[BMS Tool] F4 3D Database Builder - v4.8
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@Nuno:
Oooook… I’m having a slight feeling that I spoke more than I should have…
If so, I’m sorry then, no harm intended, just trying to help…
No problems M8…I was just pointing out that it was there…I think Daveys was in response to .dds…IIRC.
Took Fred a minute to catch up in 6.19 or 6.21…I don’t remember, doesn’t matter anyway as long as they work, right???
demer
P.S. KEEP HELPING wrong or right.at least it is posted -
NOW about this Vermin’s tool and the rats nest it becomes when you think you are REPLACING a .lod Model, you are NOT. _Neither does the Baldeagle’s too_l……HMMMM??? (See I am not picking on Mike…ATM…LOL)
I was going to post a TUT today as to how demer get’s back to Square One after hundreds of model edit’s of the koreaObj.lod……run out of time today. BUT I’ll give you a hint…EVERYTIME you hit the Replace LOD button in LE or /Update in 3DDB your LOD DB will grow by that many Kilobytes…Y’all that already know where I’m going can quit reading now and go on about your business…or provide constructive ideas…please. So what doe’s that mean, it grows??? There is no replacing going on, it keeps the “Legacy” model and paste’s over it as far as I’ve seen in these years. One of my big “Pushes” early on in FF was to do away with the “Copy and Paste” that had been going on in ALL iterations of Falcon for years. No wonder we ended up with a DB\CODE mess…LOL!!
So how to get around it??? Well there is no simple way ATM, I had hoped that Morts tool could address it but that has gone for the moment…so this is what demer doe’s for the time being.
When I exceed 2.5GB in the LOD DB I Compact it with LE, that brings me back to 1.7+ the 2KB model I added, and I’m going to say again “CHANGE ONE THING AT A TIME” even if you change the same thing 100x’s…LOL…like I am doing now!!! Shotgun approach does not work well with the B’tch, never has, unless your Gilmore…“Xmas is coming”…“Let’s externalize all this chhit”…LOL!!!
So that should give you an idea on how to manage your New MODEL DBase when it gets outta hand…Have FUN in the Sandbox,
demer -
Well not that public… if it was public we wouldn’t had that conversation right now.
I didnt even knew there was such.And about our topic…
There was supposed to be some announcements and release for some tools (tool?) but the members responsible about it was on vacation after the 4.34 release so we have to wait… are we still on the wait? Cause as you say i dont understand that there is going to be anything… as nothing is there.
So what is it, yea or no?Sent from my SAMSUNG-SM-T818A using Tapatalk
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NOW about this Vermin’s tool and the rats nest it becomes when you think you are REPLACING a .lod Model, you are NOT. _Neither does the Baldeagle’s too_l……HMMMM??? (See I am not picking on Mike…ATM…LOL)
I was going to post a TUT today as to how demer get’s back to Square One after hundreds of model edit’s of the koreaObj.lod……run out of time today. BUT I’ll give you a hint…EVERYTIME you hit the Replace LOD button in LE or /Update in 3DDB your LOD DB will grow by that many Kilobytes…Y’all that already know where I’m going can quit reading now and go on about your business…or provide constructive ideas…please. So what doe’s that mean, it grows??? There is no replacing going on, it keeps the “Legacy” model and paste’s over it as far as I’ve seen in these years. One of my big “Pushes” early on in FF was to do away with the “Copy and Paste” that had been going on in ALL iterations of Falcon for years. No wonder we ended up with a DB\CODE mess…LOL!!
So how to get around it??? Well there is no simple way ATM, I had hoped that Morts tool could address it but that has gone for the moment…so this is what demer doe’s for the time being.
When I exceed 2.5GB in the LOD DB I Compact it with LE, that brings me back to 1.7+ the 2KB model I added, and I’m going to say again “CHANGE ONE THING AT A TIME” even if you change the same thing 100x’s…LOL…like I am doing now!!! Shotgun approach does not work well with the B’tch, never has, unless your Gilmore…“Xmas is coming”…“Let’s externalize all this chhit”…LOL!!!
So that should give you an idea on how to manage your New MODEL DBase when it gets outta hand…Have FUN in the Sandbox,
demerForgive me, but have some of you not read the manual?
