Mergertool for UT2004

This is the place to leave ure message
Unreal related
Post Reply
User avatar
DìèHárd»§ÇW§
Posts: 77
https://www.facebook.com/warszawa.kuchnie.na.wymiar/
Joined: Sun Feb 09, 2003 12:35 pm

Mergertool for UT2004

Post by DìèHárd»§ÇW§ »

Dang, long time since i posted here :roll:


But i got a question for Wolf. Do you have the time, and is it possible to create a same tool kerilk made for me to create network compatible texture packages for UT2004.


I am planning to port all Unreal textures to UT2004 and prob also to UT3. My main problem is, i need to be able to update those packages after release, since i didnt draw all textures yet.


In effect i want to scale up all textures to a size that works with UT2004, and where possible i will add the current S3TC textures to it. In time i need to replace the scaled up normal textures for decent S3TC textures. And there is where the tool comes in, i need to be able to add those without causing network problems.


And if you lack the time or knowledge, do you know to whom i can turn too ?
.
.
.
User avatar
}TCP{Wolf
Site Admin
Posts: 4663
Joined: Thu Dec 19, 2002 7:30 pm
Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
Contact:

Post by }TCP{Wolf »

Of course I have no time whatsoever lol!

Seriously, Smirftsch is making "netcompatible" packages all the time, so he should be an expert knowing what is required to achieve that. Otherwise, just ask Kerilk what his tool actually does ;)

From what I know, I believe the only thing necessary for netcompatibility (from the file load point of view at least) is the GUIDs of the files to match. So try using a hex editor and copy the couple of bytes over to your new file and see if that's enough.

Writing a tool that replaces a couple of bytes at a certain location of a file shouldn't be that difficult if you know exactly where to write. The package file format has changed but it's news to me it has changed so much that the GUID has a new location, so under the conditions that Kerilk's tool indeed only replaces GUIDs and they are at the same locations then his tool should work for ut2k4 as well as u1...
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-

mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
User avatar
DìèHárd»§ÇW§
Posts: 77
Joined: Sun Feb 09, 2003 12:35 pm

Post by DìèHárd»§ÇW§ »

Seriously, Smirftsch is making "netcompatible" packages all the time, so he should be an expert knowing what is required to achieve that. Otherwise, just ask Kerilk what his tool actually does :wink:

From what Kerilk told me it works as follow: i have to create a folder that has the same name as the texture package. In that folder is a folderstructure that matches the groupnames of the texture package. The DDS files (the S3TC textures) are stored in that folder structure. If i run the mergertool than it reads the original package and compares the folderstructure, if it now finds a DDS file that matches the PCX file in the package it will switch out the file in favor of the DDS file while maintaining the GUID. If no DDS file is found it will leave the PCX sitting in the package untouched.


As for asking Smirftsch, well i dont really have to explain, he is also drowning in work as you and me :?


And i forgot to mention this last night but it also aplies to UT, the tool breaks his neck over the UT files and simply chrashes. Which really is a shame. At this moment theres already more than 1000MB more textures available as S3TC and the UT users cannot use them for online playing......... And the UT community still has a staggering 168000 players each month online. Thats 168000 users that cannot use the packages. If i create a normal package with Unreal and an S3TC conterpart than tests shows these packages will work for both Unreal and UT.


From what I know, I believe the only thing necessary for netcompatibility (from the file load point of view at least) is the GUIDs of the files to match. So try using a hex editor and copy the couple of bytes over to your new file and see if that's enough.

Writing a tool that replaces a couple of bytes at a certain location of a file shouldn't be that difficult if you know exactly where to write. The package file format has changed but it's news to me it has changed so much that the GUID has a new location, so under the conditions that Kerilk's tool indeed only replaces GUIDs and they are at the same locations then his tool should work for ut2k4 as well as u1...

I have little to none knowledge how to proceed there, aside that i need an actual tool so i can simply run it while re-using the same same folder structure for all games somehow. As it is the textures consume more hardrive space than i actually have.


