Placing trees and buildings
+4
dewi316
oANIMUSo
John J. Stevens
tvig0r0us
8 posters
Operation Flashpoint Dragon Rising OFDR Forums :: OPERATION FLASHPOINT: DRAGON RISING :: OFDR EDITING
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Placing trees and buildings
by MDDYM.
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Placing trees and buildings
By adding new EntityTemplate, they will appear in props in MissionEditor.
If the need arises, I can upload lists of them.
But the same question is they are not associated with the physical data.
And he post this on 2012-04-28 17:06.
If the need arises, I can upload lists of them.
But the same question is they are not associated with the physical data.
And he post this on 2012-04-28 17:06.
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Placing trees and buildings
Yep... we've known about this for quite some time. If only we could figure out how to link them up with their associated files. Another example of thanks for nothing CM.
Re: Placing trees and buildings
posting up the new EntityTemplate with these props would be a good idea and help them from being "un-filed" - although it is understood that they don't have physical properties, they can be used to provide more pseudo-camouflage to chokepoints along valleys and other areas.
There are a couple of OPEN drop boxes available to post - here is mine - feel free to pick through and add
https://www.mediafire.com/folder/fb3zz5l7qfodr/OFDR_Folder
There are a couple of OPEN drop boxes available to post - here is mine - feel free to pick through and add
https://www.mediafire.com/folder/fb3zz5l7qfodr/OFDR_Folder
John J. Stevens- Admin
- Location : WV/PA
Points : 285
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
Not too long ago I had another round of trying to get these to work right . I am 100% convinced that there IS a way to do it, but since there is no template we can use as a guide we just haven't been able to figure it out yet. It's in the cards somewhere, we just need to find out the right combination in the database.
Re: Placing trees and buildings
I agree tvig. I'm betting the answer is in how we're implementing the EntityTemplate itself. If we just found the physics for one, we'd have a rosetta stone to work with.
Re: Placing trees and buildings
Regardless, the code/tech that put those trees down needs to be captured and published for others. Additional narrative information is always helpful with the typical pro/con
Has anyone looked at CheatEngine as a quasi-disassembler - it seems that you can poke value in over hardcoded variables - more interested in the reverse engineering aspect than anything else.
Has anyone looked at CheatEngine as a quasi-disassembler - it seems that you can poke value in over hardcoded variables - more interested in the reverse engineering aspect than anything else.
John J. Stevens- Admin
- Location : WV/PA
Points : 285
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
To place them on map, you should create them in EntityDataBase first.
Open entitydatebase.xml then add new EntityTemplate, such as:
EntityTemplate ID, ParentID could be any number as you like, but they should be unique compared with the other which already existing.
Name and Description are unlimited.
FolderID: as same as other object, or create by yourself.
Then objectType,objectID和sectionID are coming. You can see them in the figure below.
Trees:
The struct of trees is:
Buildings:
The struct of buildings is:
bd01_barna01
By MDDYM on 2012-04-28 17:06.
I just copy and translate them here... ... a porter
Open entitydatebase.xml then add new EntityTemplate, such as:
- Code:
<EntityTemplate ID="66283238905899243" Name="tr01blo1a" Description="Bloom 1A" FolderID="65890866784138000" ParentID="66120864308685034">
<ParamSet ID="138340832943827179">
<Param Name="objectType" Group="DefaultGroup" Type="shortname" Value="tr01" Flags="1" />
<Param Name="objectID" Group="DefaultGroup" Type="shortname" Value="blo1a" Flags="1" />
<Param Name="sectionID" Type="shortname" />
</ParamSet>
</EntityTemplate>
EntityTemplate ID, ParentID could be any number as you like, but they should be unique compared with the other which already existing.
Name and Description are unlimited.
FolderID: as same as other object, or create by yourself.
Then objectType,objectID和sectionID are coming. You can see them in the figure below.
Trees:
The struct of trees is:
- Code:
objectType_objectID
Buildings:
The struct of buildings is:
- Code:
objectType_objectID+sectionID
bd01_barna01
- Code:
objectType="bd01", objectID="barna",sectionID="01"
By MDDYM on 2012-04-28 17:06.
I just copy and translate them here... ... a porter
runerback- Location : China
Points : 153
Reputation : 5
Join date : 2014-06-18
Re: Placing trees and buildings
Just thinking backwards; but could this be used to remove models? Such as useless airplane blocking hangers where vehicles could drive in and out.
