ILBM files?

For those of us who are curious and like to poke around in the game's data files and scripts as well as glitching. Caters to anything from unit/building stats to level data to telling how to glitch and stories of game errors.
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Edward Fox
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Post by Edward Fox » Tue Aug 30, 2011 8:04 pm

Here they are.
Attachments
fex 03.zip
(508.23 KiB) Downloaded 115 times
fex 02.zip
(472.62 KiB) Downloaded 118 times
fex 01.zip
(501.43 KiB) Downloaded 124 times
]http://i529.photobucket.com/albums/dd33 ... nceUB1.png[/img]

]http://i529.photobucket.com/albums/dd33 ... ensUB2.png[/img]

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Edward Fox
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Re: ILBM files?

Post by Edward Fox » Tue Aug 30, 2011 8:07 pm

.
Attachments
fex 06.zip
(491.81 KiB) Downloaded 90 times
fex 05.zip
(526.99 KiB) Downloaded 94 times
fex 04.zip
(512.33 KiB) Downloaded 96 times
]http://i529.photobucket.com/albums/dd33 ... nceUB1.png[/img]

]http://i529.photobucket.com/albums/dd33 ... ensUB2.png[/img]

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Edward Fox
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Re: ILBM files?

Post by Edward Fox » Tue Aug 30, 2011 8:09 pm

.
Attachments
fex 08.zip
(478.61 KiB) Downloaded 126 times
fex 07.zip
(461.29 KiB) Downloaded 103 times
]http://i529.photobucket.com/albums/dd33 ... nceUB1.png[/img]

]http://i529.photobucket.com/albums/dd33 ... ensUB2.png[/img]

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GoldStar611
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Re: ILBM files?

Post by GoldStar611 » Wed Aug 31, 2011 1:34 am

I know all the files are there but can you explain your naming scheme for the zip folders and the files inside?

ex, hypea1 is hype from set 1
hypea3 is hype from set 3

no?
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Edward Fox
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Re: ILBM files?

Post by Edward Fox » Wed Aug 31, 2011 12:16 pm

Good idea. :)

Yes, you are correct. The final letter in the file names indicates the SET file which the image came from. A few of the sets contained duplicate images and these were not included.

The lowercase 'a' was included simply as a break between the original file name and the SET file it came from.

There were five textures named AIR1TXT. AIR1TXTa1 is from SET1 and AIR1TXTa3 is from SET 3.
]http://i529.photobucket.com/albums/dd33 ... nceUB1.png[/img]

]http://i529.photobucket.com/albums/dd33 ... ensUB2.png[/img]

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GoldStar611
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Re: ILBM files?

Post by GoldStar611 » Fri Sep 02, 2011 2:29 am

Edward, how familiar are you with hexadecimal conversion to decimal? I mean, if you know how to use windows calculator it does it for you :P Want to team up to disassemble the weasel vehicle? I think you possess knowledge and willingness to help me
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Edward Fox
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Re: ILBM files?

Post by Edward Fox » Fri Sep 02, 2011 1:21 pm

Willingness: oh, yes
Knowledge: maybe

What would this entail? Would all communication be done through this site?

(And thank goodness Windows calculator does convert. Other bases make my head hurt.) :lol:
]http://i529.photobucket.com/albums/dd33 ... nceUB1.png[/img]

]http://i529.photobucket.com/albums/dd33 ... ensUB2.png[/img]

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GoldStar611
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Re: ILBM files?

Post by GoldStar611 » Fri Sep 02, 2011 10:39 pm

Haha, ok. Here is some info to play with:

it goes something like this:
C:\Program Files\Microsoft Games\Urban Assault\DATA\SET1\SCRIPTS\visproto.lst

Code: Select all

VP_SIMPL.base  ;  30 Wiesel----------------------------------------+ User
VPfSIMPL.base  ;  31 |                                             |
dummy.base     ;  32 |                                             |
VPwSIMPL.base  ;  33 |                                             |
Lets take the waiting skeleton, VPwSIMPL.base. Open SET.BAS in a hexeditor and search "VPwSIMPL" with no quotations. You get 3 results. One is a skeleton file and the next two have to do with the textures. Since the weasel has no animations this makes it a prime target to disassemble. Deleting everything before, in between and after these 3 results you get this VPwSIMPL file I have uploaded.

Ok now looking at the attached image
OLPL.png
OLPL section highlighted
OLPL.png (132.77 KiB) Viewed 1054 times
Jump to the first green box, it means the next 6 bytes creates a triangle. Now to decode the next six bytes just convert from hexadecimal

Code: Select all

(14,7f)=(20,127)
(27,86)=(39,134)
(27,b6)=(39,182)
Remember these coordinates!!

Open up BAGGERa3.ILBM.BMP in windows paint
and flip it vertical so that the top becomes to bottom
Now go to the Brush icon and plot the biggest dot you can on each of the (X,Y) points. Your current X,Y position is located in the bottom right of the paint program (bottom left for win7)
Connect the dots and you have the texture mapping for one triangle of the weasel!, next thing to do will be to fill the triangle with a solid color and to save the new BMP. Then with that done you will have to do some manual pasting of the bitmap data into set.bas with the hexeditor but I can explain after you get the hang of this ;)
Attachments
vpwsimpl.txt
Skeleton, and texture mapping for weasel Not really text file
(978 Bytes) Downloaded 107 times
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GoldStar611
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Re: ILBM files?

Post by GoldStar611 » Fri Sep 02, 2011 10:48 pm

And here is what our end goal is.

It would actually be really simple to write a program to take the BMP data and overwrite the BAS file. I will make that my next goal for next week, so we can all play with this :)
Attachments
triangles on weasel.png
BAGGER file applied to weasel
triangles on weasel.png (284.73 KiB) Viewed 1054 times
BAGGERa3.ILBM.png
triangles on BAGGER.ILBM
BAGGERa3.ILBM.png (110.22 KiB) Viewed 1054 times
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Edward Fox
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Re: ILBM files?

Post by Edward Fox » Sun Sep 04, 2011 12:27 pm

I see what you are doing (neat as it is) but I am lost already.
]http://i529.photobucket.com/albums/dd33 ... nceUB1.png[/img]

]http://i529.photobucket.com/albums/dd33 ... ensUB2.png[/img]

I have accepted Jesus Christ as my personal savior. If you have too and you aren't afraid to say it, copy and paste this into your signature.

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