AVAILABLE COMMANDS
/objectdir <path>Directly specify directory where the F4 database resides. Defaults to current directory.
/extract <dest_folder>Extract database Defaults to current directory.
/parents List unused parents. Defaults to current directory.
/build <source_path>Build the database from scratch (new >2GB format) Defaults to current directory.
/build_old <source_path>Build the database from scratch (old <2GB format) Defaults to current directory.</source_path></source_path>
/update <source_path>Update existing database Defaults to current directory.
/test Test the database. Defaults to current directory.</source_path></dest_folder></path> -
.“Xmas is coming”……"Let’s externalize all this chhit"……LOL!!!
demerAaaaaaan’ a winner is ‘DEMER’ … ‘That’s the way do to it … …lemme tell ya , that guy ain’t dumbs…’ :mrgreen:
I was hoping that someone will draw that drawer sometime … Idea is marvelous , but … where it is going… NOw…
As you’ve done peachy work with new xml db work in Korea TVT, … I’m talking about ‘dirs’ inside (Objects) holding ONLY update diffs xml’s of original korea db , so /Objects/SSD/345.xml .
That can be done also done with the (lod/tex) db structure , … (and I think I’ve heard ‘Demer’s yell’ bout it before…) ,…
So , the goal here is to have whole master db externalized , parents ,vehs , units, lod’s , … all ‘disassembled’ in one MEGA Objects Dir.,…
From that point … you can edit, update , compare , … all things CLEANER. SO!, THATS’s about WORKING with db , … from performance point , that will hurt a bit , since , many …, many files., but with tday’s SSD drive , you won’t feel it so… much.
But, anyway, … before ‘shipping’ , whole thing gets packed anyway… in standard form , … for the end user.So, the tools, yes , we need the tool which will extract single xml’s from db-xml … in one pass , . and possibility that BMS can READ LOD/TEX db in unpacked state , after 3ddb extract.
File operations for Updating xml/lod’s would be just copy overwrite , backup the same, just rename OR whatever.- parent name dir., since CT doesn’t know about ‘385bak’ dir., but it knows for ‘385’.
So… give it a thought.
Go to sleep you terribly tired :mrgreen:
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Ummmmmmmmmmm……been in this tool for decades. Guess for the “skinheads”…DUNNO
demer
“Invalid Link”
… I have a lot of than kind of “issues” on my side. Am I the only one?
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Same here DJ
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+1
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I encounter some 3ddb builder problem…
I modify a DB with 3ddb builder for a while and save the tweaked objects folder.
Then after i re-install theater mod and add my tweaked objects folder, i cannot use 3ddb builder to extract DB content.I use 3ddb builder- Update function, it says:
Unable to open “.\Data\TerrData\Objects\KoreaObj.LOD”
I use 3ddb builder - Test function, it says:
Error Ejection CT not found
it seems koreaObj.lod file is corrupted… but i still can edit DB with falcon editor, and test 3d items in bms 3d world, no CTD.
any idea is appreciated!
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@Dee-Jay m8 xml files can be open from excel. From there if you know your way around you can for example create a list and put your notes or changes.
You come up with a new list and you want to take new notes what do you do? you search line by line? cell by cell and transfer the data for the new list and then start actually working on the new list? Not that efficient. -
I know this is not directly a 3D DB editing question but still tied to Falcon BMS DB editing as eventually will lead to 3D editing (hopefully as trying to add super sonic cruise missile). How can I control the speed or basically increase the speed of a projectile that is fired, in this case say a cruise missile I am firing so want to have it accelerate to Mach 2 or more if possible rather than flying at a speed of 550 km/hr to the target. Is it the Bullet Speed ft/s or bullet TTL (s) or combination of the both. I played around with the values but no real luck. Thanks!
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I use 3ddb builder - Test function, it says:
Error Ejection CT not found
it seems koreaObj.lod file is corrupted… but i still can edit DB with falcon editor, and test 3d items in bms 3d world, no CTD.
any idea is appreciated!
This message occurs because you don’t have the the bin files in your Object folder (old falcon.ct, etc). But anyway your 3ddb are not corrupted because of this error message (false alarm)
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I encounter some 3ddb builder problem…
I modify a DB with 3ddb builder for a while and save the tweaked objects folder.