Re: Placing trees and buildings
Did this ever get uploaded so that others can test it out - it would be a shame to leave this semi-documented
John J. Stevens- Admin
- Location : WV/PA
Points : 285
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
Don't think it ever got uploaded because it never totally worked. I still have the db with the building templates that I made in it, but same old problem, no physics. I'll see if I can dig it up and post it some time.
Cheers
Cheers
Re: Placing trees and buildings
tvig0r0us wrote:Don't think it ever got uploaded because it never totally worked. I still have the db with the building templates that I made in it, but same old problem, no physics. I'll see if I can dig it up and post it some time.
Cheers
Please do, I will have a look at the physics issue
TemplarGFX- Veteran
- Points : 159
Reputation : 18
Join date : 2013-02-20
Re: Placing trees and buildings
tvig0r0us wrote:Don't think it ever got uploaded because it never totally worked. I still have the db with the building templates that I made in it, but same old problem, no physics. I'll see if I can dig it up and post it some time.
Cheers
Please do, I will have a look at the physics issue
This is off the scale! Oh my God make this happen!
I would spend hours making new towns and villages,
dewi316- Veteran
- Location : swansea
Points : 179
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
Pity we can't do anything about the roads, making a new road net would be nice and adding a few more buildings in that way would bring the island a whole new life.
there is always the exstension of the existing towns and building up areas that have a single road through open terrain too. A little like Lartskoye.
there is always the exstension of the existing towns and building up areas that have a single road through open terrain too. A little like Lartskoye.
Re: Placing trees and buildings
@Tvig + Templar did you two correspond on the physics issue at all?
Be interesting to see any follow up to it?
Be interesting to see any follow up to it?
Re: Placing trees and buildings
Just an observation I found in game, If you place a box or something small on the ground to act as a step, you can step through the walls of the original buildings in DR.
So this leads me to believe that the buildings use some sort of skeleton structure to stop you passing through the walls. I wondered if the new buildings you are placing using the new data base could stop bullets, this would mean they have some kind of structure. Just not the skeleton structure to stop you passing through the walls.
I think I remember someone saying about a Tank that you could get shot in from the enemy using small calibre rifles, and this was due to the fact that the armour had the wrong numerical value for steel. This was then letting the bullets through, just a few ideas that have me puzzling and wondering if the fabric for the buildings isn't something similar to this.
So this leads me to believe that the buildings use some sort of skeleton structure to stop you passing through the walls. I wondered if the new buildings you are placing using the new data base could stop bullets, this would mean they have some kind of structure. Just not the skeleton structure to stop you passing through the walls.
I think I remember someone saying about a Tank that you could get shot in from the enemy using small calibre rifles, and this was due to the fact that the armour had the wrong numerical value for steel. This was then letting the bullets through, just a few ideas that have me puzzling and wondering if the fabric for the buildings isn't something similar to this.
dewi316- Veteran
- Location : swansea
Points : 179
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
typically most models have what is known as a collision box that works with the math functions of physics and interaction. Vegetation doesn't have any which is why we walk through them but AI sees through them. If someone got hit from inside a tank it was more than likely a glitched collision model that had a gap. There is some shockwave physics that will damage people within a radius even behind walls.
John J. Stevens- Admin
- Location : WV/PA
Points : 285
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
https://www.youtube.com/watch?feature=player_detailpage&v=YMx0etmg3_A
Maybe this helps, anything to get those files open.
I realise this may have been tried but would be great if we could crack this!
Maybe this helps, anything to get those files open.
I realise this may have been tried but would be great if we could crack this!
dewi316- Veteran
- Location : swansea
Points : 179
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
if it has been used before mate then it's a no go on that one, but if it hasn't been used, I'm sure it might be worth looking at.
I think the main issue is the encryption later on the deeper into the fiels you go which was the main hurdle. People could open the files to a certain point then the encryption would lock it down.
I think the main issue is the encryption later on the deeper into the fiels you go which was the main hurdle. People could open the files to a certain point then the encryption would lock it down.
Re: Placing trees and buildings
No, that's not the case. You will find that it's only compression of files that is the problem not encryption. If you extract large uncompressed files such as the .fsb sound banks you will find that they are absolutely fine. Similarly small compressed files can be extracted and decompressed just fine by QuickBMS's LZSS decompression. But for some reason the larger compressed files don't decompress properly and the output is corrupt, whether this is a flaw in QuickBMS or something else is unknown.
