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ZoneBuilder 2.1.101 - 08 Aug 2015

Another version of Zonebuilder is available on the github releases page here: https://github.com/RagdollPhysics/zonebuilder/releases This inclodes a much improved console mode and support for clipMap_t assets. There are also many changes behind the scenes to prepare for more assets related to custom maps. New Console: You can view details about the current status of the tool here: http://ragdollphysics.github.io/zonebuilder/

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ZoneBuilder 2.0.91 - 28 Jul 2015

The newest version of ZoneBuilder is officially available on the github releases page here: https://github.com/RagdollPhysics/zonebuilder/releases It includes numerous new features from the original 1.0.0 release. New material format to allow for customizing the material properties Version 276 offsets (no need for filepointers patch) New console mode New assets including Weapons and Localize Writing of all assets excluding game map related assets and menus. Less dependency on having a full installation You can view details about the current status of the tool here: http://ragdollphysics.github.io/zonebuilder/

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IW4 Fastfiles - 10 Aug 2013

Recently I got bored and decided to do some poking around in IW4MP.exe. I just kind of searched around and worked on dissembling some of the larger functions in the game. I got to the main zone loading code and decided I should just go ahead and jump right into decoding the zone format. This took a little time to get it figured out but I finally discovered that the format is already almost completely decoded! The internal data that is compressed with zlib is acually just a stream of asset headers with the data behind pointers streamed after it! For example: the rawfile asset has a header of this typedef struct { const char* name; int sizeCompressed; int sizeUnCompressed; char * compressedData; } rawfile_t; looks like this in a file Each asset is streamed in such a way. Now the header for these data blocks is fairly simple. It...

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Infinity GSC... Or Whatever - 08 Jun 2013

So I’ve been meaning to write a post about this for a while.  This project that I have been working on, IW5GSC, Infinity GSC, GSC Emulator, or whatever you want to call it.  It is something that I think is a huge accomplishment for me.  While I don’t want to release the source of it due to the idiocy of the community (if you actually looked then you could probably find it), I do, however, want to share how it works.  Hopefully there are some of you out there that like this sort of technical analysis. The way most compilers work is there is a Lexer and a Parser.  The Lexer turns characters into objects called “tokens” that are converted into a stream and fed into the parser.  The Parser then interprets the pattern of these tokens and forms a “parse tree” which is then formatted into an Abstract Syntax...

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