rhumbaflappy
June 9th, 2005, 19:09
Hi all.
I'm reposting this in the new forum.
I've been discussing the use of Gmax-produced ASM files to make library objects, and damageable library objects. With the use of Arno Gerretsen's CAT2k2 program, we can even make animations of both the regular and damage models of the library object... and we can use some coding to make multiple LODs for better framerates.
But ASM is barely readable. That's why SCASM was created.
=====================
Currently, to convert gmax modeling to scasm required a decompiler. Then hacking and recompiling to BGL, and hope the model still works.
But, there is another way!
The gmax-produced asm code can be converted to a raw BGL. We can do this by compiling the *_0.asm file directly with BGLC. This data has no header info, but does contain ALL the modeling needed for displaying the object.
But how do we get scasm to display it? We need to decompile it to Dbx() code!
I'm attaching raw2sca in a zip file. It decompiles raw BGL code to SCASM Dbx() commands that can be included into scasm code:
Code:
Header( 1 N90:00:00.00 S89:60:00.00 E180:00:00.00 W179:60:00.00 )
LatRange( S89:60:00.00 N90:00:00.00 )
ObjID( 2C1D3FE1 4259FA73 4B77FAA3 D3FB5C50 )
LibObj(
PWR 0
SIZE 30
SCALE 0.5
TYPE 0
NAME "test" )
IfVarAnd( :_regular_object 0024 0040 )
Include( damage_0.sca )
:_regular_object
Include( regular_0.sca )
EndObj
This code "includes" the decompiled raw bgl data just where it's needed... without ANY hacking.
Here's the sequence:
GMAX to ASM code ( produces test.asm and test_0.asm )
ASM to raw BGL ( drag'n'drop test_0.asm onto BGLC.exe to make test_0.bgl )
raw BGL to usable SCASM ( drag'n'drop test_0.bgl onto raw2sca.exe to make test_0.sca )
Include the raw SCA code into your damagable library code.
So with a minimum of code hacking, you can use gmax-produced *_0.asm files in your SCASM code.
Dick
I'm reposting this in the new forum.
I've been discussing the use of Gmax-produced ASM files to make library objects, and damageable library objects. With the use of Arno Gerretsen's CAT2k2 program, we can even make animations of both the regular and damage models of the library object... and we can use some coding to make multiple LODs for better framerates.
But ASM is barely readable. That's why SCASM was created.
=====================
Currently, to convert gmax modeling to scasm required a decompiler. Then hacking and recompiling to BGL, and hope the model still works.
But, there is another way!
The gmax-produced asm code can be converted to a raw BGL. We can do this by compiling the *_0.asm file directly with BGLC. This data has no header info, but does contain ALL the modeling needed for displaying the object.
But how do we get scasm to display it? We need to decompile it to Dbx() code!
I'm attaching raw2sca in a zip file. It decompiles raw BGL code to SCASM Dbx() commands that can be included into scasm code:
Code:
Header( 1 N90:00:00.00 S89:60:00.00 E180:00:00.00 W179:60:00.00 )
LatRange( S89:60:00.00 N90:00:00.00 )
ObjID( 2C1D3FE1 4259FA73 4B77FAA3 D3FB5C50 )
LibObj(
PWR 0
SIZE 30
SCALE 0.5
TYPE 0
NAME "test" )
IfVarAnd( :_regular_object 0024 0040 )
Include( damage_0.sca )
:_regular_object
Include( regular_0.sca )
EndObj
This code "includes" the decompiled raw bgl data just where it's needed... without ANY hacking.
Here's the sequence:
GMAX to ASM code ( produces test.asm and test_0.asm )
ASM to raw BGL ( drag'n'drop test_0.asm onto BGLC.exe to make test_0.bgl )
raw BGL to usable SCASM ( drag'n'drop test_0.bgl onto raw2sca.exe to make test_0.sca )
Include the raw SCA code into your damagable library code.
So with a minimum of code hacking, you can use gmax-produced *_0.asm files in your SCASM code.
Dick