[Tool] Flummery v0.3.7.5
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- road raged psycho
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[Tool] Flummery v0.3.7.5
So you using TCP as a way to communicate between apps is new, as far as two apps communicating with each other. As for games yes its common as ABC's but thats a different type of app :P.
Well ill be watching out for your thread and watching what is going on. So i wish you luck with that Parent sub positions and whatnot that needs to be added.
I know you will get it figured out. Just a matter of time :).
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- mindless
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[Tool] Flummery v0.3.7.5
I have absolutely no idea what you're talking about here :)lemonrev wrote:i think its slandered to pack up files and then convert them using yet another program then, Either using next app to open up object or get app to convert on fly new file that's been downloaded and once converted show up on screen for use.
No it really isn't a new concept at all. Using sockets to communicate between software has been done for decades:So you using TCP as a way to communicate between apps is new, as far as two apps communicating with each other.
http://www.it.uom.gr/teaching/distrubutedSite/dsIdaLiu/labs/lab2_1/sockets.html
https://en.wikipedia.org/wiki/Inter-process_communication#Approaches
https://www.cs.cf.ac.uk/Dave/C/node28.html
Even most of the info I was reading up about using TCP sockets in Blender was about using them to communicate with other software, such as motion capture software, 3d scanners or other such software. It's an extremely common thing to do.
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[Tool] Flummery v0.3.7.5
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- mindless
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[Tool] Flummery v0.3.7.5
The new vehicles have an updated MDL format, version 6.3, which is very different to the version 6.2 which all our mod tools support. We need to figure out what has changed in the file format and update the loading code accordingly. Until we do, the new cars will crash any of our mod tools.nicbou0321 wrote:It crashes a lot for me, i tried opening the new vehicles and none of them worked. Is there any way to fix that? or are you working on fixing that?
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[Tool] Flummery v0.3.7.5
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- road raged psycho
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[Tool] Flummery v0.3.7.5
I've had no trouble importing the Blitzkrieger via the Maxscript tools :)The new vehicles have an updated MDL format, version 6.3, which is very different to the version 6.2 which all our mod tools support. We need to figure out what has changed in the file format and update the loading code accordingly. Until we do, the new cars will crash any of our mod tools.
EDIT: Regardless - Big thanks to You and Errol for being on the case.
Twitter Manifestation. - Mods for Max Damage.
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[Tool] Flummery v0.3.7.5
Flummery fails to load any 6.3 MDLs because it had a list of allowed versions doesn't try to load if the version doesn't match up.
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- kill boss
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[Tool] Flummery v0.3.7.5
Errol (or Trent) you can see I made a map.
http://www.carmageddon.com/forum/topic/28873?page=5
Trent may have a bug in his scripts where textures are missing but I dont want to say anything in case the same happens with Flummery. If he gives a solution here to me that would be great. Sample file is the latest one in that thread. Below "Here is the full size map with texture defects."
So I exported to FBX and opened it up in Flummery then saved it. Save As / Carmageddon Reincarnation / Level. That ZAD is included below from Flummery.
And it all worked fine and showed up in game. Dont know if the textures are missing because I am just falling straight thru the map. I also went thru and went to Flip normals on the polys in MAX. Help please.
FBXs and ZAD included. http://s000.tinyupload.com/?file_id=82647594881088652295
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- mindless
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[Tool] Flummery v0.3.7.5
To follow up about the 6.3 MDLs, it turns out there really isn't any difference between 6.3 and 6.2 at all that I can see. The issue I was having was actually something entirely different, the 6.3 was actually just a red herring. I poked around the file in a hex editor and noticed that after the material list there was entirely different data to what I was expecting: it should have been a face count and the PREP face data (32bit Integer for material ID and 3x 32bit Integer for vertex indices per face) but it was actually showing 453 counts of 3 floats followed by a 32bit Integer between 2 and 5. This immediately made me think they were positions and counts, or the unique vertex position data at the start of the USER data and a quick check of the unique vertex count confirmed this. Aha, eureka moment, there's no PREP data at all!Mad Mike wrote:The new vehicles have an updated MDL format, version 6.3, which is very different to the version 6.2 which all our mod tools support. We need to figure out what has changed in the file format and update the loading code accordingly. Until we do, the new cars will crash any of our mod tools.I've had no trouble importing the Blitzkrieger via the Maxscript tools :)
EDIT: Regardless - Big thanks to You and Errol for being on the case.
My MaxScript importer code didn't like this as it always expects PREP data to be present and, rather messily, it uses the face count variables defined by the PREP data to read the USER data. A few tweaks later and some further investigating to discover, obviously, the PREP->USER data maps for converting face and vertex indices also aren't present so I have it ignore that too if there's no PREP data. Now it works, hooray!
