Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - djbozkosz

1
Boz's Mods / Road.bin Editor
August 04, 2012, 09:35:21 PM
Next week I'm going to release Road.bin Editor v1.00.




Road.bin file contains navigation of traffic (no trams and planes - their navigation is defined in check.bin file).


 




Features:




- full management of navigation points with links




- single and multiply inserting




- pasting position for points from clipboard, which is formatted by Mafia.GetPos tool (by zibob32)




- deleting points




- attributes manager:




- setting values for more points




- auto calculate distance between points




- auto calculate speed




- etc.




- drawing points in a preview




- exporting points to CHED.chg - difference file




- to maintain compatibility, points in chg file uses same models as exported file by CHE - Check.bin Editor (by zibob32)




- custom language defined in txt file (default: English, Czech)




- custom skin  " data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">




- Czech manual and English simplified manual, because my English skill is not so excelent  " data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">


 




From development:






















 




Type of traffic is defined in scene2.bin file. List of car models, density, distance borders for hiding and generation - all is stored in traffic object definition.
2
Boz's Mods / Boz Mod
September 14, 2012, 02:33:30 PM
Btw, I'm developing a lot of years a little mod (last build had over 1G :cool:  which replaces the Free Ride mode.




There are a lot of extensions, like better textures, models, missions and some new functional things.


 




Some screenshots are on my web page:




http://www.djbozkosz.wz.cz/index.php?id=5 (in Czech)


 




Latest video:


 




[video=youtube]




<div><iframe width="480" height="270" src="https://www.youtube.com/embed/BymcZPnfob8?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div>  




Older video:




[video=youtube]




<div><iframe width="480" height="270" src="https://www.youtube.com/embed/scRgxawtF7o?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div>
3
Boz's Mods / Tutorial by djbozkosz: Glow Objects
October 05, 2012, 09:21:39 AM
Somebody asked to me how to create glow objects in 4ds models. So I written a little tutorial how do it:


 




Requirements: Zmodeler, hex editor.


 







 




1. Open Zmodeler and create flat object with 0 horizontal and vertical steps. (Create -> Surfaces -> Flat).




In face mode delete one polygon in the object.




Copy object (to center origin of object) and delete old object.




Note: in the picture is a Cube, but this object isn't important.




Select glow object, in Material Editor create new material with eg. 00glow.bmp texture, apply to glow object and deselect it.




Save model and export it to models as 4ds file.


 




2. and 3. Open 4ds file in some hex editor and find name of glow object.




After name select 115 bytes (this is a mesh data and some parameters) and replace then with: 000100000000 (6 bytes).


 




4. Go to begin of object and replace: 0100002A to: 0106002A




Notes: 01 is object type (05 is sector and 06 is dummy)




06 after 01 is object subtype (00 is standard, 03 is morphing object, 04 is BBRD - rotating to camera, 06 is glow and 08 is mirror)


 




That's all. Save the file, run the Mafia and look how is seems in the game.


 




Below this pictures is one line analysis what means values behind the object name. So you can create extended glow objects with more glows in the one object in 4ds model, but it is usable only for models in Backdrop sector, like lensflares in skyboxes.


 




I used it for create sun rays in Boz Mod, but this is first beta version of this rays. There are prerendered 16 textures with rays.
4
Boz's Mods / Boz 4ds Full Manager
October 22, 2012, 07:24:19 PM
Alpha version:

















 




I'm writing a new editor (when I have some free time), which combines functionality from others small converters (4ds manager, glow converters, etc...) and adds more. With this tool you can access every value in 4ds model.




But I think, in this tool is important full management of materials and conversion standard objects (exported from Zmodeler) to special objects, like: glows, bbrds, sectors, humans, mirrors, etc. and back to standard objects importable to Zmodeler.


 




[hr:mtptj0hr][/hr:mtptj0hr]Now are supported all materials types and parameters (hex mask):




[ul]




[li]Ambient color[/li]




[li]Diffuse color[/li]




[li]Emission color[/li]




[li]Material opacity[/li]




[li]0x00040000 - Diffuse texture




[ul]




[li]0x08000000 - Color[/li]




[li]0x00800000 - Smooth[/li]




[li]0x10000000 - 2 sided[/li]




[li]0x04000000 - Animated




[ul]




[li]Frames count[/li]




[li]Frequence[/li][/ul][/li][/ul][/li]




[li]0x00080000 - Environment texture




[ul]




[li]Ratio[/li]




[li]0x00000100 - Overlay[/li]




[li]0x00000200 - Multiply[/li]




[li]0x00000400 - Additive[/li]




[li]0x00001000 - Y axis projection[/li]




[li]0x00002000 - Y axit detail texture[/li]




[li]0x00004000 - Z axit detail texture[/li][/ul][/li]




[li]0x00008000 - Add effect




[ul]




[li]0x40000000 - Alpha texture[/li]




[li]0x20000000 - Color key[/li]




[li]0x80000000 - Additive blend[/li][/ul][/li][/ul]


 




[hr:mtptj0hr][/hr:mtptj0hr]And object types and subtypes:




[ul]




[li]Standard object (01) - Contains a lot of subtypes




[ul]




[li]Standard subtype (00) - Standard object with geometry and texturing as you known from Zmodeler[/li]




[li]Single mesh (02) - Used by hunams (pedestrians, etc.) - Standard object (00) with bones definition (they are maybe important to correct animation of hunam bases)[/li]




[li]Single morph (03) - Used by hunams (player, etc.) - Standard object (00) with bones definition and morph definition (identical as for Morph subtype (05))[/li]




