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Messages - gtafan

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1
Bully Modding Archives / Re: COL format
« on: April 14, 2016, 06:58:32 AM »
So here a tool with GUI converting Bully colls to GTA ones: http://depositfiles.com/files/g7clb8asw

3
Modding Questions/Help Archives / Bully nif file import
« on: August 20, 2015, 09:22:08 AM »
I had problems importing Bully nif files in both Nifscope and 3ds Max. The reason was that a lot of Bully nif files are using big endian format. With but now even this files can be imported into nifscope using this xml file: http://dfiles.eu/files/iqwab2oiy. Nifscope can than save the nif file as stanard litle endian one, that can be also imported in 3ds Max.

4
Bully Modding Archives / Re: COL format
« on: March 20, 2015, 08:48:23 AM »
So would this mean one could convert Bully's collison's to GTA SA/VC/III?
Yes, you just need first to convert Bully's collison's to CST using my tool, and than open the CST with colleditor. The coleditor can save it than as SA/VC/III collison's.
I am also worcking on a tool that should be able to read most R* 3D era formats (GTA SA/VC/III, Manhunt 1/2 and Bully) and save GTA SA/VC/III and Manhunt 1/2 formats. I don´t think this tool be finished soon. One of the reasons is, MINGW su**s.

5
Bully Modding Archives / Re: COL format
« on: March 17, 2015, 09:52:23 AM »
So I have finally finish my tool that converts Bully col files to cst ones. The tool can be downloaded here: http://dfiles.eu/files/3efsjzdxe
The cst files can be opened with any tex editor. Collision File Editor II can also open the cst files and view the model. Collision File Editor II can be downloaded here: http://www.gtagarage.com/mods/show.php?id=1154

6
Looks like there is finally a solution to the problem. https://github.com/ttl269/nifxml/commit/a04831ca5527c1f8b1110e87becd844b0a90b46d

7
Bully Modding Archives / Re: COL format
« on: March 13, 2015, 07:34:59 AM »

Nicely done.
Thanks, but unfortunatelly the tool is still not worcking properly and produces sometimes some wired exceptions, I can´t understand. Once this is fixed, I´ll publish the first beta here.

8
Bully Modding Archives / Re: COL format
« on: March 12, 2015, 10:50:50 AM »
The tool has still some bugs, I can´t understand, but here some pics of collision models from some vehicles:

70wagon


truck


policecar

9
Bully Modding Archives / Re: COL format
« on: March 11, 2015, 12:12:06 PM »
I believe the .COL files are related to some sort of collision file. In World.img there are.col files for the nerds glasses, and I think it's when you punch the nerds and their glasses go flying off.
http://www.gtamodding.com/index.php?title=Collision_File
The structure of the file has some changes, but the datastrucktures, at least the really important ones, are still the same.
I have writen a tool, that extracts the collision model from a col file and convert it into CST format, that can be read by gta colleditor. If somebody is interested, I can post the tool with its sorces later.

10
Bully Modding Archives / Re: COL format
« on: March 11, 2015, 08:09:43 AM »
What does the col files exactly do? I found them in stream.img so I suppose they are related to textures or models.
They are related to models in some way, they contain the collision data for the model.

11
Bully Modding Archives / Re: COL format
« on: March 10, 2015, 09:40:10 AM »
I don't really understand... But good find.
Like I said, C/C++ syntax is used, that requires some programming knowledge.

I just wrote a tool that reads the sphere section from Bully col file and export it into cst file. The cst file can than being read by GTA colleditor2.

12
Bully Modding Archives / COL format
« on: March 09, 2015, 08:36:24 AM »
I was looking through bully col file and try to understand how they worck. There are some similarities with GTA col formats but also some diferences. I am going to present some results of my researches here. I´ll use C/C++ syntax for data formats.
The file can be divided in FileHeader and Data, while Data can also be divided in DataHeader and DataBody.

struct FileHeader {
        char signature[4];
        unsigned int size;
}

-signature: specifies the version and known values are: "COLL", "COL2" and "COL3"
-size: containes the size of Data in bytes.