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- road raged psycho
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[Tool] Flummery v0.3.7.5
This is excellent news Trent :)To follow up about the 6.3 MDLs, it turns out there really isn't any difference between 6.3 and 6.2 at all that I can see. The issue I was having was actually something entirely different, the 6.3 was actually just a red herring. I poked around the file in a hex editor and noticed that after the material list there was entirely different data to what I was expecting: it should have been a face count and the PREP face data (32bit Integer for material ID and 3x 32bit Integer for vertex indices per face) but it was actually showing 453 counts of 3 floats followed by a 32bit Integer between 2 and 5. This immediately made me think they were positions and counts, or the unique vertex position data at the start of the USER data and a quick check of the unique vertex count confirmed this. Aha, eureka moment, there's no PREP data at all!
.
My MaxScript importer code didn't like this as it always expects PREP data to be present and, rather messily, it uses the face count variables defined by the PREP data to read the USER data. A few tweaks later and some further investigating to discover, obviously, the PREP->USER data maps for converting face and vertex indices also aren't present so I have it ignore that too if there's no PREP data. Now it works, hooray!
Twitter Manifestation. - Mods for Max Damage.
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[Tool] Flummery v0.3.7.5
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- turbo bastard
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FatCat wrote:Hey Errol, do you think you could make a little time in your schedule to give flummery mdl 6.3 support? Pretty please. That would be super nice!
Actually, I think this would be a better time to ask yourself where is Errol.
Have you noticed his last post dates as far back as october?
I haven't checked to see if he still comes online but he sure as hell stopped posting since 5 months ago.
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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- mechanic
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[Tool] Flummery v0.3.7.5
First, it won't load unless I "Run as Administrator." The window will open, but then it just stalls forever. Running as administrator seems to work fine though.
Second, C1 vehicles won't open. It claims to have opened it with "Loaded XYZ.TXT" appearing in the lower left corner, but nothing actually appears. I even tried decrypting them first, but still nothing. C2 and C:R vehicles work fine though.
I'm running Win10 x64.
Also as an aside, why are there no options for opening wheels and rims? They'll open if you rename the files to accessory.cnt and open it as an accessory, but that seems kind of silly.
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- kill boss
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[Tool] Flummery v0.3.7.5
Just guessing here but do not install Flummery in (for example) C:\Program Files. Windows controls directories like that. Install in a directory with no spaces (like C:games\Flummery)Lollybomb wrote:I seem to be having two issues with Flummery 3.7.5.First, it won't load unless I "Run as Administrator." The window will open, but then it just stalls forever. Running as administrator seems to work fine though.
Second, C1 vehicles won't open. It claims to have opened it with "Loaded XYZ.TXT" appearing in the lower left corner, but nothing actually appears. I even tried decrypting them first, but still nothing. C2 and C:R vehicles work fine though.I'm running Win10 x64.
Also as an aside, why are there no options for opening wheels and rims? They'll open if you rename the files to accessory.cnt and open it as an accessory, but that seems kind of silly.
As for importing C1s ACT and DAT files it works perfectly fine here. Try first keeping away from "locked" windows directories.
EDIT I forgot also install as Administrator and see if that solves the problem.
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- mechanic
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[Tool] Flummery v0.3.7.5
A reasonable suggestion, but they're already in unprotected folders. Flummery in F:\Flummery and C1 in F:\Games\Steam\SteamApps\common\Carmageddon1\CARMAstarbuck wrote:Just guessing here but do not install Flummery in (for example) C:\Program Files. Windows controls directories like that. Install in a directory with no spaces (like C:games\Flummery)As for importing C1s ACT and DAT files it works perfectly fine here. Try first keeping away from "locked" windows directories.
Question though, where are your files? Given your comment about opening the ACT files instead of TXT files I hunted them down. Found them, but Flummery throws an error detailing null model files. If I copy all the ACT and DAT files into the same folder Flummery will open the model. Texture is missing, but for the moment I'm not concerned about that. Maybe Flummery doesn't like being on the F drive to begin with?
Also, install? The archive I downloaded was just the exe and data folder on their own. And some other misc files. No installer.
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- kill boss
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[Tool] Flummery v0.3.7.5
Forgot about the lack of installer. I never did anything fancy to get my Flummery to work except for making a shortcut on the windows bar on the bottom. My Steam and Flummery directory are on my C:\games drive . Basically like yours. Try opening the DAT files instead.Lollybomb wrote:starbuck wrote:Just guessing here but do not install Flummery in (for example) C:\Program Files. Windows controls directories like that. Install in a directory with no spaces (like C:games\Flummery)As for importing C1s ACT and DAT files it works perfectly fine here. Try first keeping away from "locked" windows directories.
