Coffee_ 0 #474648 Posted January 3, 2020 That would be a GREAT!!! I spent the last 2 days sorting out BSMA again. I have it all other than where the count for the DDS files attached to the end. I also have to figure out how the .srt SpeedTree files are stored. I spent a month sorting out the .ctree format but those files are no longer used in the game. I found the source from the unreal 4 engine for loading SpeedTree 7.0 files.. World of tanks uses 6.0 .srt files. If you want a challenge, maybe you could help sort how the data is arranged. I uploaded the SpeedTree.zip to http://tnmshouse.com/public Quote Share this post Link to post Short link Share on other sites
Mixaill 1,740 #474649 Posted January 3, 2020 (edited) Some info is also available here https://gitlab.com/openwg/spacebin There is a bit more info available on request https://gitlab.com/openwg/spacebin/blob/master/include/spacebin.h#L33-75 Edited January 3, 2020 by Mixaill 2 Quote Share this post Link to post Short link Share on other sites
Coffee_ 0 #474650 Posted January 3, 2020 Thank you Mixaill !! Quote Share this post Link to post Short link Share on other sites
olix_vameshu 71 #477264 Posted February 12, 2020 @SkepticalFox will you update this tool? I want to convert the ny hangar 2020 but without all festive atmosfere. 1 Quote Share this post Link to post Short link Share on other sites
olix_vameshu 71 #483521 Posted June 7, 2020 (edited) Hey @SkepticalFox i found that the outland terrain is messed a little by your unpacker, instead of addind line max to bounding box(i guess this is it), is adding again min. if you don't understand it i prepare some screen shoots: with this config terrain will appear only 25 %. and with this terrain and outland will appear correctly Can you check where is the issue when is compile the space.setting? Also global probe(main probe of lighting) and sh_grid is not compyled by you tool and water.xml . Thank you. Edited June 7, 2020 by olix_vameshu 3 Quote Share this post Link to post Short link Share on other sites
SkepticalFox 1,445 #483862 Posted June 14, 2020 @olix_vameshu hi. I fixed this bug, thank you. 3 Quote Share this post Link to post Short link Share on other sites
sanchez_g0d 0 #488825 Posted September 12, 2020 @olix_vameshu Hi. What do you use to edit xml files? I can't edit them normally because of the encoding I don't understand. Quote Share this post Link to post Short link Share on other sites
olix_vameshu 71 #488931 Posted September 14, 2020 On 9/12/2020 at 11:44 AM, sanchez_g0d said: @olix_vameshu Hi. What do you use to edit xml files? I can't edit them normally because of the encoding I don't understand. Hi, i'm using this xml editor https://github.com/mikeoverbay/XML_Editor This tool is made by @Coffee_. 1 Quote Share this post Link to post Short link Share on other sites
HaterCheaters 3 #491915 Posted November 3, 2020 On 1/3/2020 at 8:05 PM, Mixaill said: Some info is also available here https://gitlab.com/openwg/spacebin There is a bit more info available on request https://gitlab.com/openwg/spacebin/blob/master/include/spacebin.h#L33-75 это альтетнативная декомпиляция? есть откомпилированый бинарник? Quote Share this post Link to post Short link Share on other sites
SkepticalFox 1,445 #491929 Posted November 3, 2020 7 hours ago, HaterCheaters said: это альтетнативная декомпиляция? а чем моя не устраивает?) 1 Quote Share this post Link to post Short link Share on other sites
HaterCheaters 3 #491949 Posted November 4, 2020 (edited) @SkepticalFox 12 hours ago, SkepticalFox said: а чем моя не устраивает?) при генерации decals.bin редактор крашится, воду в global.chank не добавляет, границы карты некорректо добавляет, нежно *нужно править ручками. Edited November 4, 2020 by HaterCheaters Quote Share this post Link to post Short link Share on other sites
Mixaill 1,740 #491971 Posted November 4, 2020 03.11.2020 в 19:40, HaterCheaters сказал: это альтетнативная декомпиляция? есть откомпилированый бинарник? Это не что-то полноценное, а переработанная в код часть старой документации (новой не существует насколько знаю). Бинарника нет т.к. он бесполезен. Quote Share this post Link to post Short link Share on other sites
