u decide that you don’t want them anymore… well u can’t just erase it. u must replace it. Also I don’t know what happens when u alter the number of lods for a parent. Changes leave garbage? or update the records correctly?
I know that there is a batch function that erases empty and unused records but this is not the best way to go as it changes records index and might be a problem for future usage or compatibility with the BMS vanila (base) database.
Checking and cleaning a model would be nice if it could be done in a better way. Now doesn’t seem (to me) very effective.
Export to max format of a model would be a super wow feature, though I don’t think is doable. Maybe in FBX or OBJ format with the UVW and textures all packed in one place.
Also in many areas that are in the grey zone it would be nice to have some more info like balloons or text like what the hell this thing does. This can be done later on.Now the second biggest and u will be praised as a GOD feature would be a batch insert - update by comparing two sets of the 3d database and transfer things from the one to the other with just simple selection, like split in 2 frames left is source right is target. Spot and highlight the differences and provide the UI components and functions to tick select from left and transfer them to target. Manipulating conjunctions like hey man this parent record already exists… what to do replace or create new?
If replace do you want to just replace or the replaced one to be injected to a new record.
Also maybe something like a select multiple parents or lods and export them and then import them back. Or shift index numbers both parent and lods a few numbers down… Why? new version of BMS has new records. Those will overlap yours so u will have to alter them. also export and import and done nothing more to do would be perfect as now is in Falcon Editor. U export an objective u send it to a fellow theater dev and he just imports and he is done.
Having this for LE then the theater guys could make as many changes and then pass the two exports and the other guy will just import and be ready, nothing more to do regarding those two, FE and LE.UI and CEUD are the major ones. UI to work in a comfortable environment and CEUD to mainly be able to read the new 3d database format that probably BMS would like to alter and CEUD on this new database schema.
This means the whole database should be rebuild.
Just a few, nothing much, just a weekends work tops… :lol:
I have many many many other and am sure others will have too… Like grouping and taging of the nodes. For me useless, better do it in 3dsmax than LE. There is a tool for this why have it in LE?
Better and faster model manipulation in edit mode. Now it gives u hell. u must smell your fingers to find the nodes in the tree for complex models. It would be perfect to select from within the 3d view. well you can but it’s a pita as it is right now.Maybe a plugin to set properties from withing 3dsmax could be better than do it in LE. Don’t know if it’s doable. But if not those specific to LE (falcon database) properties must be isolated and manipulated accordingly.
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This is the kind of program that I was looking for to install Jan Has Skins and before you guys jump all over me yes I know its just a matter of fallowing the simple install instructions but I cant tell you how many times I have found it not so simple / easy
this kind of program point click install would be great and time saving.That kind of installer can be done with F4Patch (which comes with BMS). In fact, if someone can fix where F4Patch looks for the Falcon install, one can actually add/remove entire models and skins with a simple click in a check box.
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What chu talkin bout willis .
Add skins with F4Patch (add/remove entire models and skins with a simple click in a check box.) is anybody working on it or is it just a good idea. -
That kind of installer can be done with F4Patch (which comes with BMS). In fact, if someone can fix where F4Patch looks for the Falcon install, one can actually add/remove entire models and skins with a simple click in a check box.
???
This was tested and it’s not working.
Skins yes u just replace files but injecting the 3d models it’s not working. Unless something changed and I missed it or we weren’t informed about it.If it was working we would use it long time now…
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???
This was tested and it’s not working.
Skins yes u just replace files but injecting the 3d models it’s not working. Unless something changed and I missed it or we weren’t informed about it.If it was working we would use it long time now…
Arty, do we remember some old threads?
https://www.benchmarksims.org/forum/showthread.php?7868-Help-fixing-and-testing-F4Patch-file-please
https://www.benchmarksims.org/forum/showthread.php?11061-F4Patch-LOD-replacing-injection-tutorial
In short:
- the texman plugin is looking for the OLD folder structure, that’s why it fail in first place.
- the “hacked” texman.dll from ZE didn’t work for me IIRC
- A workaround could be: BACKUP YOUR FILES, then
move BMS folder structure to OLD (OF4.x) folder structure,
inject your LOD, then restore BMS folder structure.
At least that worked soon after release of 4.32, when I did that
F4Patch test to help Pumpyhead out.Cheers,
LS -
I totally missed that using old folders structure works with the injection. But still wouldn’t that mean copy back and forth many files?
I should look at the posts u posted, maybe some treasure is missing from my hotlist.
Thanx Lazy.sent from my mi5 using Tapatalk
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But still wouldn’t that mean copy back and forth many files?
Sure.
I mean, if you just move the objects folder (and it’s subfolders) within
the same drive (C:), then just the FAT will be rewriten.If you move the folders between two differently drives, or use copy
instead of move then it takes longer.
