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Placing trees and buildings

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dewi316
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John J. Stevens
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Post by TheGeneral Wed 22 Jul 2015, 23:04

I recognise the name now you mention the dedi server. shame that never got up and running. 

Are you playing some of the user content too. If you are, then I have a challenge for you on your lunch. 

Tjdagger and I created Operation Nighthawk. He thought he could do the mission on his own without firing a shot. He did, all objectives complete too. All it took him was 24 mins. Beat that and you'll get a veteran tag. lmao!

But to get a real good experience out of it play it for hours and play it like you would a sim or arma for that fact using the proper tactics. 

Sorry to jump that in, back on topic.

My apologies for forgetting about your history with DR aswell.
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Post by Zeewolf Thu 23 Jul 2015, 18:20

dewi316 wrote: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.

I don't see how HJSplit is of any use here. Imagine a zip file if you split it in to two pieces you still need both parts before the contents can be decompressed.

Feel free to try a newer version of QuickBMS but I doubt it will have changed at all, if the problem is that the compression being used is some unusual kind or we are simply decoding the .nfs file incorrectly then it won't make any difference.

Regarding the buildings, all of the standard editor placeables have their own matching .hkx file in the win_000 volume, this is used for the physics. I believe the collision mesh of the non-placeable buildings and trees in the game is integrated into the collision mesh of the island itself. Unless individual .hkx files can be made for these buildings then I don't think you'll get anywhere. These would have to be made manually (probably impractical) or converted somehow from the main mesh (which can't be extracted intact).

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Post by dewi316 Fri 24 Jul 2015, 17:56

Zeewolf wrote:


I don't see how HJSplit is of any use here. Imagine a zip file if you split it in to two pieces you still need both parts before the contents can be decompressed.


My understanding was the file was becoming corrupt as there was too much information to be decompressed in one go, as people have said the smaller files can be decompressed, it's just the larger files that corrupt.  So I thought the file could be broken down into more bite size pieces, maybe this would alleviate the problem of corrupt files or this was my thinking!



How's that MD!   Laughing
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Post by John J. Stevens Fri 24 Jul 2015, 18:21

just a thought - it is possible to HIBIT/LOBIT ordering compression meaning a straight dump of one or the other would have checksum errors, but a specific unpack of only one or two WIN files with the right HI/LO bit order would be fine.  

The other approach that was discussed was this WIN file is really a virtual file system being accessed within the DR environment (all compressed and readily accessed)
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Post by Zeewolf Fri 24 Jul 2015, 18:37

Yes I think the files are a virtual file system, since I seem to remember they have to do some fancy streaming of textures to get the required performance (although this was probably required for consoles and the PC release just got the same technology applied).

I do have a couple of the files kicking around that I pulled out using my own code rather than QuickBMS (so as  to leave them compressed). So I have a "before" and "after" example of attempting to decompress a large binarised XML file (which gets corrupted) versus a small file which decompresses fine using the QuickBMS LZSS.

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Post by TheGeneral Sat 29 Aug 2015, 17:29

dewi316 wrote:

How's that MD!   Laughing
ya gettng there buddy! 

When's ya mission coming out?
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Post by TemplarGFX Thu 24 Dec 2015, 02:35

I believe the Building template in the entity database would need to have all the same components that the GOT WorldTemplates lists :

Code:
   <template name="building" >
      <components size="10">
         <component type="OfpEntity" name="ofpEntity">                 
            <component type="Transform" name="Transform" />
            <component type="PhysicsAoI" name="PhysicsAoI" />
            <component type="Outline" name="Outline" />
            <component type="AudioOccluder" name="AudioOccluder" />
            <component type="SequenceDestr" name="SequenceDestr" />
            <component type="BuildingCover" name="BuildingCover" />
            <component type="SweepTemplate" name="SweepTemplate" />
            <component type="NavMesh"   name="NavMesh" />
         </component>
      </components>
   </template>

Ill have a look into this with some more detail after Christmas.  Looking at some of those names, its going to be very difficult without the filenames


I am also fairly sure this would need to be linked as the parent :

Code:
    <EntityTemplate ID="130320685465888881" Name="building" FolderID="282063648293942438">
      <ParamSet ID="58263091427960945">
        <Param Name="building" Type="shortname" Flags="2" />
        <Param Name="graphic_def" Type="shortname" Flags="2" />
        <Param Name="hintfile" Type="shortname" Flags="2" />
      </ParamSet>
      <Component ID="bld01" ComponentID="130320689257539697" URL="file://media/models/buildings/%building%.hkx">
        <ParamSet ID="58263096796670065" />
      </Component>
      <Component ID="DamageState" ComponentID="2868440836877084740">
        <ParamSet ID="58263098172401777" />
      </Component>
      <Component ID="DamageZone" ComponentID="3084613618990868548" URL="bld01">
        <ParamSet ID="58263097518090353" />
      </Component>
      <Component ID="Transform" ComponentID="346424925827393604">
        <ParamSet ID="58263093659330673" />
      </Component>
    </EntityTemplate>