A reasonable suggestion, but they're already in unprotected folders. Flummery in F:\Flummery and C1 in F:\Games\Steam\SteamApps\common\Carmageddon1\CARMA
Question though, where are your files? Given your comment about opening the ACT files instead of TXT files I hunted them down. Found them, but Flummery throws an error detailing null model files. If I copy all the ACT and DAT files into the same folder Flummery will open the model. Texture is missing, but for the moment I'm not concerned about that. Maybe Flummery doesn't like being on the F drive to begin with?Also, install? The archive I downloaded was just the exe and data folder on their own. And some other misc files. No installer.
As for the files you should open them up in 3DS Max instead and export them using Trents tools. MAX has a totally free student version. You could also download the maps I converted in my "A present for you" thread. I THINK I have the working FBX (DATS etc) files in them. Sorry I cant remember whats in them.
I do have a DVD burned if you want me to post a link to just a certain C! map which may have all the PNG files and TIFFs you need. But check my collection of basic converted maps first.
Getting really tired to reply anymore today. Sorry. Only thing I can think of is do not use the Carmageddon1 directory directly. You need the templates which I said may be in my files or on the RR2000 website.
EDIT somewhere I made a "making my first map" thread too in this portion of the forum. May solve some problems.
http://www.carmageddon.com/forum/topic/28873
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- mechanic
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[Tool] Flummery v0.3.7.5
If nothing else, you've pointed me in the right direction to get something working. Thanks a bunch!starbuck wrote:Lollybomb wrote:starbuck wrote:Just guessing here but do not install Flummery in (for example) C:\Program Files. Windows controls directories like that. Install in a directory with no spaces (like C:games\Flummery)As for importing C1s ACT and DAT files it works perfectly fine here. Try first keeping away from "locked" windows directories.
A reasonable suggestion, but they're already in unprotected folders. Flummery in F:\Flummery and C1 in F:\Games\Steam\SteamApps\common\Carmageddon1\CARMA
Question though, where are your files? Given your comment about opening the ACT files instead of TXT files I hunted them down. Found them, but Flummery throws an error detailing null model files. If I copy all the ACT and DAT files into the same folder Flummery will open the model. Texture is missing, but for the moment I'm not concerned about that. Maybe Flummery doesn't like being on the F drive to begin with?Also, install? The archive I downloaded was just the exe and data folder on their own. And some other misc files. No installer.
Forgot about the lack of installer. I never did anything fancy to get my Flummery to work except for making a shortcut on the windows bar on the bottom. My Steam and Flummery directory are on my C:\games drive . Basically like yours. Try opening the DAT files instead.
As for the files you should open them up in 3DS Max instead and export them using Trents tools. MAX has a totally free student version. You could also download the maps I converted in my "A present for you" thread. I THINK I have the working FBX (DATS etc) files in them. Sorry I cant remember whats in them.
I do have a DVD burned if you want me to post a link to just a certain C! map which may have all the PNG files and TIFFs you need. But check my collection of basic converted maps first.Getting really tired to reply anymore today. Sorry. Only thing I can think of is do not use the Carmageddon1 directory directly. You need the templates which I said may be in my files or on the RR2000 website.
EDIT somewhere I made a "making my first map" thread too in this portion of the forum. May solve some problems.
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cant wait to play around with the new stuff.
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[Tool] Flummery v0.3.7.5
Things are happening now though, see...
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[Tool] Flummery v0.3.7.5
Somehow I knew that was your voice.Errol wrote:Pfft, if I'm king of anything it is wan.
Brings back old programming memories. Got a lot of work to do at home but will sit watching the whole video to see which of the butlers was guilty :P
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[Tool] Flummery v0.3.7.5
When going to File \ Save As \ Carmaggedon \ Level
First the "level" dialog box cannot be changed, and the Level folder in CR gets full of all the created files IN THE LEVEL directory. As well as it seems no ZAD file is created.
So to create each map you have to go back into Windows Explorer and zip the files by hand. Or go to that directory in Minge and load the directory as a Zad name each time.
I hope it makes sense because I went thru trying to remake my plain old C1 maps and got thru processing about 15 of them before I noticed it.
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[Tool] Flummery v0.3.7.5
Also, what version of Flummery are you running?
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- kill boss
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[Tool] Flummery v0.3.7.5
And I am so stupid. I assumed it was doing something else. So wrapped up in getting those rewowrked maps up.
Thanks