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Posts posted by mikew
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Splendid!
You're making more progress than me.....now I remember why I gave up on this extraction stuff in 2007.

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Sounds good to me. I think DKD has been deeper into this.
I isolated the TFX .3 files just yesterday, although without names. I haven't done anything with them yet since I'm more interested in the extraction process.
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Interesting!

Particularly about the EF2000 did.dat file sizes. Could you post the exact sizes, down to the last byte so that I can compare them with what I have?
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EF2000? Pah! What we really want is TFX.....


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I did extract the ADF files, although without their proper names.@Krycztij,
I realize that this is somewhat a moot point, but I was unable to find the extracted ADF-specific DID.dat. I'll keep looking, but just so you know I didn't forget.
It was a long time ago, but I believe I created a script to at least categorize the files into .3, .ssd etc.
I'll check later....
It might be an idea to have another look at the did.dat file structure to see if it's possible to extract all the files (with names!) using a standalone tool. I'll start a thread on the subject after I've gathered some information.
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Thanks HF, but despite the thread title we were talking about EF2000.
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Nice!
There is only one texture folder, but there are many palettes for day and night with various weather.
I haven't looked into the EF files in much detail, but the pd_cr.txt etc, files in the 'lev' folder may help determine when each palette is used.
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Looking good indeed.

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I've dug out some parser code and I seem to treat the 0004 type the same as 0000 (and 0020) in terms of finding the start of the bytecode.
There may be only 0000 and 0004 types in EF2000. I haven't seen anything else.
EDIT: Confirmed that there is only 0000 and 0004
EDIT2:
...and these are the 0004 files:
aim_9x.3 airb1.3 airbrake.3 alarm.3 amraam.3 asraam.3 asraam1.3 bl755.3 canardl.3 canardr.3 crv7.3 durand.3 durandal.3 empty.3 f0agm65g.3 flapl.3 flapr.3 fueli.3 fuelo.3 fueltank.3 full.3 gbu12.3 gbu_16.3 g_line.3 ianraam.3 laser_st.3 lpamraam.3 lps225.3 lxamraam.3 lxs225.3 mamraam.3 mav_ir.3 mav_tv.3 mk83.3 mlamraam.3 mpbl755.3 mpdurand.3 mpgbu12.3 mpmk82.3 mramraam.3 mtpylon.3 mxbl755.3 mxdurand.3 mxgbu12.3 mxmk82.3 neilch.3 paim_9s.3 palamo.3 palarm.3 pamraam.3 paphid.3 parcher.3 pas7kery.3 pasraam.3 pbl755.3 pcrv7.3 pdurand.3 pecm.3 pf250_hd.3 pfab250.3 pfab500.3 pfueli.3 pfuelo.3 pgbu12.3 pgbu16.3 pian.3 pkab500l.3 pkilter.3 plaser.3 pmav_ir.3 pmav_tv.3 pmk82.3 pmk83.3 pmoskit.3 prbk500.3 ps225x.3 ps5_rock.3 ps_eagle.3 pylon.3 rudder.3 rxamraam.3 rxs225.3 wheell.3 wheelm.3 wheelr.3 xaim_9s.3 xalamo.3 xalarm.3 xamraam.3 xaphid.3 xarcher.3 xas7kery.3 xasraam.3 xbl755.3 xcannon.3 xcrv7.3 xdurand.3 xf250_hd.3 xfab250.3 xfab500.3 xfueli.3 xfuelo.3 xgbu12.3 xgbu16.3 xkab500l.3 xkilter.3 xlaser.3 xmav_ir.3 xmk82.3 xmk83.3 xmoskit.3 xrbk500.3 xs225x.3 xs5_rock.3 xs_eagle.3 yamraam.3 ysam.3
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I'm not working on anything right now
, but a couple of months ago I tried to modify the TAW .3 file parser to deal with EF2000's .3 files and encountered these problems.Some of the EF files have the number of vertices just before the 0th bytecode as in TAW, but most seem to have ffff which required some changes to my 'find the ffff' routine.
I think there are some different opcodes as well but don't remember exactly, and there were about 6 files that I couldn't handle at all since they bear little relation to any .3 file previously encountered....so I ignored them.
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Glad you're still around.

There are plenty of rendering order artefacts in the game, so I may have to play it to try and gather evidence.
It may be that the game creates an internal rendering order list based on the 'distance' to each object from the camera.
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Oh, I don't know. How many Girl Scouts read this forum?Really? Make USMC look like Girl Scouts? That's gonna get you a lot of unwanted attention around here.
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Well, took a bit of upgrading but finally got it working.

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Speaking of germans, here's the latest news from newsbiscuit.com:
New study says rentable German liver sausage is the leased wurst option
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I love that 'not so subtle' cigarette advert.

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Well deserved indeed.

Judging by the comments associated with the article, it appears not everyone feels the same way, eg,
"Good here's an opportunity to analyze the steel and see if there is any evidence of the use of explosives."

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I hate mentioning problems with the viewer since it comes across as ungrateful...but what's the plan to deal with the rendering order problem in eg luxor.ssd?I verified the functionality to my best; but still, bug reports are welcome.
It appears that the terrain is drawn last.
Is there anything in particular I should be investigating? Summer activities are playing havoc with my 'Quality TAW time' though.

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Oh yes. Not much scope for error really....Did you plug in both Power connectors on the board. the 24 pin and the 4 pin??
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I would have thought that if a model index doesn't appear in any loaded ssd file, it will never be called....unless it is one of those that are not referenced by any ssd file, eg the f22_xx.3 control surface models, but I dont think these appear in ssinfo.fn anyway
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I don't think those files are loaded since they are not part of any scenario.
They are probably part of the did.dat archive file though.
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Very likely.Could it be you did some modifications and forgot about them?

I need to sort out my TAW folders....
Thanks for the update. It'll be a couple of days before I can try it though.

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May be wrong, but in the Options screen, the two camos gave opposite formation light behaviour in the Luxor takeoff training mission.
I'm in the arctic with a Linux laptop and sporadic cellular coverage for a few days, so can't try the game to confirm....
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Regarding formation lights, I think they are hardcoded on for f22usa1.3 and off for f22usa2.3 (or vice versa).
for 007d and 007e -
I took the PSU back to the shop and swapped it with this:
http://www.ocztechnology.com/ocz-z-series-850w-power-supply.html
....but get exactly the same problem. How hard can it be to change a frikkin PSU?

Thanks for the link DKD, but I'm giving up for the time being.

TAW terrain format
in F22: ADF / TAW
Posted
Well, the TAW (and most other) did.dat files are of this form:
The first 4 bytes are pointer to to the index section at the end of the file.
In the case of TAW's this is 0x03cc22ae which gets us to this point:
At this point are 4 16-bit numbers:
0x312c=12588 The number of files in the archive
0x0069=105 Number of path specifiers
0x0047=71 Number of file extensions
0x06e1=1761 Number of bytes until the start of the index (ie to the point after the paths and extensions) are listed:
Now we have the list proper and there are 12 bytes for each of the 12588 files:
The first 4 bytes are a mysterious index, then 4 bytes for the offset in did.dat, finally 4 bytes for the file size.
In this case we have:
Index=0x8006c719, Offset=0x02bd558a, Size=0x00000068
The hope would be that this 'index' is a compressed version of the filename, but hope is fading...
These 'index' numbers increment in a strange way, the differences don't correspond to the compressed or uncompressed sizes of the files they relate to.
This index is of TFX's 3460 files, but you get the idea. I've left the index as hex, but converted the offsets and sizes to decimal: