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Author Topic: PRJ file EXCL block  (Read 4891 times)
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crash
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« on: December 16, 2013, 08:32:49 PM »

I just came across a major error in my work.  For the first time, I tried loading a different map than b101, and it turns out I'm loading the EXCL block wrong.  Is there anyone that can help explain it?

* exclblock.txt (0.93 KB - downloaded 119 times.)


Oh, and pic of the day.


* latest.png (80.29 KB. 818x653 - viewed 255 times.)


Hacked around it, but would still like to know how to do it right.


* test b104.png (76.73 KB. 819x642 - viewed 266 times.)



* test b405.png (74.49 KB. 818x639 - viewed 266 times.)



* exclblock.txt (0.93 KB - downloaded 119 times.)
« Last Edit: December 16, 2013, 09:02:26 PM by crash, Reason: added pix » Logged
olly
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« Reply #1 on: December 17, 2013, 02:04:28 AM »

I didn't have to change it on my Fortress/Black Pyramids B5_01B mod map and never investigated it much ->

"EXCL block
http://wiki.dark-omen.org/do/DO/PRJ
List of all the Maps EXCL items http://img692.imageshack.us/i/pyraexcldifference2.jpg/
B5_01 has 33 EXCL items and B5_01B has 30 maybe something to do with Jewel?
and even replaced the EXCL block of B5_01 into B5_01B but did nothing I could detect and didn't crash game.
http://img98.imageshack.us/i/pyraexcldifference3.jpg/
B5_01 has a different Value  of 04 where as B5_01B had 01 towards the end of its EXCL block."

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« Reply #2 on: December 21, 2013, 08:56:55 PM »

This EXCL block is driving me nuts.  If you change all of its contents to zero, will it crash?

Here is another version of my prj parser, so you can export the excl block, plus fixes.

https://dl.dropboxusercontent.com/u/21362347/ParsePRJ122113.zip

Unrelated, here is another version of my btb parser.

https://dl.dropboxusercontent.com/u/21362347/ParseBtb122113.zip

Delete any older versions you may have.

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« Reply #3 on: December 21, 2013, 09:10:02 PM »

I'm getting a weird theory going for the layout.  I am starting to think its layout may be similar to the btb file objective.  Like an id and a couple of flags.  So each item would have 3 integers.  All of the excl blocks are divisible by 3.  Let's see, 1 set for the furniture meshes(they all have 1 submesh as far as I have checked), plus 1 set for each submesh of the base and water(if any).  So far
map  meshw  b f * 3 = total ints in block
101    (1  +   4 + 1)*3=18
102     0        2    1     =9
103     1        3    1     =15
104     0        3    1     =12
105     0        3    1        12
106     2        1    1        12
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crash
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« Reply #4 on: December 21, 2013, 10:10:47 PM »

Olly, I am rubbish at Blender.  Can you make a couple models for my testing?

Just for troops: a cube, 2 units high, 1 unit wide, .5 unit deep with origin at bottom center

add to b101 just a little on the right side like so


* B1_01.BMP (39.92 KB. 199x199 - viewed 232 times.)


Thanks, and if you don't have time, that's ok.

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« Reply #5 on: December 21, 2013, 10:20:23 PM »

Thanks for the latest updated tools, really nice to be able to save each section of a .PRJ into separate files. I tested blanking out the EXCL block with all 00 00 and didn't crash the Black Pyramids B5_01B.PRJ original map and also on my Fortress B5_01B.PRJ mod map. 

Blender model on way.
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« Reply #6 on: December 21, 2013, 11:54:25 PM »

Not sure if this is what you wanted but I added extra terrain to B1_01 BASE.M3D and converted to .M3X with Blender file for editing. The additional terrain is 1 unit Wide and 2 units high but not sure about the .5 deep.

http://www.mediafire.com/download/05vkbtotvai3kvs/CrashB1_01.zip



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« Reply #7 on: December 23, 2013, 06:18:05 PM »

Thanks.  It will help me with the height stuff.
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« Reply #8 on: December 23, 2013, 09:17:35 PM »

Does the altered map render correctly for you in the game?  I must be having problems on my end.


* 12843031.png (42.34 KB. 818x678 - viewed 227 times.)



* 12858226.png (52.33 KB. 818x678 - viewed 256 times.)

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« Reply #9 on: December 23, 2013, 10:22:18 PM »

Not sure what's going with that one (maybe its over original map size) but here is a B5_01B Black Pyramids map, flattened and then various gradients applied ->

http://www.mediafire.com/download/oew2vp2yehgw6er/CrashB5_01B.zip





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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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« Reply #10 on: December 23, 2013, 10:26:23 PM »






Will try and again on B1_01 soon, as have all Christmas holiday now, so can finish my Modders Guide that demonstrates all our tools in action, for a new Skaven remake project.

Smiley  
« Last Edit: December 23, 2013, 10:39:06 PM by olly » Logged

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« Reply #11 on: December 28, 2013, 07:26:06 PM »

Also, can you make another model I can use for the troops.  Basically just a cube with a slight bevel, so it is easy to see which way it is facing?  Size is 2 of the tiny squares high and 1 square wide, with the origin at its bottom center.


* troop.png (6.95 KB. 480x425 - viewed 236 times.)



* kuqn.jpg (23.78 KB. 294x216 - viewed 247 times.)

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« Reply #12 on: December 28, 2013, 08:13:32 PM »

One beveled cube troop .blend file, then textured with B1_01 LTexture\NFLGRS01.bmp and exported as Cube.m3d and resaved as CubeTextureGrass.blend

http://www.mediafire.com/download/1y796yfqhwpf205/CrashCubeTroop.zip

Hopefully 2 of the tiny squares high and 1 square wide, with the origin at its bottom center

Smiley

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« Reply #13 on: December 28, 2013, 08:31:51 PM »

Thanks!



* 9018386.png (26.33 KB, 818x678 - viewed 237 times.)
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