ascottk on 22/6/2009 at 00:04
I've been digging around t3's files using all sorts of programs to look for any clues. So far the best thing is Process Explorer:
(
http://technet.microsoft.com/en-us/sysinternals/bb896653.aspx)
Here's what I found interesting:
Quote:
T3Ed CommandsCLASS LOAD COMMAND FILE="" PACKAGE="" NAME=""
new ClassFactoryUC Package="" File=""
obj load file=""
OBJ SAVEPACKAGE FILE="" PACKAGE=""
script make all
cleanmap
SCRIPTINFO
DUMPBSPREPORT
DUMPSTATICMESHREPORT
DUMPSKELREPORT
DUMPANIMREPORT
DUMPTEXTUREREPORT
DUMPMATREPORT
SCALPEL
havok capture on
havok capture off
HOOK PLAYMAP
Make [nobind] [nosound]
For each missing package file, compiles raw uc sources and recreates
Make
-SRCDIR
-DSTDIR
t3.exe command flagst3.exe /coder (might need to use t3.exe -editor /coder)
Other ini files we could usedefault.ini
..\user.ini
..\programmer.ini
..\designer.ini
___________________________
*Garrett Anim commands/debug comments? (ascottk)*
4air jump
arm throw and drop
arm fatal
arm prepare fatal
arm dagger
arm junk
arm sheath
arm weapon droaw
arm bowdraw
arm none
air body
ground body
air bow
ground bow
wake up
death
move to
play anim no phys
play anim
no response
wall flatten
lock pick
wall look
wall dismount
wall climb
lean
rope
ladder
mantle
land
air noreact
air
ground
__________________________
T3Main.exe commands (T3Ed too?)exporthavokgeometry
I found a lot of commands you can try from the unreal log window. There are a lot more commands to explore.
Here are my PE property saves from t3.exe, t3main.exe, & t3ed:
(
http://www.sendspace.com/file/awzm3m)
Look around these text files for more clues and maybe we can figure more things out & perhaps hack some stuff.
EDIT: My favorite comments in t3ed.exe:
Quote:
Couldn't get pointer to level!
This editor sucks!
DISPLAYLIGHTLIST
ARROW
(%.1f,%.1f,%.1f)
ITEM
OBJECT
LOCATION
TYPE
Could not get a pointer to the current level.
This editor sucks.
massimilianogoi on 22/6/2009 at 04:11
Have you tried to do the inverse process? Otherwise is useless.
Beleg Cúthalion on 22/6/2009 at 07:33
(
http://www.ttlg.com/forums/showthread.php?p=1172466#post1172466)
Now don't tell me we can break this unbreakable hard-cap. :p OK, you weren't here, but I've been annoying people with it since Octobre. As soon as the new GarrettLoader is ready I'm going to remind potterr again to have a look at the structure of unr files to see if we can have at least a defrag tool for properties.
Flux on 22/6/2009 at 10:31
Quote:
T3Main.exe commands (T3Ed too?)
exporthavokgeometry
.
That's interesting. Next logical question will be, how to import it back. By the way, almost all havok sdk/tools are free now.
Is it just geometry export or havok data export as well?
ascottk on 22/6/2009 at 20:22
Quote Posted by massimilianogoi
Have you tried to do the inverse process? Otherwise is useless.
This thread is meant to be a brainstorming session to see if we can uncover additional functionality.
Quote Posted by Beleg Cúthalion
(
http://www.ttlg.com/forums/showthread.php?p=1172466#post1172466)
Now don't tell me we can break this unbreakable hard-cap. :p OK, you weren't here, but I've been annoying people with it since Octobre. As soon as the new GarrettLoader is ready I'm going to remind potterr again to have a look at the structure of unr files to see if we can have at least a defrag tool for properties.
I have no clue :confused:
Quote Posted by Flux
.
Is it just geometry export or havok data export as well?
I don't know, I posted this thread so people can experiment on their own. And have people look through the files I posted and find something I overlooked (& they might be interesting for coders/programmers).
__________________
By the way . . .
T3Ed can read & write the Deus Ex: Invisible War demo gamesys files :cool:
There are DX2 properties in there that might be useful. Just rename .d2u to t3u & load them through default.ini under Engine.Engine & Engine.EditorEngine.