Then after i re-install theater mod and add my tweaked objects folder, i cannot use 3ddb builder to extract DB content.I use 3ddb builder- Update function, it says:
Unable to open “.\Data\TerrData\Objects\KoreaObj.LOD”
I use 3ddb builder - Test function, it says:
Error Ejection CT not found
it seems koreaObj.lod file is corrupted… but i still can edit DB with falcon editor, and test 3d items in bms 3d world, no CTD.
any idea is appreciated!
So does it exactly EXTRACT all the models or not ? (did you rebuild wit /build or /build_old … is db more then >2GB)
I’ve seen that error msg but had no problems with the extraction process itself, it extracted all the models even those erroneous ones, with ***/+++ (it was 4.33 Balkans db)
!!! don’t [/update] ,… try [/build ] from scratch
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*** reports : must be fixed
+++ reports : forgot about them -
This message occurs because you don’t have the the bin files in your Object folder (old falcon.ct, etc). But anyway your 3ddb are not corrupted because of this error message (false alarm)
So does it exactly EXTRACT all the models or not ? (did you rebuild wit /build or /build_old … is db more then >2GB)
thanks for your replies.
my headache problem is, i build a new DB with 3ddb builder(it working in sim, no CTD), BUT i cannot extract it with 3ddb builder. Raptor said he built emf DB for many times and no problem to extract it - i rushed to check emf and extract that db successfully.
i really wonder what’s going wrong on my end - and i found my bad DB- KoreaObj.TEX file is 0k file size, but other good DBs are 1k. When i build DB, i did not place NEW dds texture in TEXTURE folder, instead i placed them in KoreaObj folder directly…could it be the reason that my DB cannot be extracted?
EDIT- i do a test, place new texture in textures folder, do rebuild DB > result is the same, koreaObj.TEX becames 0k size, and unable to be extracted again.
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@Bad:
*** reports : must be fixed
+++ reports : forgot about themCorrect, but currently all Janhas models appear as ***, but they work fine within BMS.
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Correct, but currently all Janhas models appear as ***, but they work fine within BMS.
******* error reports can be source of possible CTDs. (could be wrong parent values such TextureSets or Switches or … other reasons … )
Fix is mandatory to ensure stability and must not be ignored.
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thanks for your replies.
my headache problem is, i build a new DB with 3ddb builder(it working in sim, no CTD), BUT i cannot extract it with 3ddb builder. Raptor said he built emf DB for many times and no problem to extract it - i rushed to check emf and extract that db successfully.
i really wonder what’s going wrong on my end - and i found my bad DB- KoreaObj.TEX file is 0k file size, but other good DBs are 1k. When i build DB, i did not place NEW dds texture in TEXTURE folder, instead i placed them in KoreaObj folder directly…could it be the reason that my DB cannot be extracted?
EDIT- i do a test, place new texture in textures folder, do rebuild DB > result is the same, koreaObj.TEX becames 0k size, and unable to be extracted again.
Alright… case solved. found the important thing in 3ddb builder pdf… ough!
build the 3d DB section:
In the Textures folder, you must have a 256 colours BMP file named as the highest texture number found in <installdir>\Data\TerrData\Objects\KoreaObj. Resolution nor colour does matter, so one pixel will do just fine. This will write in HDR the last texture id.</installdir>
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Correct, but currently all Janhas models appear as ***, but they work fine within BMS.
I don’t have any such issues;
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Alright… case solved. found the important thing in 3ddb builder pdf… ough!
build the 3d DB section:
In the Textures folder, you must have a 256 colours BMP file named as the highest texture number found in <installdir>\Data\TerrData\Objects\KoreaObj. Resolution nor colour does matter, so one pixel will do just fine. This will write in HDR the last texture id.</installdir>
meh… although .TEX file should be optional by now?, … I’ve read that somewhere in the forum , think Mav-JP said., but obviously, in your case isn’t …
I’ve successfully extracted db from another user which didn’t do .TEX ‘by the book’ … BUT, .TEX was present , just not correct,… eg. he put 9000-ish bmp , but he was using dds textures down the 10026 or so, and it still worked, … I mean extraction …
So, if you want to experiment a bit , try putting ‘whatever xxxx’.bmp when rebuilding the .LOD db , OR copy ‘ANY’.TEX file to your db without one…, see if it will extract then… , compare the output logs… report ?Cheers