The complete wishlist at this moment is:

Unreal:
Mergertool having the abillity to also work with procedural textures.
Mergertool having the abillity to also work on .u files like UnrealShare.u
Having the tool create a folder called Unreal instead of Temp.

UT:
Having a mergertool to be able to create netcompatible texture packages for normal, procedural and .u files
Having the tool create a folder called UT.

UT2004:
Having a mergertool to be able to create netcompatible packages for normal, procedural texture packages.
Having the tool create a folder called UT2004.

Thats sums it up pretty much. But yeah the problem is Smirftsch, he could do it for sure i am convinced of that. But his lack of time prob prevents him from doing so. And that is the reason i started to ask around.

And Kerilk did a great job on the current tool (though it has a huge memory leak lol) cause i can work with it just fine. There is no hasle using it, just double click on the tool and it will run. Diving myself into a an hexeditor will prevent me working with the textures in a decent way. It will become to complicated to keep working on it. It already consumes a rediculous amount of time and i need a simple program that will do that task for me.


I guess my question remains, do you know someone else that really could pull it off except you or Smirftsch ?
.
.
.
User avatar
}TCP{Wolf
Site Admin
Posts: 4663
Joined: Thu Dec 19, 2002 7:30 pm
Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
Contact:

Post by }TCP{Wolf »

There may be lots of coders here:

http://ut2004.titaninternet.co.uk


I would try the hex-editor thing ONCE just to see if it works. Heck... maybe there is even a tool already that can do as little as that, search for "Unreal GUID editor" and maybe something will show up....
User avatar
DìèHárd»§ÇW§
Posts: 77
Joined: Sun Feb 09, 2003 12:35 pm

Post by DìèHárd»§ÇW§ »

I could have a look at the place you mentioned, but i decided to try a formal request to smirftch again, at least for UT. And ill see at the same time if people on the other site are willing to create a tool for UT2004.


I am wondeering though, and mybe you know this, will such a thing pass botprotection ? In Unreal the current botprotection leaves S3TC users alone. But how big is the chance that modified packages for UT or UT2004 wont allow such a thing ?
.
.
.
User avatar
}TCP{Wolf
Site Admin
Posts: 4663
Joined: Thu Dec 19, 2002 7:30 pm
Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
Contact:

Post by }TCP{Wolf »

You will need to redirect these questions to Shambler, Wormbo or ElMuerte. You can find them on Unreal Admin.

227 will support S3TC packages in the anti-cheat btw if all goes as planned.
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-

mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
User avatar
DìèHárd»§ÇW§
Posts: 77
Joined: Sun Feb 09, 2003 12:35 pm

Post by DìèHárd»§ÇW§ »

Ow right, never thought of that lol. Theres the admin pages, yeah i could contact those for the anti cheat part.

Is that Shambler the same a SixPackShambler or is that another guy ? Just curious...

.
.
.
User avatar
DìèHárd»§ÇW§
Posts: 77
Joined: Sun Feb 09, 2003 12:35 pm

Post by DìèHárd»§ÇW§ »

227 will support S3TC packages in the anti-cheat btw if all goes as planned.

Yeah Zombie contacted me about that a year ago or so. I am afraid i was not very helpfull to him :roll: Not that i wasnt helpfull, but alot of what he suggested was undoable unfortunatelly. But i did give him a hint on what maybe could be done, which could work :D


He was not too happy with the idea lol, but i think the idea still can held its position. No clue what they furter did with it. But i am sure they found a good workable solution :)
.
.
.
User avatar
}TCP{Wolf
Site Admin
Posts: 4663
Joined: Thu Dec 19, 2002 7:30 pm
Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
Contact:

Post by }TCP{Wolf »

I don't know what YOUR idea was at that time, but Shambler came up with something, yes the same Shambler formerly in Sixpack. He left Unreal but he is one of the guys with the engine sources via Non-Disclosure-Agreement. He also has been asked to write some patch for Epic for payment if I remember correctly. He certainly has enough knowledge and skill in those areas....
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-

mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
Post Reply