[li]BBRD (04) - I don't know what does mean this abbreviation, but this is Standard object (00) with next three vaules, which determines model rotation to camera in allowed axes (eg. trees in countryside)[/li]




[li]Morph (05) - Standard object (00) with morphing definition - it is min/max position values, which moves vertices of object to create animation (eg. ocean in the port of Lost Heaven)[/li]




[li]Glow (06) - Non geometry object - contains only position of point(s), which draws assigned texture on screen (for more information see this: http])[/li]




[li]Mirror (08) - Geometry object without texturing, which contains min/max values to set mirroring - mirror is projected only in XZ plane[/li][/ul][/li]




[li]Sector (05) - Contains non textured geometry with portals, which you can see into and out of sector[/li]




[li]Dummy (06) - Dummy bounding box as you known from Zmodeler[/li]




[li]Target (07) - Used by humans models (contains one or two distances parameters)[/li]




[li]Bone (0A) - Special dummy, cuts human base to bones, like: l_hand, r_hand, neck, etc...[/li][/ul]
5
Hi, I wrote a short  " data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">  tutorial, how to create valid destructible objects.


 




Requirements: Zmodeler, Mafia World Editor and some Hex Editor


 







 




At first, something about this objects:


 




These models have levels of destruction, which are stored in separate models with "_cn" suffix.




Eg: my_model.4ds - non destructed model




my_model_c1.4ds - first level of destructed model




my_model_c2.4ds - second level of destructed model




... to n as:




my_model_c<em>n</em>.4ds - n level of destructed model, where n is integer number greater than 0


 




In mission, model must be placed as Model Object and to it must be linked primitive collision(s) (eg. XTOO :cool:  with material 41. Then, on hit event, the model will be changed to ..._c1 and its subobjects will be physical.


 




Practise:




1. In Zmodeler create repaired model (objects can be merged to one) and export it into models folder.




Note: If you're changing some old model, which can has lightmap (eg. xbarel 1.4ds, etc.), change name of old object in the model.




2. Then create destroyed object (1st level) with separated parts to own objects in the model. Export model to models folder with same name and suffix _c1. If you're creating more levels, objects through the models must have identical names.




Note: dummies in the _cn models aren't importamt.




3. Open mission in Mafia World Editor and insert new Model into scene2.bin file.




4. Create XTOOB colision and link (Parent value) to Model object. Set material to 41.




5. Save mission and close MWE.




6. Then, you have to specify physics properties into _cn models for every object. Every object in the model can have parameters string, which is located behind object name. Before text string is byte with legth of follow string (hex value), which you have to correctly calculate (look at picture).


 




Follow list describes physics parameters:




Physics parameters are bordered by ; character.




Standard physics have three parameters: M, N and I




M: mass in kilograms




N: type of physics - some unknown values, like: 15, 17, 22, etc...




I: sound (identical as in BScriptView for Physical Objects)




- 0: grenade




- 1: box




- 2: barrel




- 3: recycle bin




- 4: sign




- 5: paper box




- 6: wood




- 7: metal plate




- 8: small gun 1




- 9: small gun 2




- 10: wood plank




- 11: metallic thing




- 12: big gun




- 13: light on car


 




Example: ;M200N22I13; with length: 0C (in hex)


 




There are some extra parameters:




X: special




- 1G: glass




- 1H: hydrant




- 1EF: explosive with fire and light




These params are alone in the definition, eg: ;X1G; ;X1EF; etc.




X with value destribes resistance on next destruction level, eg: ;X200M50I2N22+;




+ as suffix is obligatory to link model to next _cn level. Objects in the _cn models must have identical names.




. (dot) have unknown function




Z: object will be solid - without physics


 




At the end, some expamples of physics definitions:







<pre class="ipsCode">Model.object child       | raw hex data                               | length of string, string

@HQobr02.Box01           | 063B6E31355A3B                             | 06 ;n15Z;



busta_c1.Object01        | 103B583130304E31374D313030302E2B3B         | 10 ;X100N17M1000.+;

busta_c2.Box01           | 0B3B4D3130304E313749363B                   | 0B ;M100N17I6;

busta_c2.Object01        | 0A3B4D32304E313749363B                     | 0A ;M20N17I6;



dopravni5b.stozar        | 0A3B4D33354E323149343B                     | 0A ;M35N21I4;

dopravni5b.~~lamp1       | 0B564F4C422C307831392C4D                   | 0B VOLB,0x19,M



dopravni9B_c1.Cylinder01 | 0D3B4D31303030304E323249373B               | 0D ;M10000N22I7;

dopravni9B_c1.Mesh01     | 053B5831483B                               | 05 ;X1H;

dopravni9B_c1.Mesh02     | 0C3B4D3230304E32324931333B                 | 0C ;M200N22I13;



kos01_c1.odpadky01       | 0A3B4D33304E333349333B                     | 0A ;M30N33I3;



PHbox01.PHbox01          | 093B4D3135304E31353B                       | 09 ;M150N15;

PHbox01.Object01         | 053B5831473B                               | 05 ;X1G;

PHbox01.Object02         | 0A3B4D35304E313549313B                     | 0A ;M50N15I1;



popel01.popel01          | 0F3B583130304D3130304E323249323B           | 0F ;X100M100N22I2;

popel01_c1.popel01       | 0B3B4D3130304E323249323B                   | 0B ;M100N22I2;



xbarel 1_c1.barel 1      | 0F3B583230304D353049324E32322B3B           | 0F ;X200M50I2N22+;

xbarel 1_c2.barel 1      | 0A3B4D35304E323249323B                     | 0A ;M50N22I2;</pre>