HaterCheaters 3 #491973 Posted November 4, 2020 (edited) 33 minutes ago, Mixaill said: Это не что-то полноценное, а переработанная в код часть старой документации (новой не существует насколько знаю). Бинарника нет т.к. он бесполезен. хм, с HEXом кто-нибудь пробовал выташить все как должно быть в сорцах? Edited November 4, 2020 by HaterCheaters Quote Share this post Link to post Short link Share on other sites
SkepticalFox 1,445 #491982 Posted November 4, 2020 9 hours ago, HaterCheaters said: при генерации decals.bin редактор крашится, воду в global.chank не добавляет, границы карты некорректо добавляет, нежно *нужно править ручками. так а собственно что там такого в decals.bin? и при чем здесь утилита для работы со space.bin? 9 hours ago, HaterCheaters said: воду в global.chank не добавляет это можно и пофиксить, кстати 9 hours ago, HaterCheaters said: , границы карты некорректо добавляет, нежно *нужно править ручками. а что именно и где? Quote Share this post Link to post Short link Share on other sites
HaterCheaters 3 #491988 Posted November 5, 2020 7 hours ago, SkepticalFox said: это можно и пофиксить, кстати а что именно и где? когда он их тянет со space.settings, то он их некоррекно добавляет в global.chank. 7 hours ago, SkepticalFox said: так а собственно что там такого в decals.bin? и при чем здесь утилита для работы со space.bin? Этот файлик отвечает за отражения. Если пробовать сгенерировать на декомпилированой карте этот файл, то будет краш. Quote Share this post Link to post Short link Share on other sites
SkepticalFox 1,445 #492077 Posted November 6, 2020 On 11/5/2020 at 8:27 AM, HaterCheaters said: Этот файлик отвечает за отражения. это уже интересено Quote Share this post Link to post Short link Share on other sites
HaterCheaters 3 #492078 Posted November 6, 2020 9 minutes ago, SkepticalFox said: это уже интересено это отражения мира в воде.Замени небо на другое и посотри что в воде видно. Quote Share this post Link to post Short link Share on other sites
SkepticalFox 1,445 #492080 Posted November 6, 2020 (edited) 17 minutes ago, HaterCheaters said: это отражения мира в воде. странно, я думал это тут environments\<GUID>\probes\water\ Edited November 6, 2020 by SkepticalFox 1 Quote Share this post Link to post Short link Share on other sites
HaterCheaters 3 #492105 Posted November 7, 2020 (edited) 17 hours ago, SkepticalFox said: странно, я думал это тут environments\<GUID>\probes\water\ тогда зечем та террейн в текстуре и солце в разных позициях, если оно динамический двигается с течением времени... Причем на некоторых текстурах террейн аж вплотную к воде сейчас перепроверил, похоже что я ошибся либо что-то помнялось... хм... во-всяком случае причина краша редактора очень интересна Edited November 7, 2020 by HaterCheaters Quote Share this post Link to post Short link Share on other sites
olix_vameshu 71 #492127 Posted November 7, 2020 (edited) Wrong! Creating a new hangar, not an converted one, decals will be generated i will try a trick to see if it work with converted ones. Water can be added manualy from helpers/misc/water.xml ,add flow map and amplitude map from original folder(ex:spaces\hangar_v3\water),reflection can be added mannualy(helpers/lights/environment_probe.xml for local water(reflection only in defferend graphic settings) or helpers/lights/environment_probe_water_gl.xml for global water(reflection in deferred and forward graphic settings or standard and improved settings) , and yes the border line is incorected added( only main 4 chunks 00000000o/0000ffffo/ffff0000c and ffffffffo). So, if you had constand error for 5 times while saving as "not yet implemented", get a xml editor and : 1. open flora.xml and edit it rename first line from <flora.xml> to <root> and the last one </flora.xml> to </root> this will pass an error. 2. open environment.xml fron environments folder and as up rename first line from <environment.xml> to <root> and the last one </environment.xml> to </root> this will pass another error. 3.open each folder of environment, inside you have individual environment settings as environment.xml and repeat by opening and editing the first line like it is writen up. 4. you can also do same thing to camera_effects.xml. Now almost error will not be visible, but WE still crashing because of terrain i think, but that is another story. Edited November 7, 2020 by olix_vameshu Quote Share this post Link to post Short link Share on other sites