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possibly new tools for Xp (allows for complete 2.008 modding)

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possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Sat Mar 26, 2016 12:38 am

so i figured out the 2.008 hod2 files and i understand the binary area of the tail.dat that know one bothered to translate.

so expect a tool to translate tail.dat to xml for complete editing of it. even ability to add stuff.

as for hod2, i might just write a program to convert it to piece of SV data that my mecha editor can use.
hod2 contains 2 variations of it file type.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by PureEvil on Sat Mar 26, 2016 1:51 am

if it can translate all int[xxx] stuff mystery that would be awesome.

ability to add real nuke code instead fake flashy one will be cool

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Sat Mar 26, 2016 8:45 am

PureEvil wrote:if it can translate all int[xxx] stuff mystery that would be awesome.

ability to add real nuke code instead fake flashy one will be cool

sorry but this is a no

tail.dat
starts with a binary value with script count then each script has a 1 value i unsure what is and another that looks to be a time value. there is a 3rd binary value for each script telling length of text.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Sat Mar 26, 2016 10:30 am

This sounds good. With a tool like that even the total conversion mods will be possible. This help not so much for Gundam models, but very useful for fully ground or flight based mods.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Mon Mar 28, 2016 4:12 pm

i have cracked hod2 files. i think. here are my notes.


hod2 info

hod first 11 byte
3 bytes for signatures
4 for version (there are 2 versions)
4 for count

version 0 object bytes (399 bytes long)
4 bytes for parent
4 bytes for Confused?
264 bytes for text
vector4 rotation 16 bytes
vector3 scale 12 bytes
vector3 translation 12 bytes
1 byte unknown flag
12 bytes unknown vector3
4 bytes possible hidden flag or no collider flag
78 bytes at end

version 1 object bytes (179 bytes long)
4 bytes for parent
4 bytes for Confused?
16 bytes quaternion
12 bytes scale
12 bytes position
16 bytes quaternion (repeat)
16 bytes quaternion (rotation limit)
16 bytes quaternion (rotation limit)



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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Thu Mar 31, 2016 12:20 am

hod2 reading test and loading of models.


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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Thu Mar 31, 2016 2:05 pm

Now as I watch this picture I start to feel something is missed. There is everything for the game, except the model viewer.

It would be like the old map viewer except it is for the mechas. It do nothing more than put the parts together to view the unit.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Thu Mar 31, 2016 11:19 pm

武蔵 象二郎 wrote:Now as I watch this picture I start to feel something is missed. There is everything for the game, except the model viewer.

It would be like the old map viewer except it is for the mechas. It do nothing more than put the parts together to view the unit.

not doing a viewer.  i am doing a full hod2 editor using some of the stuff from my SV mecha editor to help build it.

Robo.hod file loaded.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Fri Apr 01, 2016 2:15 pm

I know, I just said this because it was in my mind. I can put together it with simple X file viewer if I want. XD

But your work is awesome. The hod2 files are very complex, and the ability to edit this file gives the limit of the mod's complexity. If the modders has the ability to edit this more, the mod can be a way more better.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Fri Apr 01, 2016 3:56 pm

the difference betweeen hod 1 and hod 2 is that hod 1 files saves the transform data in a matrix4x4 while hod2 has the data in quaternion, and 2 vector3. both uses the same parenting system by the looks of it. also hod2 has 2 variations of the file. 1 with model names and the other doesn't have the names of the models. i believe the hod 2 purpose was to simplify loading of the data. since with hod 1 there might of been a conversion happening into quaternion and 2 vector3 for transform data on load.

also the editor will be able to load hod 1 files too so you can edit the hanger.hod file for mech selection. seems hangar.hod is hod 1 in 2.008 of windom xp

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Fri Apr 01, 2016 4:45 pm

It is far from the point I can understand. I just know this opens up a lot of possibilites once the tool completed. As far as I know this is awesome amount of data, and you will put at least the same amount of works into your tool. Smile

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Fri Apr 01, 2016 5:43 pm

think of my SV mecha editor but for XP. i am just going to port that UI over to this new tool plus edit something to make it work.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Fri Apr 01, 2016 7:26 pm

Maybe it sounds simple, but it isn't that for me. But I know it must be modiefied to read the XP version of the files.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Fri Apr 01, 2016 9:45 pm

hangar.hod loaded which is hod 1 even in 2.008. thats why i added support for hod 1 loading.




i have finished the loading of all the hod files.


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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Sat Apr 02, 2016 8:21 am

Good to hear you had progression with this project.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Sat Apr 02, 2016 8:44 am

for part addition i am planning to inject the new part data into hod files that don't have it but this will be optional though reccomended for compatibility sake.


the port of the part editor for adding and removing parts was not too difficult to setup for the hod. i just have to code saving.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Sat Apr 02, 2016 2:35 pm





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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Sat Apr 02, 2016 4:34 pm

Wow, the BlackComb! Very Happy

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by InfinitasImpetum on Sat Apr 02, 2016 6:27 pm

thinking about having the script.spt loaded up so it can get color schemes

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Sat Apr 02, 2016 6:52 pm

I have an idea which isn't help on anything. If it can support colors, why don't you make it able to select between the 10 in-game colors?

It took 6 years for me to unlock every single color for every mech. I haven't played that much on arcade mode, but 6 years is 6 years.

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Exzaith on Sun Apr 03, 2016 11:18 am


looks amazing
then is possible edit the position in the hangar
?
I think those are some of the most complex things in this game
I like that are possible auto-generate these coordinates







@武蔵 象二郎 u can post your savegame?

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Sun Apr 03, 2016 3:14 pm

Yes, here you go. But I don't know if this compatible with the original game, since I used the modiefied version I uploaded as "single installer". Back then the SEED mod made it incompatible with the core game, and the original save not unlocked everything in the Ex vs. mod. Anyway try it. Very Happy

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Exzaith on Mon Apr 04, 2016 5:45 pm

yeah you savegame is 100% btw u played the seedmod 2.0?

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Endymion on Mon Apr 04, 2016 6:52 pm

No, it was an older version. When I played the game it was a test version. We tested it for bugs and so on. I always was curious about why they made the SEED. Most of the modders there loved any other Gundam more than SEED. XD

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

Post by Exzaith on Tue Apr 05, 2016 2:12 pm

waa this really looks good!!

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Re: possibly new tools for Xp (allows for complete 2.008 modding)

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