Here goes the DataHeader:

If version>1 unsigned short flags[2];

-flags[0]: known values are: 0x2 for "COL2" and 0x3 or 0x4 for "COL3"
-flags[1]: known values are: 0x0 for "COL2" and 0x1 for "COL3"

char name[20];
unsigned int id;

-name: every of the  20 bytes are 0x0
-id: the id of the collision model

-posibly bounding objects: 48 byte divided into 2 blocs first 16 byte posible bounding sphere and second 32 byte posible bounding box

the bounding box use the Box datatype that could look like that:

struct Box {
float min[3]
unsigned int minZero
float max[3]
unsigned int maxZero
char surface[4];
}

-min and max: could contain the position of min and max
-minZero and maxZero: always 0x0
-surface: containes the values for material, flag, brightness and light

Here goes the DataBody:

This part is stil incomplete and a lot of stuff is just aligations based on GTA col format. The  structs I was able to recognise are Sphere, Vertex and Face:

struct Sphere {
        float values[4];
        char surface[4];
}

-values: radius and (x,y,z) position of center of the sphere
-surface: containes the values for material, flag, brightness and light

struct Vertex {
short values[3];
}

-values: vertices used for the faces. short type is used to reduce used memory, the real values of a vertex can be calculated by dividing through 128.f

struct Face {
       unsigned short vertices[3];
       unsigned char material;
       unsigned char light;
}

-vertices: IDs of vertices from the Face(triangle)

The structure of DataBody look like:

unsigned int numSpheres;
Sphere spheres[];
unsigned int unk;
unsigned int numBoxes;
Box boxes[];
unsigned int numVertices;
Vertex vertices[];
if(numVertices%2) short pading;
unsigned int numFaces;
Face faces[];

-numSpheres: number of Spheres in the array
-spheres[]: the array of Spheres with size numSpheres
-unk: always 0x0
-numBoxes: number of Boxes
-boxes: the array of Boxes with size numBoxes
-numVertices: number of Vertices in the array
-vertices: the array of Vertices with size numVertices
-pading: always 0x0
-numFaces: number of Faces in the array
-faces: the array of Faces with size numFaces

the rest is stil to be discovered, but it look something like:

unsigned int unknownValue;
Box box;
unsigned int numUnknownStructs;
UnknownStruct unknownStructs[];

-unknownValue: no idea what it good for but known values are: 0xEF5DCB33
-box: another posible Box (quite shure it´s some kind of FaceGroup for all faces)
-numUnknownStructs: number of UnknownStructs in the array
-unknownStructs[]: the array of UnknownStructs with size numUnknownStructs (seems to be in some way related to FaceGroups


struct UnknownStruct{
void unknown[8]
unsigned short start;
unsigned short end;
}

I have realy no idea how the 8 Byte from unknown can be interpreted.

13
Modding Questions/Help Archives / Re: 3ds Max - Nif Import Error
« on: February 11, 2015, 08:00:09 AM »
@DahCobra33&The Dream Is Dead: This thread is about nif files and not animations.
Hey sorry mate,if you want me to delete it,it's fine
No problem, but I think this thread: http://www.bully-board.com/index.php?topic=21670.0 would be more suitable for your conversation.

14
Modding Questions/Help Archives / Re: 3ds Max - Nif Import Error
« on: February 10, 2015, 06:30:08 AM »
@DahCobra33&The Dream Is Dead: This thread is about nif files and not animations.

15
Modding Questions/Help Archives / Re: 3ds Max - Nif Import Error
« on: February 05, 2015, 08:20:09 AM »
Have similar problem here: http://www.bully-board.com/index.php?topic=21659.0
I looked at the list of games suported by the script and Bully was not among them. Looks like the specific nif used by R* is not compatible with this script.

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