And sure Backup operations also takes some time.Like I said: “A workaround could be …”
Cheers,
LS -
Well Lazy looking at those says that the edited dll by Zelegent doesn’t work. So this leaves us with the moving folders and files back and forth. Right?
sent from my mi5 using Tapatalk
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Well Lazy looking at those says that the edited dll by Zelegent doesn’t work. So this leaves us with the moving folders and files back and forth. Right?
sent from my mi5 using Tapatalk
Sadly right !
… as long as no one can provide a correctly modified texman.dll.
Cheers,
LS -
+1 THIS is something REALLY needed!
This should be a new thread with improvement ideas, current limitations or issues, and other LODE related stuff. It’s not a very big program, and based on the functionality doesn’t appear to be too terribly complicated–all the 3D rendering can be done much easier now, actually quite easily in WPF. It would require a few things though, specifically DEV acknowledged/approved file structure of the LOD db as it is being used in the game…I’ve seen several different attempts out there but they all say best guess as a disclaimer and nothing that’s less 5 years old–it’s too big a file structure to hunt and peck through and would likely take longer to map it out than to actually write the program. Existing LODE source if it’s available–not required but would definitely be nice to have. Potentially (Read ideally) the BMS code snippet where the models are parsed from the DB and added to the DX pipeline, especially if it’s commented correctly.
In my experience it wouldn’t be hard to make it into a “One-Click” installer for new models or skins–but it would certainly be easier to make the process more efficient than what is now. It makes me laugh that EVERY new model and/or skin needs it’s own “How-To” guide.
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Existing LODE source if it’s available–not required but would definitely be nice to have.
Which is not AFAIK.
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Hmmm reverse engineering … Rings a bell?
But before that… Ain’t the guy that made it still around?
Maybe he’s willing to provide if not the whole code some insight?sent from my mi5 using Tapatalk
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Hmmm reverse engineering … Rings a bell?
sent from my mi5 using Tapatalk
Almost always easier said than done. Programming and hacking are not like what you see in the movies… You can never truly “Decompile” a compiled project. You can only get a best guess because 99% of modern language functions don’t exist in assembly–they’re just refined templates of code to accomplish a common task (Think any kind of loop, which don’t actually exist lower than high-level languages, in assembly they all look the same so you can’t distinguish a For from a While etc…), and even then for a project this size it would be exponentially faster to just write it over again based on the desired outcome.
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Even if we were to building LODeditor V2 from scratch, is there any reference or documentation for KOREAOBJ.HDR/LOD/TEX etc?
I had deciphered 2 binary files to overwrite axis information which only contains 10-20 lines of hex numbers. All I had to do was assign each axis from BMS UI then check how axismapping.dat and joystick.cal changes. However those HDR files have millions of hex codes I can’t imagine I do same things for those files…or, is it the only way?:shock:
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About rev eng I’m not talking about movies. I’ve done it in the past. Yes hard and time consuming but as u say, if u get 95 is more than enough and desperate times need desperate measures.
My best proposal is get the falcon code that is out there. The part that reads the HDR file must be the same as the HDR must be the same still.
Next is if a BMS Dev has the time to give u what u ask for.sent from my mi5 using Tapatalk
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Almost always easier said than done. Programming and hacking are not like what you see in the movies… You can never truly “Decompile” a compiled project. You can only get a best guess because 99% of modern language functions don’t exist in assembly–they’re just refined templates of code to accomplish a common task (Think any kind of loop, which don’t actually exist lower than high-level languages, in assembly they all look the same so you can’t distinguish a For from a While etc…), and even then for a project this size it would be exponentially faster to just write it over again based on the desired outcome.
About rev eng I’m not talking about movies. I’ve done it in the past. Yes hard and time consuming but as u say, if u get 95 is more than enough and desperate times need desperate measures.
My best proposal is get the falcon code that is out there. The part that reads the HDR file must be the same as the HDR must be the same still.
Next is if a BMS Dev has the time to give u what u ask for.sent from my mi5 using Tapatalk
This is what I meant when I said I would need some sort of “officially blessed” file structure, or the code snippets. Either one would suffice, because knowing the file structure means you don’t have to decipher the binary structure, or seeing the “reader” already implemented in working code is easy enough to decipher and adapt. Both would be ideal, because it’s just “that much more” data to work with. But you could manage with either one. I’ve done the HDR file before, and parts of the lod object file because at one point I made my own 3D renderer to pull the models out. But it’s been a while, and I never “fully” mapped the lod file (No switches, or moving parts, or hardpoint info, etc…). Never got around to mapping the textures so it was wire mesh only.
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Great work chihirobelmo’san really cool
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