There will be viktoria errors so ignore them (don't need the Core.d2u, AICore.d2u, Engine.d2u, etc. or T3Ed won't load). Experiment with that though.
massimilianogoi on 22/6/2009 at 21:09
Quote Posted by ascottk
This thread is meant to be a brainstorming session to see if we can uncover additional functionality.
But you talked about "hacking", then I thought to inverse the process, that is transform those text files, when it's added something, into exe.
ascottk on 28/6/2009 at 19:47
These ideas may help us understand the internals and maybe it'll help us with implementing rope climbing animations and other things. Why I am exploring the operations of the exe files is to find commands we can call on with the triggerscript action
Code:
Execute command [String]
that's not debug build specific like T3Fly.
Also working with the editor raises a lot of questions like:
Did the devs have gamesys archetypes they could import? Could we hack together multi-sky boxes? Warpzones?
* Why does one archetype have specific properties not found in others?
* Why can you not edit Core.t3u, Engine.t3u, Editor.t3u, etc.?
* Why can you not edit or see a volume archetype? (might be useful if you wanted to spawn a volume around a smesh. I want to force 1st person mode around a rope spawn). Is there something you can add to an ini file to show these archetypes or add properties formerly not available to that specific archetype?
* How do you incorporate animations that probably have been hard coded out? (using the rope climbing animation with an archetype with the blsRope property). BTW, I do have a rope climbing animation in max (up & down) & psa format. I'll post it sometime.
Also some questions arise with the 3ds max tools:
* What the hell is a ragdoll hull? We should be able to make custom ragdolls but there is no documentation. Adding ragdoll hulls to a RBCollection helper is a given but what constitutes a ragdoll hull?
* How do you add skins to an AI with the T3 ActorX tool? I know they're baked in the final psk file but how do you bake it? The add skin tool in the ActorX roll out seems to do nothing except name the skin based on the current output file name.
:tsktsk: :confused: :p :eek: :rolleyes:
massimilianogoi on 28/6/2009 at 23:28
Also working with the editor raises a lot of questions like:
Did the devs have gamesys archetypes they could import? Could we hack together multi-sky boxes? Warpzones?
OK, this is quite easy to answer: you have to use the ucc.exe found in the unreal editor to compile the class and then import in the actor browser. Actually I'm stuck for the studies, so I haven't time to test it out, but I guess it works, with a proper and accurate hacking of the unrealed.
* Why does one archetype have specific properties not found in others?
Because otherwise what kind of archetype it should be? :) Archetypes follows the hierarchy properties, so the childs hereditates the property from their parent; and any archetype "child" has a different property that distinguish it from the other brothers"
* Why can you not edit or see a volume archetype? (might be useful if you wanted to spawn a volume around a smesh. I want to force 1st person mode around a rope spawn). Is there something you can add to an ini file to show these archetypes or add properties formerly not available to that specific archetype?
Here too you have to edit the class with your notepad, and then compile with the unreal ucc.exe.
* How do you incorporate animations that probably have been hard coded out? (using the rope climbing animation with an archetype with the blsRope property). BTW, I do have a rope climbing animation in max (up & down) & psa format. I'll post it sometime.
I don't think it's possible. :tsktsk: In the skeleton browser there's also the pistol option, but I don't think is usable.
Also some questions arise with the 3ds max tools:
* How do you add skins to an AI with the T3 ActorX tool? I know they're baked in the final psk file but how do you bake it? The add skin tool in the ActorX roll out seems to do nothing except name the skin based on the current output file name.
You have to export the psk assigning the new skin, and after adding the skin in the its proper section on ActorX. After there is a property in the Thief3Editor, under the Render section, called "MaterialSkin", you will chose it there.
ascottk on 29/6/2009 at 00:00
As said many time before in this forum there is no unreal script left so ucc.exe is pointless.
As for your actorx skin post, it makes no sense :weird: Also I am well aware of how to apply material skins in the editor, thank you very much :tsktsk:
Here are the max & t3 files of the rope climb animation:
(
http://www.sendspace.com/file/kpl0ui)
massimilianogoi on 29/6/2009 at 01:18
From the "Compiling The Decoration Class". You'll notice many simliarities, if not the equality, of the class part, especially the inner functions.
Quote Posted by ascottk
As for your actorx skin post, it makes no sense :weird:
Why?? I was able to do it! Maybe I could write the tutorial on the Flesh wiki.