Home » Fable TLC » Discussion » Tools Discussion » B-Morph *Ideas, discussion, and opinions*
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Re: B-Morph *Ideas, discussion, and opinions* [message #36927 is a reply to message #36914] |
Wed, 16 January 2008 16:41 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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The names.bin is just a list of names with 5 bytes preceding each name, and Hunter already has an app that can edit/add to it, FE. But FE can't add bncfg files to the names.bin (to my knowledge).
Edit/correction: Upon closer examination (actually taking an actual look at it) each name listing is preceded by only 4 bytes (makes sense).
There is a 00 at the end of each listing that acts somewhat as a <br> or endl, telling Fable that the listing is over.
[Updated on: Wed, 16 January 2008 17:43] Report message to a moderator
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Re: B-Morph *Ideas, discussion, and opinions* [message #36939 is a reply to message #36936] |
Wed, 16 January 2008 19:28 |
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Silverback
Messages: 170 Registered: July 2005 Location: Illinois
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Cow Tipper
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morerunes wrote on Wed, 16 January 2008 19:09 | I'm sorry, but I don't understand.
So basically I put a 00 at the end of names.bin, then something else, then the name of my file?
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No that string is simply called a C-Style string where it is null terminated (00) this simply indicates the string is over.
Lets say you have a config file called I don't know demo.bncfg
64 65 6D 6F 2E 62 6E 63 66 67 00 | demo.bncfg. <--where 00 indicates the string is over.
Then you CRC 1s complement "demo.bncfg" = 1419085786 which is DA879554 so your names bin entry would look like
DA 87 95 54 64 65 6D 6F 2E 62 6E 63 66 67 00
and you can put that at the end of the file. You then need to edit 0x8 to be +1 I believe and 0xC to be file length -16 (offset to end of file after this value)
I could write something fairly easy but the code I have now I do not really want to put it out there.
A quick hack is to create a new game.bin entry in Fable Explorer with that name and it will add it to names.bin.
[Updated on: Wed, 16 January 2008 19:30] Report message to a moderator
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Re: B-Morph *Ideas, discussion, and opinions* [message #36951 is a reply to message #31465] |
Thu, 17 January 2008 02:58 |
Hunter
Messages: 108 Registered: September 2005 Location: San Jose, CA
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Idle Hands of the Devil
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Or you could just use the existing classes in FableArchives.dll. It has full meta data for all the classes. You just have to import it in VS. Based off of the names of the classes/methods it should be pretty self explanitory to use.
Actually, the only thing you might need to know is that CRC's are labeled as Enum.
If you're not catching onto what I mean, go into VS and hit View->Object Browswer then click the ... button, goto the Browse tab, find FableArchives.dll and click Add and hit ok. Then you can browse the classes that it exports. You'll be mostly interested in NamesBINArchive and NamesBINEntry classes.
To use them in your code you'll have to add the dll to the references in the project. In a c++ project this is done in the common properties page of the project properties dialog. In a C# project you can add them by right clicking on the references item listed under the main project in the solution explorer.
That should pretty much clear up any Names.bin problems you're having.
[Updated on: Thu, 17 January 2008 03:18] Report message to a moderator
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Re: B-Morph *Ideas, discussion, and opinions* [message #36976 is a reply to message #31465] |
Thu, 17 January 2008 20:21 |
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Sorry for the DP, but does this look right? I get a file not found exception:
NamesBINArchive test = new NamesBINArchive(@"C:\Program Files\Microsoft Games\Fable - The Lost Chapters\data\CompiledDefs\names.bin");
edit: just so everybody knows, I'm almost done with the UI of b-morph, and after that I can work on writing a bones file.
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Fri, 18 January 2008 05:08] Report message to a moderator
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Re: B-Morph *Ideas, discussion, and opinions* [message #54636 is a reply to message #31465] |
Tue, 13 October 2009 10:52 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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morerunes wrote on Thu, 11 October 2007 12:04 | THIS THREAD CAN BE MESSY, JUST NO SPAM PLEASE.
| Never said anything about super-epic bumps. But I wouldn't call this a bump - I have a relevant and innovative suggestion, that is, if development is still being considered and if you've kept up on your Java studies.
All animated meshes have bones, different ones have different sets of bones. My suggestion is to have an option allowing users to import a list of bones from an FE-exported DirectX file. By only thinking about FE-exported DirectX files, you only have to parse through one type of standard. And I've thought of a way to do it too: Have it string up the names of each frame that has a BONE_OFFSET_MATRIX subframe, these will be the bones. And you'd be surprised at how many bones there actually are...
For example, this is a list of all the bones in the MESH_SUMMONER_01 entry.Toggle Spoiler | Movement
Sub_movement_dummy
Bip01
Bip01-skirt-left-top
Bip01-skirt-left-mid
Bip01-Pelvis
Bip01-Spine
Bip01-Spine1
Bip01-Spine2
Bip01-Spine3
Bip01-R-Clavicle
Bip01-R-UpperArm
Bip01-R-Forearm
Bip01-R-Shpad
Bip01-L-Shpad
Bip01-L-Clavicle
Bip01-L-UpperArm
Bip01-L-Forearm
Bip01-Neck
Bip01-Head
eye_deck
L_brow_01
R_brow_1
EYE_SET_L
EYE_SET_R
WEAPON_SCABBARD_01
Bip01-R-Thigh
Bip01-R-Shin
Bip01-R-Foot
Bip01-R-Toe
Bip01-L-Thigh
Bip01-L-Shin
Bip01-L-Foot
Bip01-L-Toe
Bip01-skirt-right-top
Bip01-skirt-right-mid
Bip01-skirt-back-top
Bip01-skirt-back-mid
Bip01-skirt-front-top
Bip01-skirt-front-mid
HIT_LOCATION_CYLINDER_01
L_hand_PUPPET
Bip01-L-Hand
Bip01-L-Index01
Bip01-L-Index02
Bip01-L-Index03
Bip01-L-Little01
Bip01-L-Little02
Bip01-L-Little03
Bip01-L-Thumb01
Bip01-L-Thumb02
Bip01-L-Thumb03
Bip01-L-Ring01
Bip01-L-Ring02
Bip01-L-Ring03
Bip01-L-Middle01
Bip01-L-Middle02
Bip01-L-Middle03
WEAPON_FOCUS_02
LIGHTNING_ORB_FOCUS
R_hand_PUPPET
Bip01-R-Hand
Bip01-R-Index01
Bip01-R-Index02
Bip01-R-Index03
Bip01-R-Little01
Bip01-R-Little02
Bip01-R-Little03
Bip01-R-Thumb01
Bip01-R-Thumb02
Bip01-R-Thumb03
Bip01-R-Ring01
Bip01-R-Ring02
Bip01-R-Ring03
Bip01-R-Middle01
Bip01-R-Middle02
Bip01-R-Middle03
WEAPON_FOCUS_01
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The reason this would be useful is because using only the bones listed in the bncfg files can lead to badly disproportionate results, some things getting much larger/smaller while other things stay the same size.
Anyway, it's just a thought.
[Updated on: Tue, 13 October 2009 10:53] Report message to a moderator
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Re: B-Morph *Ideas, discussion, and opinions* [message #54642 is a reply to message #54636] |
Tue, 13 October 2009 14:00 |
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It's a good idea, and if I feel like it I would love to do that, but this program barely made it out as it was, as about 1/4 of the way into making it I lost interest, and finished it solely for the purpose of providing a useful tool.
"All of the work, and none of the play, will surely provide for a speedy decay"
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