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Messages - djbozkosz

46
Boz's Mods / Road.bin Editor
August 30, 2012, 10:06:03 AM
QuoteGreat job!

Can you upload your files (new counryside) somewhere?





It is still in development and I'm debugging it, because there are some annoying problem  ???  with scaling of water which causes incorrect rendering alpha materials.


 




This is part of my Boz Mod, which I'm developing a lot of years  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
47
Boz's Mods / Road.bin Editor
August 29, 2012, 11:46:22 PM
Quote<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="464" data-ipsquote-contentclass="forums_Topic"><div>I've never seen before that water and trees in countyside. What a mod?



You can download it here:




http://www.mafiascene.net/downloads/vie ... shader-mod


</div></blockquote>

 




Yes, I used water shader, but in this mod is new water only in the city missions. I made this water models (one for water and one for fake reflection) to countryside separately. And trees is my work too  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">


 




48
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<div></div>[/youtube:3jabp4dt] 




By fowner.
49
Boz's Mods / Road.bin Editor
August 29, 2012, 12:06:24 PM
Thanks a lot   <img src="/wp-content/uploads/invision_emoticons/biggrin.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20">


 







QuoteIs it possible to create a new check.bin or road.bin file from scratch btw?

 




You mean create navigation map from 4ds file?   <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">  It is too complicated - you have to analyze 4ds geometry data. And I haven't souce code from Check.bin Editor, because this editor created zibob32, not me. I'm only created manuals for this tool because it is in Russian language.
50
Boz's Mods / Road.bin Editor
August 28, 2012, 11:31:59 PM
Editors have been uploaded to Download Section   <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">


 




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51
Boz's Mods / Road.bin Editor
August 28, 2012, 09:39:09 PM
So...   <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">


 




I have a little surprise for you to today Mafia 10th years anniversary.


 




I finished Road.bin Editor with Czech and English manuals:




http://djbozkosz.wz.cz/Road.binEditor.zip


 




and Check.bin Editor by zibob32 with Czech and English manuals by me:




http://djbozkosz.wz.cz/Check.binEditor.zip


 




They are temporary links. Tomorrow I'm uploading into download section (btw why there mixed Mafia and Mafia II editors both    )


 




I hope, these tools and materials helps you and you like it  <img src="/wp-content/uploads/invision_emoticons/biggrin.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20">


 




If you will be have any troubles or if you find any bug in editor, please leave here a message.
52
Boz's Mods / Road.bin Editor
August 25, 2012, 04:48:12 PM
QuoteOh, I am so tired to write english correctly, so sorry guys...

djbozkosz, please tell, where in scene2.bin are defined car driver models? Where is defined, that policecar is always driven by firemen, gangsters car by gangsters....?




I did a one experiment, I've added cad_road and it was always driven by men in hat, OK. But I've added to traffic my own car (totally new car, adder by mafia car adder) and it was always driven by old lady in pink suit. How should I define driver model?



 




I never used this tool, but I searched for you where are defined driver models. Look into tablesplayerindex.def file. In this file is the list with human models with ID. For name of model is defined space with size 20 bytes and after every name is an integer (4 bytes) number - ID. When I changed model of fireman - Hasic01.i3d to pol01.i3d (policeman), the fire truck was ridden by policeman. It depends on the ID, in the file are IDs: 1, 2, 4, 6, 10, 12, C, 20, 40 and 20000 (all in hex). I don't know how to determine these IDs and which on files are linked. Maybe carcyclopedia.def, carindex.def or vehicles.bin. Who knows ...
53
Boz's Mods / Road.bin Editor
August 21, 2012, 03:30:16 PM
QuoteWait' date=' when you must keep file lenght, you cannot add/remove more cars, you can only modify parameters of existing cars?[/quote']

Every name of car in traffic definition object have buffer with size 20 Bytes. For exammple: car_ford - length of this string is 8 Bytes, remainder to 20 Bytes (here 20 - 8 = 12 Bytes) is filled zero Bytes (see picture below). So if you don't need add new cars to traffic, by editing names of old cars (in hex editor) you don't change lenght of file.


 




About Add or remove cars: cars are in this obj. definition in a little database with number of cars and others values. If you extract this traffic definition with DNC Extractor to DNC file, then you can change legth in this DNC file, because it contains only one extracted object. But then you have to recalculate length of item and import DNC (overwrite old object definition) into scene2.bin.


 







54
Boz's Mods / Road.bin Editor
August 21, 2012, 09:16:49 AM
QuoteJust to ask' date=' do you have an update?   <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20"> [/quote']

Unfortunately I haven't a lot of time last week, but I'm working on it  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">




I had to find how are implement semaphores, police roadblocks etc. Eg roadblocks aren't in road.bin file, but they are dummies in watercity.4ds model. All this will be explained in manual.


55
Boz's Mods / Road.bin Editor
August 10, 2012, 09:45:27 PM
To edit scene2.bin in hex editor you need to know basic rules of storing items structure in this file (eg every item (object) contains value with own length of item, etc).




First rule: you mustn't change legth of file, if you're editing this file with hex editor.


 




I haven't good experiences with DCED too. So I use it only for deleting objects from file  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">




Other operations I do with BSV, MVE or hex.


 




Follow analysis pictures I will use in the manuals. From Czech versions:


 




Left: ped definition




Center: cars def.




Right: tram def.




(open it in new tab)




In English versions, descriptions will in eng. lang of course  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">  , but I haven't they translated yet.
56
Boz's Mods / Road.bin Editor
August 10, 2012, 07:09:50 PM
I'm still writing manuals for CHE and Road.




They includes (or will be  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">  ):




- types of points and their links




- rules, how correctly link points




- some examples of navigation paths / roads




- importing and editing cars / peds definition in scene2.bin with hex editor




- how correctly visualize points in game
57
Boz's Mods / Road.bin Editor
August 05, 2012, 07:02:24 PM
Yes, but now I'm testing and fixing minor bugs in editor. Then I have to translate Check.bin Editor Manual into English and write Road.bin Editor Manual.


 




I hope to finish all in this week. So you should be patient  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
58
Boz's Mods / Road.bin Editor
August 04, 2012, 10:08:33 PM
For manage peds is good Check.bin Editor (shortly CHE), but it is in Russian lang.


 




Tool in CHE:




In-game tool - for creating/deleting points and allows export points into game in chg difference file.




La Tierra - for creating links.


 




If you want I can describe to you how to use it  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
59
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.
60
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>