- Sat Mar 20, 2010 2:55 am
#32117
Note: This information is now outdated. (8/16/11)
I figured I'd tell you guys the status of everything that I have done and or am working on in case anyone is interested.
From PC levels:
-Model names are completely decoded
-Texture names and positions associated with those names are completely decoded
-Textures are completely decoded except for 2(?) bytes of flags, not too important (d3d files are completely decoded)
-Models are 95% decoded and are viewable but have bugs in the viewer/loader
-Preliminary work on levels has started and levels can be moved around in. No lights, no collisions, crashes, multiple bugs.
-Some other areas are somewhat decoded but have an unknown purpose.
From PS1 levels:
-Just started, so only a little decoding has been done.
From TSD files:
-decoded fully except for which palette to use for the images and some flags.
EXE Patches:
-32-bit screenshot patch
-Wheel patch (The wheels all face the same direction and only the outside rectangles rotate, so I had to make a function that properly rotated more complex models like the chally wheels.) All but one wheel was finished I think.
I might add more later, like what's done with various tools, but this is all for now I guess.
EDIT: (6-19-10)
Here's an update just so all the information is in the same place, rather than splitting it into threads.
Now known for PC levels:
-Lamp data including position, color, and size.
-Chair placement for pedestrians.
-Random parked civ-car positions.
-Starting to figure out more about textures, specifically information to aid in adding new textures to the file without messing up others.
I also found the playercar cosmetics data and denting data in the exe. I eventually plan to try and modify the exe so that the max vertex count for playercars (currently 256) is raised. I will also add a function that loads files for playercar cosmetics and denting, that way they can be easily changed. I would also like to up the max texture count from 256 (probably even less than that
). Something else that's new is that SOAP and I both have working (to a point) model importers.
I figured I'd tell you guys the status of everything that I have done and or am working on in case anyone is interested.
From PC levels:
-Model names are completely decoded
-Texture names and positions associated with those names are completely decoded
-Textures are completely decoded except for 2(?) bytes of flags, not too important (d3d files are completely decoded)
-Models are 95% decoded and are viewable but have bugs in the viewer/loader
-Preliminary work on levels has started and levels can be moved around in. No lights, no collisions, crashes, multiple bugs.
-Some other areas are somewhat decoded but have an unknown purpose.
From PS1 levels:
-Just started, so only a little decoding has been done.
From TSD files:
-decoded fully except for which palette to use for the images and some flags.
EXE Patches:
-32-bit screenshot patch
-Wheel patch (The wheels all face the same direction and only the outside rectangles rotate, so I had to make a function that properly rotated more complex models like the chally wheels.) All but one wheel was finished I think.
I might add more later, like what's done with various tools, but this is all for now I guess.
EDIT: (6-19-10)
Here's an update just so all the information is in the same place, rather than splitting it into threads.
Now known for PC levels:
-Lamp data including position, color, and size.
-Chair placement for pedestrians.
-Random parked civ-car positions.
-Starting to figure out more about textures, specifically information to aid in adding new textures to the file without messing up others.
I also found the playercar cosmetics data and denting data in the exe. I eventually plan to try and modify the exe so that the max vertex count for playercars (currently 256) is raised. I will also add a function that loads files for playercar cosmetics and denting, that way they can be easily changed. I would also like to up the max texture count from 256 (probably even less than that

Last edited by someone972 on Wed Aug 17, 2011 4:08 am, edited 3 times in total.