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by machf
Tue Jan 16, 2007 10:37 pm
Forum: Website
Topic: Purge Forum Alert: Greet or die
Replies: 153
Views: 60837

I don't remember how many times I've posted in the past, but anyway...
by machf
Mon Mar 07, 2005 4:00 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

You don't have any idea how many things go through my mind at any time...
by machf
Mon Mar 07, 2005 2:10 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

Okay , good. By the way, I have fixed the If-bug and that will work better in the next version. Also, I have included commands for a bit of string manipulation, so now you can edit filenames prior logging them. Though the next version will need a registration (either by donation or other means of s...
by machf
Sun Mar 06, 2005 8:57 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

I've made yet another modification to both scripts... First, the .3DF script now also displays the joint/bone names the same way the .CAR script does with the sound and animation names: Get numPoint Long 0 ; Get numTri Long 0 ; Get numJoint Long 0 ; Get picSize Long 0 ; Set A Long 0 ; Set B Long 5 ;...
by machf
Wed Mar 02, 2005 4:20 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

OK, thanks. Here's another quick question: is there a way to add data before saving a block? Since with the addition of the proper headers (18 bytes for a .TGA file, 40 bytes for a .WAV file) one could extract the texture and sound data directly to standard formats...
by machf
Wed Mar 02, 2005 3:59 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

I guess in the meantime the whole last If..Endif block could be left out until it's working properly...

BTW, is there a way to add text to an already existing string or define one from scratch? Looking at a lot of "nonameNN" entries isn't too informative...
by machf
Wed Mar 02, 2005 3:52 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

Well, here are the revised scripts for the Carnivores .CAR and .3DF formats: 3DF.bms Get numPoint Long 0 ; Get numTri Long 0 ; Get numJoint Long 0 ; Get picSize Long 0 ; Set A Long 0 ; Set B Long 5 ; Log "" A B 0 0 ; For nT = 1 To numTri ; SavePos FOT 0 ; Set FST Long 64 ; Log ""...
by machf
Wed Mar 02, 2005 8:47 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

Oh, OK... I wanted to avoid overwriting the mc.mrf file until I got the thing working properly, but if you say so...

It looks like it's working fine now, though I may refine it a bit yet. That will have to wait until tomorrow, I'm off to sleep right now.
by machf
Wed Mar 02, 2005 8:30 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

I managed to correct those problems, but now the program (MultiEx Commander, not the scripter) crashes with a runtime error 9 ('Subscript out of range') whenever I attempt to extract any part of the files or even by just clicking on them... SavePos st 0 ; GetDString nameFile 24 0 ; SavePos ex 0 ; Ge...
by machf
Wed Mar 02, 2005 5:46 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

I've made a corrected version of your .CAR script, now it loads the Explo.car, Wcircle2.car and Wind.car files, but alas, not the Sship1.car file yet... GoTo 32 0 ; Get numAnim Long 0 ; Get numSound Long 0 ; Get numPoint Long 0 ; Get numTri Long 0 ; Get picSize Long 0 ; If numTri > 0 ; For nT = 1 To...
by machf
Wed Mar 02, 2005 1:56 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

I see, well, I will take a look at the script and alter it. I've tested the script from within Mex3Scriptor, deleting some sections and adding them gradually. The file explo.car is read without problems as long as the script doesn't attempt to read the sounds at the end (of which that file has none...
by machf
Sat Feb 26, 2005 6:33 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

Speaking of .map and .rsc files, it's easy to determine whether a .map file belongs to Carnivores or Carnivores 2/Ice Age just by looking at its size, as they are of fixed byte lengths... however, with the .rsc files that's not possible, as they are by design variable-size files. There's even no spe...
by machf
Sat Feb 26, 2005 5:54 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

No, .map files would be really easy and very boring to look at... they are, after all, just that, maps (or masks, if you prefer) - no other resources (sounds, textures, 3D models, animations, etc.) within them at all.
The .rsc files will be a real nightmare indeed, though.
by machf
Fri Feb 25, 2005 6:29 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

Well, it worked, here's the BMS file...
by machf
Fri Feb 25, 2005 6:02 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 21285

Based on your script, I wonder if this one will work with .3df files... Get numPoint Long 0 ; Get numTri Long 0 ; Get numJoint Long 0 ; Get picSize Long 0 ; For nT = 1 to numTri ; SavePos FOT 0 ; Set FST Long 64 ; Log "" FOT FST 0 0 ; Math FOT += FST ; GoTo FOT 0 ; Next nT ; For nP = 1 to ...