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

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

Post by InfinitasImpetum on Thu Apr 07, 2016 10:47 pm

I am still working on the tool. just getting a little lazy. also had to think how am i going to handle injecting new part data into the other hod files of ani.

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

Post by Endymion on Fri Apr 08, 2016 7:52 am

Just take your time. Maybe you even find new options you can add to the already amazing selection. Very Happy

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

Post by InfinitasImpetum on Fri Apr 08, 2016 2:19 pm

ok, got of my lazy ass and wrote the hodwriter class. so writing hod files is done but untested.

will, test later, by loading and saving a new hod at location of program and seeing if there is any change.

no change means it work correctly.

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

Post by Endymion on Fri Apr 08, 2016 2:36 pm

Sounds simple. I hope there will be no problems.

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

Post by InfinitasImpetum on Sat Apr 09, 2016 1:08 pm

did some tests.

hod2 version 0.  first try it detect identical but  different file size. with some work i managed to properly fixed this.

hod 1 test well, file length is same but its not identical. could be the data is changed but will still work and show the same thing. need to test to see if changed hod give same visual results. hod 1 test is a fail. needs more work. so far tool can only load them. got it saving semi properly, seems i made a coding error. though the data is still not completely identical but are placing properly for most parts.

hod2 version 1. untested

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

Post by Exzaith on Sat Apr 09, 2016 7:45 pm

I'm anxious to see this working perfectly!

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

Post by Endymion on Mon Apr 11, 2016 4:44 pm

Me too!

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

Post by InfinitasImpetum on Sat Jun 18, 2016 6:27 pm

Hod editor is canceled for now. i will release whats done on github later. hod viewer is happening since i need it for a project.

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

Post by InfinitasImpetum on Wed Jun 29, 2016 4:05 pm

Windom Xp hod editor development has continued. new program hod inject being worked on.

hod inject alters all other hod files for addition of new parts by using comparison between old unedited hod and new modified one. it also removes any parts thats been removed.


this is just the interface not coding for it has been done to have it working.

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

Post by Endymion on Thu Jun 30, 2016 7:34 am

Good to see you working on this again.

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

Post by Exzaith on Mon Jul 04, 2016 11:11 pm

It looks promising

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

Post by InfinitasImpetum on Tue Jul 26, 2016 8:40 pm

this tool might be one of those cases where i am building it on and off. off being taking long break.
i get distracted too easily. XD

i will see about getting it done some more.

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

Post by Endymion on Wed Jul 27, 2016 7:09 am

I feel your problem... if this is a problem. Usually I have those moments when I see something new, something different from the one I work for a long time. It isn't hard to be distracted in this case. XD

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

Post by InfinitasImpetum on Mon Mar 27, 2017 9:38 pm

so the hod editor i been working on is being dropped.   if i come back to windom xp, i will attempt to create an even better tool using assimp and fbx sdk. the tool would technically convert the robo models and all the hod files into a fbx file containing the animations and model for editing in any 3d model software.

i may not use assimp and require the .x files to be converted into .obj

Bad News:
I lost the code for the hod editor

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

Post by PN-00 on Tue Mar 28, 2017 12:40 am

I read the whole thread, this is so technical. It seems more complicated than modding a unit.

But whatever it is, keep your passion on it.

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

Post by Endymion on Tue Mar 28, 2017 7:16 am

I see. As idea it was good, it is bad not seeing it in action. I'm not a modder and doesn't know how hard to create mods, but creating tools for modding is harder for sure. Sounds like you lost interest in the Windom XP modding which I can understand, it is a long dead game with great possibilities after all. If you decide to continue working on, I will check the progress.

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

Post by InfinitasImpetum on Tue Mar 28, 2017 8:00 am

the problem is windom xp needs a graphic upgrade. if the game can get an upgrade to its graphics it might gain interest again.

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

Post by PureEvil on Tue Mar 28, 2017 8:44 am

demand stronger engine. the game cant even stand with psp map models.

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

Post by InfinitasImpetum on Tue Mar 28, 2017 9:36 am

i considered building a new engine based off of windom or trying to get windom in an existing engine.

the problem is windom is using some obsolete things.

the tool for converting robo models and hod files to fbx could be used to get the animations of windom into an existing engine.

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

Post by Endymion on Tue Mar 28, 2017 12:18 pm

Yes, and partially this is what cause many sync problems online when it has some larger mods installed. There is the Windom SV but I guess that is nothing more than a little modified Windom XP engine. Using a new, more stable one would be the best.

You may look around at the Cube 2 engine's website. Not the newest or best engine out there, but it is perfect trying out how to start it. A specifically designed engine would be the best but that is a lot of work and first it is better to know what you want to do in the game.

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

Post by InfinitasImpetum on Tue Mar 28, 2017 12:43 pm

actually, i started working on a 2d game using custom engine. though i only got a far as a select screen. i could take what i learned and adapt it.

as for 3d, i would use sdl2, ogre 3d 2.1 and physx to help build it.

I actually been thinking about creating a new engine for awhile.
if or when i do alot of changes would be made

here is a couple of changes:
-change the main model format used from .x to .obj  or switch to using fbx file for model and animation.
-use a command system to trigger events in an animation.
-


also there is another option than new engine.  UE4 and unity both support modding.  i figured i could port some of the stuff from windom xp into one of those engines. this would be easier than whole new engine.  its just a matter of writing the scripts to control the stuff.  i have been considering this for awhile too.


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

Post by Endymion on Tue Mar 28, 2017 8:42 pm

That is totally right, both UE (any version) or Uinity 5 easily could handle some of Windom XP's file, even could run the script to import the encrypted files directly. Both also support the newest directX and the GPUs so the performance wouldn't be problem like in Windom XP.

I have no clue why Kamada decided to use .x files and having the parts in separate files. It is like this since Bootfighter Windom XP's first public release.

Anyway be careful with PhysX and look around to include everything since AMD cards often have trouble decoding the datas. Sacred 2 is a good example, but luckily there are legacy drivers for PhysX.

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

Post by InfinitasImpetum on Tue Mar 28, 2017 9:17 pm

both UE4 and Unity use physx

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

Post by Endymion on Wed Mar 29, 2017 7:11 am

Then I guess I'm thinking on a different kind of PhysX. I doesn't know anything about UE4, but Unity 5 at least can run without the PhysX driver.

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

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