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Post by runerback Thu 24 Dec 2015, 09:13

Physical files of building and other static object, terrain too, are all in "media/tarrains/" folder, and are stored in jpk files. jpk file is a package file and contains many kinds of files, include hkx files which most of them are used as physical files. There is a application at Petar's Programs called "Ego JPK Archiver" which can modify jpk files, but I cannot get correct data by using quickbms. I think maybe just remove hkx files from jpk package file then the physical data will disappear. So add physical data is also possible.
And I replaced vb,ib,met files of buildings with zero-size file, the building will be invisible. Others like trees and rocks physical data can be simply removed by replacing the file "media/terrain/terrain_objects.jpk" by zero-size file with a same name(sorry I forget the right path and file name). Modifying tree's texture file "graphics/trees/biliboard.stf", change the opacity to zero, then replace the vb,ib,met file with zero-size file, trees are all invisible, and physical data is gone too. There are some problem in rock file, when I replaced the model files, many static objects beside of buildings are invisible too.












watch vedio here ( I hope this website is available )

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Post by TheGeneral Thu 24 Dec 2015, 09:31

Wtf have you done? Where is everything? Does this mean you can replace them back on the island?
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Post by runerback Fri 25 Dec 2015, 03:36

Nope. I can only make textures invisible and remove physical data. If I can get full "*.jpk" files, maybe I can change the position of buildings. No tool to unpack them without damage, unfortunately...

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Post by TemplarGFX Mon 04 Jan 2016, 04:25

Unfortunately if I add a building to the entity database with all the required settings to get physics working, the game world doesn't load (you get a great view of an endless plain though LOL)

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Post by runerback Mon 04 Jan 2016, 15:45

But why the object in Props can be placed more than once...

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Post by runerback Tue 05 Jan 2016, 13:46

Still hard to get into DropBox, and some of pictures I uploaded to tinypic.com changed to other one. So I have to delete

it. I found the way to remove static planes in airport yesterday:





























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Post by runerback Tue 05 Jan 2016, 13:53

I created a "fake" template named "bdai_cntrlb01" in EntityDatabase and put it on map, then I loaded game and nothing happened. This is very normal, but, I found the game has looked for these four files, as figure below:



That is to say, we can create "new" buildings but use original data files, unfortunately I think it's very hard to get original files..

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Post by John J. Stevens Tue 05 Jan 2016, 14:28

what are you using to track file access (particularly on application initialization of files) - believe there are two primary file loading periods.

1) initial initialization - core map and assets, user mission list, base xmls/mods
2) mission initialization - mission script/parameters, entity database
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Post by runerback Wed 06 Jan 2016, 02:45

Using "Process Monitor", add one filter of file path or process name.

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Post by tvig0r0us Wed 06 Jan 2016, 05:09

As I look at this it strikes me that the files have the same extensions as the files that are called up in the database. If we can figure out how to call these files out of the database we could possible build our own templates out of any thing we know the filepath for. Then we can build our own stuff out of all of this stuff in the editor. Can you produce a list of the files and their heirarchy? We already know how to skin an item so if I had that list I might know how to get them in the editor.

Thanks,
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Post by John J. Stevens Wed 06 Jan 2016, 11:16

exactly - the mod exploits do that - if the datafile was seen outside of the compressed version (complimentary hierarchy), that was the one that was accessed.

Maybe the EGO tools can provide a hierarchy to work from and we would only need two complete model files to test from.
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Post by runerback Wed 06 Jan 2016, 13:49

I can only say most of paths are correct, other files never appeared in the catched files list of the tool. And I plan to put paths into a xml because they are too many.

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Post by John J. Stevens Wed 06 Jan 2016, 15:20

think there is another list out there from Templar - maybe a cross-check might help see if there are gaps - unsure of the method used.

On the ProcessMon, used the tool to before thought I had a hiccup with the OFDR complaining it was being monitored
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Post by runerback Wed 06 Jan 2016, 15:43

John J. Stevens wrote:On the ProcessMon, used the tool to before thought I had a hiccup with the OFDR complaining it was being monitored
I've never been in a situation like that before. You can try the filter of paths, then use "begins with", "ends width" or "contains".

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Post by John J. Stevens Wed 06 Jan 2016, 15:58

here is what was circulated back in 2012

http://www.mediafire.com/download/j8c25v5xc7ymdj1/OFDR_Directory_Structure.rar
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Post by runerback Wed 06 Jan 2016, 16:15

I uploaded the file to a free domain I'm using, so I set a password on it.

File Paths Download Here
password: 201601062350_lock

Sorry but it's time to sleep (it's 00:10 here), I don't want to be late in the morning... I'll try to download that file, because... I can not open any online storage.

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Post by runerback Thu 07 Jan 2016, 14:21

I suddenly found the download link I post is wrong  Shocked ... I'm a beginner in php. Now the problem has been solved.

I made a "data_win" root folder which contains all folders and empty files, it's easier to check.

Download Here

passowrd:
201601072050_lock

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Post by John J. Stevens Thu 03 Mar 2016, 12:45

thanks
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