What's needed is someone who understands this compression algorithm and its derivatives to look at one of the extracted files (prior to any attempt to decompress it) to see what's wrong.
What's needed is someone who understands this compression algorithm and its derivatives to look at one of the extracted files (prior to any attempt to decompress it) to see what's wrong.
Zeewolf- Points : 42
Reputation : 13
Join date : 2013-10-02
Re: Placing trees and buildings
there's ya answer Dewi, I always thought it was an encryption problem. I've never tried to open them or even use anything like QuickBMS so I'm none the wiser. Thanks Zeewolf for explaining.
where the **** have you been hiding? could have done with you a few years back.
where the **** have you been hiding? could have done with you a few years back.
Re: Placing trees and buildings
Ahh you guys have short memories, I was back there at the beginning! I'd like to think I made some of the more useful contributions to the legendary "How To Extract the win_000.000 Files" thread on the CM forums. Then there's the reMiSSioN modding tool I wrote, which allows you to convert exported missions back to mssn format (with some caveats). You may also remember my amusing attempt to create a "dedicated server" using just Autohotkey. Happy days.
Anyway, as I explained in my (still unresolved) multiplayer locality thread, I've made a return because I'm now actually making missions for Dragon Rising rather than strange little tools that no one remembers. Previously I was busy maintaining an incredibly ambitious multiplayer mod (Modern Warfare Crisis) for OFP:CWC/Arma:CWA, despite some ground breaking features (MP compatible flashbangs, AC-130 kill streaks, create-a-class mode etc) this never saw much uptake over at BI forums because multiplayer for that game had long since died. So one business PC refresh cycle later and I've moved to another game that no one plays any more, this is all due to the fact that these games are being played over my work's LAN at lunchtime, so we're a bit restricted hardware specs wise, (fortunately this time I had a say in the specs of the new machines we got).
DR recently "won" the competition to pick the next game we would play (it was up against Arma:Armed Assault, COD4 and UT2004). So now I'm cranking out multiplayer maps while working on a much, much more ambitious project to transform the game using external programs that manipulate things like the entity database. I'll explain more about it if someone answers my questions on that multiplayer locality thread.
Anyway, as I explained in my (still unresolved) multiplayer locality thread, I've made a return because I'm now actually making missions for Dragon Rising rather than strange little tools that no one remembers. Previously I was busy maintaining an incredibly ambitious multiplayer mod (Modern Warfare Crisis) for OFP:CWC/Arma:CWA, despite some ground breaking features (MP compatible flashbangs, AC-130 kill streaks, create-a-class mode etc) this never saw much uptake over at BI forums because multiplayer for that game had long since died. So one business PC refresh cycle later and I've moved to another game that no one plays any more, this is all due to the fact that these games are being played over my work's LAN at lunchtime, so we're a bit restricted hardware specs wise, (fortunately this time I had a say in the specs of the new machines we got).
DR recently "won" the competition to pick the next game we would play (it was up against Arma:Armed Assault, COD4 and UT2004). So now I'm cranking out multiplayer maps while working on a much, much more ambitious project to transform the game using external programs that manipulate things like the entity database. I'll explain more about it if someone answers my questions on that multiplayer locality thread.
Zeewolf- Points : 42
Reputation : 13
Join date : 2013-10-02
Re: Placing trees and buildings
zeewolf wrote:You will find that it's only compression of files that is the problem not encryption. If you extract large uncompressed files such as the .fsb sound banks you will find that they are absolutely fine. Similarly small compressed files can be extracted and decompressed just fine by QuickBMS's LZSS decompression.
So this is were we must start, and see what can be taken from the smaller files first. If I'm not mistaken in the link I posted, I'm sure these files could be cut down using this HJSplit tool, would this not alleviate the problem of corrupt files when decompressing?
Looking at the win 0.01 files isn't each one the same size? 8.0 MB. maybe the programme has moved on and been updated so as now corruption of the files doesn't happen? who knows??
For me the Holy Grail would be to find the physics for the buildings.
dewi316- Veteran
- Location : swansea
Points : 179
Reputation : 22
Join date : 2012-12-19
Re: Placing trees and buildings
thats one hundred fifty lines for you dewi! handwritten, no copy paste, no excuses the dog ate my harddrive, the cat ate my mouse! tuttut! "I must find the quote button." in by friday with a full jar of jelly beans on my desk!
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