I CAN NOT STOP TEASING MY WORK! SAY BYE BYE FALCON DANCE!
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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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very good work!
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Looks great! I was wondering if you could implement “on-else-off” keybinds? So for example if I would put a switch forward on my warthog throttle it would be on, and if I put it back it would be off. Great work, I hope we’ll hold this in our hands soon!
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Excellent stuff. Looking forward to using this. It is an issue with me when I boot from Linux back into Windows for some reason it always screws up my control configs and reassigns the USB control order…… This would just clear my headache instantly!
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Very cool! This looks like it could be very handy. Great work!
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