Carnivores, Carnivores 2, Carnivores Ice Age

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machf
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Post by machf » Wed Feb 16, 2005 1:50 am

Upon further examination, the Auto_r.car file is indeed corrupt, so I'll have to make a new one. I suppose that somehow confirms my suspicions about the "0" values in the animations and sounds fields messing with the script...

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Post by Mr.Mouse » Wed Feb 16, 2005 7:42 am

From your info, machf, it looks like the .CAR formats are diverging and the authors used 'archives' that suited them for whatever purpose they had in mind. Like I hoped it would not be. The 0/1 thing in the loop you mention is not the problem, I think, unless 0 is also an entry (starting from 0 upwards).

Can you see, using a hexeditor, that the values that should be numSound etc are indeed 0? Is it possible to attach some of these non-functional files here? Or at least some headers? You can also mail them to the address you can find here: http://multiex.xentax.com

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Post by machf » Wed Feb 16, 2005 9:08 pm

Well, the Wcircle2.car and Wind.car files are small enough that I could attach them here without problems...
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Post by machf » Wed Feb 16, 2005 9:09 pm

Here's the other one:
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Post by machf » Wed Feb 16, 2005 9:47 pm

Explo.car is small, too, but I'd say Sship1.car is too big (~300KB, >150KB zipped). Do you want me to attach it to a post too?
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Post by Mr.Mouse » Thu Feb 17, 2005 11:11 am

Thanks for the files. We will take a look at them. At first glance, it does seem there are some big and some minor differences with the suported .CAR format.

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Post by machf » Thu Feb 17, 2005 5:08 pm

Hmmm... at first glance, I only notice very minor ones (like the lack of a "msc: N" at the end of the header string in Explo.car, replaced by a couple 4-byte integers, or Wcircle2.car having the 256-byte xref table appended at the end when it shouldn't be there).

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Post by Mr.Mouse » Fri Feb 18, 2005 11:24 pm

I see, well, I will take a look at the script and alter it.

machf
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Post by machf » Fri Feb 25, 2005 6:02 am

Based on your script, I wonder if this one will work with .3df files...

Code: Select all

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 numPoint ;
SavePos FOP 0 ;
Set FSP Long 16 ;
Log "" FOP FSP 0 0 ;
Math FOP += FSP ;
GoTo FOP 0 ;
Next nP ;

For nJ = 1 to numJoint ;
SavePos FOJ 0 ;
Set FSJ Long 48 ;
Log "" FOJ FSJ 0 0 ;
Math FOJ += FSJ ;
GoTo FOJ 0 ;
Next nJ ;

SavePos FO 0 ;
Log "" FO picSize 0 0 ;
Math FO += picSize ;
GoTo FO 0 ;

No animations or sounds, but joints (or bones, whatever you prefer to call them) instead...

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Post by machf » Fri Feb 25, 2005 6:29 am

Well, it worked, here's the BMS file...
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Post by Mr.Mouse » Fri Feb 25, 2005 9:19 am

:D thx

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Post by Dinoguy1000 » Sat Feb 26, 2005 1:30 am

That's two down, two to go... the .MAP and .RSC are going to be real nightmares to write, I'd imagine...
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Post by machf » Sat Feb 26, 2005 5:54 am

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.

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Post by machf » Sat Feb 26, 2005 6:33 am

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 specific information in their headers to tell them apart. Any suggestions?

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Post by Dinoguy1000 » Sat Feb 26, 2005 2:28 pm

The only way I could think of would be to search for the presence or absence of a specific type of data...
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