https://www.google.com/?gws_rd=ssl#q=%22BSTriShape%22jonwd7 wrote:In fact, we were pretty sure you were simply working off of our 010 templates, which were publicly pushed to GitHub daily since the 11th, hence extremely easy for you to find with a code search. (You admitted to searching for 'BSTriShape' for example.)
Oh, is that so? Sure don't see your article there! And no, I haven't seen any of your templates or any reference material, or I would've happily credited you as I credit everyone in the Noesis readme.txt any time I use any of their material.
I explicitly noted that the current public release doesn't do this, and that your post, linked above, explicitly mentions you haven't got it figured it out. I don't see how you couldn't have it figured out if you spent more than a day with the format, you simply need to take the time to go through and relate the flags being used to known vertex buffer configurations, and xor'ing flags between known buffers makes this pretty easy.jonwd7 wrote:I don't know what you're referring to me having trouble with exactly. It seems like you're talking about vertex flags, but I know that you couldn't possibly be. You're not handling them correctly either.
Yes they are.jonwd7 wrote:The vertex flags are not simple OR obvious.
That's not very many, as model formats go.jonwd7 wrote:We've analyzed all the vertex flags with 010 and there are 17 unique vertex flags across all NIF files.
I merely pointed out the questionable timing and the fact that your above linked post mentions issues with the things I didn't bother spec'ing out in the script. You're the one being a total asshole here instead of simply posting and saying "Nope, just coincidence - no hard feelings."jonwd7 wrote:Anyway, since we found out about this, we've found your pompous attitude very offputting, so I personally don't have a desire to interface with you any further.
Oh, horse shit. I've reverse engineered games 1000 times more complex than this. These NIF chunks were incredibly simple to eyeball.jonwd7 wrote:Your figuring out *anything* in a "half a day" was highly suspect too, since we'd already published everything by that point.
Well, congratulations, I guess? I certainly didn't find it by googling.jonwd7 wrote:From our point of view, you don't seem to know anything we didn't know a week ago, save for displaying skinned models correctly. And at least for me that's simply because I know nothing about skinning and haven't even bothered to look into it.
I'm glad you've suddenly decided to believe my timeline now. Your release is already pretty half-assed and incomplete, apparently, so I don't see how that's at all "rigorous" either.jonwd7 wrote:I think maybe what you're not understanding is that what you've done in "half a day" is fine for Noesis, but not for the actual tools. We need to treat the format rigorously, and it's clear you're not doing so.
This is another load of horse shit. You wouldn't have approached this thread in the way you have if you weren't a complete tool, so I'm not going to answer questions to "prove" anything to you when the catalog of hundreds of more complex games I've reversed speaks pretty well for me.jonwd7 wrote:I guess before I go I'll leave you with a quiz regarding the vertex format:
God, you're an idiot.jonwd7 wrote:... and no cheating. Some of this information is already public!
Based on your psychotic reaction, either you have severe Asperger's, or you're lying. I'm willing to believe the former, I suppose.jonwd7 wrote:P.S. Don't flatter yourself, I haven't looked at your source.
I guess at least I can get an ego boost out of multiple people spending two weeks on something that took half a day, then?jonwd7 wrote:I'm not sure if our IRC logs are available somewhere, but they will attest to that. I'll let you know if our IRC logs are available somewhere and you will be free to look over the past two weeks and see for yourself that you had absolutely zero to do with our work.