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RE: ffed3d hacks

Posted: Sun Mar 14, 2010 8:45 pm
by Potsmoke66
ok the're low in res., but not bad at all i like them, even if they are complete randomly played back, except for the alligiance they belong to (sometimes you get a "don't expect your welcome...." when you just started your game). but once playback is possible, new ones could be made? in a even higher res.? would be great to see user created videos in ffed3d :lol:s20dan; screenshot from pioneer? are these clouds or mountains, looks great anyway.increase missions payment, i never thought about, why?could it be useless? to me at least, but i will lookout for it.maybe new buffet gives you a opportunity.i think payment for contracts is generated as well as all of the rest, easy possibility could be to alter the 10% bonus to a whatever %, this must be hard coded in ffe, or find the expression for the calculating of payment and change it somewhat (but i have no idea where to search by now).really that's something i never thought about, increase payment.anyway, once you got a somewhat respectable ship (asp upwards), money shouldn't be a problem, why bigger payment?you can use some special trade routes to get rich quick (that rich, so you get bored of your money).really sometimes to me earning money in frontier is far to easy if you know and use the places where to make a lot of.many good trading routes have been posted for frontier, i won't reply them here.

RE: ffed3d hacks

Posted: Sun Mar 14, 2010 9:34 pm
by s2odan
Yeah its Pioneer :) Those are mountains. Its on a planet in Alpha Centauri. As for the videos, the res never bothered me, actually the videos arent bad, but I dont like the sound hehe its so cheesy, sounds like it was recorded by me and my mates :)P.S Potesmoke66, do you know what values to change to increase money from missions?

RE: ffed3d hacks

Posted: Mon Mar 15, 2010 5:56 am
by Rarog

potsmoke66 wrote:
this will give a somewhat smooth replay of the arrays, but at higher speeds (above 30'000kmh) the will vanish.
:( Perhaps the large "snowballs" to Eagle - because the camera is approaching closer than the Cobras.Tried to make the dust model. Created some kind of nonsense. :D Then spoiled converter. :D Inserting a different model -- :D I inside :? In the game dust - circle. In the editor - the square. :| It would be good, that someone would try to remake the dust. Object 109

RE: ffed3d hacks

Posted: Mon Mar 15, 2010 11:49 am
by s2odan
Potsmoke, I try to explain why:The reason I wanted to increase payments from missions, is because I always end up trading too much in every game.The game is very unballanced towards traders.Money is not a problem, not with the Medicine run and the Barnard Robot run.I once had a really good mod for JJFFE or GLFFE, called 'Anisophs' mod, the mod both increased payments from missions and also reduced proffits from all trading. It did this by limiting the number of goods you could sell on the bulletin board. EG, instead of someone wanting unlimited supply of robots, they only want 20tons.So it would look like:WANTED. Buying Robots, urgently needed. (ORIGINAL)WANTED. Buying 20 tons of Robots, ugently needed. (MOD)I think that if trading was made to be more balanced with other features, people might actually use those other features. At the moment there is no point in having passenger cabins, not when you can just have more robots instead.Anyway I like to do the missions like assassin and taxi, because you go to lots of different worlds, but there is not any money in it. I can do the missions for hours and make the same money as I make in 10 minutes selling Robots :)

RE: ffed3d hacks

Posted: Wed Mar 17, 2010 5:29 pm
by Potsmoke66
i think i catched it.yes, thats true, if you earn less in trading you have to do more missions or whatever jobs, also i would like to increase the productivity of the mb4, they are to unspectular for average players i think. anisos mod, nics mod is based upon? i have both, and will check it out.something easier that could be solved is the slow ascension in elite ranks in ffe or to give the game a new balance. you can easy edit the points given for each ship (usually 256 which is one point of again 256 to next "right on commander" and 1 in effective scoring). so i can imagine a new balance between the small and the big ships where maybe the small harder to get, gives you more points than easy to roast traders and battle ships. by simply doubling the points for any shot eagle i.e., you will ascent somewhat faster in elite status.to me it would make sense to reach elite not to far after your highest naval rank, without having to endlessly fight only to reach elite. after you can start a new "life".also the advance in military grades could be shortened somewhat, i think thats allways a point for the "not so addicted".you might simply get bored of the game at least between your first assasination and first reconnaissance mission and it takes even longer to bombing missions (which are in the end less hard than photo, which should be after bombing imo).is that confirmed that there was mentioned a fitfty years career and after they've recognized that it is to short to play the game to the end, they increased it?i know in reality you wont be admiral in 5 years, but frontier isn't reality, it's still a game.

RE: ffed3d hacks

Posted: Wed Mar 17, 2010 6:49 pm
by Potsmoke66
camera point, i guessed "radius", if you alternate this you change cameras max. zoom, but i'm not shure if it's the only purpose of this value. also there are various size multiplicators, where one is known as size represented in ships equipment, but the others are not well known.but the pic is strange what exactly shows it?looks like a extreeeemly oversized dustball (the ones you can find under your bed, usually), or the waste asteroid from futurama :lol:no it's areplacement model, i see, 109 space dust. a single ball or some loose arranged small objects? i made a model from the output and put it under adding of a animation set (you have to) into the folder, without a significant change (of course), in fact i think i didn't saw anything.but i didn't followed that idea further and thought about a editing of the original model (seems to be tricky), because it would be process time saving i'm shure and make no big difference to the higher detailed ffed3d.i have to state here, i never expected to have such a big echo with this thread.

RE: ffed3d hacks

Posted: Wed Mar 17, 2010 7:18 pm
by Potsmoke66
hidden post of a cool avatar for free i know it's off topic somewhat but, just to amuse you (and myself).

RE: ffed3d hacks

Posted: Wed Mar 17, 2010 7:51 pm
by Potsmoke66
i hope you're not to impatient, but actually i'm working outside (it's cold) and i'm physically way to exhausted to concentrate on the thread :lol:

RE: ffed3d hacks

Posted: Tue Mar 23, 2010 6:44 pm
by Potsmoke66
i should have found that earlier; First Encounters save game editor. :geek: it allows you to decrypt ffe's savegames (commandr files), i found that hidden on jongware. :ugeek:i hope Lloyd and John aren't disappointed with the spreading of their work ;) i've uploadet it here :) it comes with ffe objects.doc for a easy access to the data in the decrypted files :D

RE: ffed3d hacks

Posted: Tue Mar 23, 2010 9:47 pm
by Potsmoke66
for a easy access (edit) of ffe object.doc:
Quote:
CreditsThis file has been made by the use of the readme.txt file from fesge“first encounters save game editor”, written by Lloyd Williams.http://binaryfrog.lostmypants.net/ffe/as well as plstate.txt and gmstruct.txt from jjffe source, by John Jordan.http://jaj22.org.uk/jjffe/ignited by Theunis de Jong.http://www.jongware.com/index.htmladditional research gernot schrader (potsmoke66).BLOCK 0 list of actual systems objectsHint:To find ship data, search ship name (reg. no.), go back 0x124 bytes to find 0x00 of chosen ship (object). mark chosen object from 0x00 to 0x151 in hexeditor and copy paste it to a new file, this will help find the right offset, compare with original file and edit (note offset). if you encounter a lot instances of your ships id (old data), search for your actual player object index# in block3 at 0x00C0 then compare with object list in block0 or use buffet to change the reg. (ship name) in the actual save.0x82 dword object model index nr. ("physical" model #, like; 30=viper)0x86 byte object index (# in list of systems objects for player player object index#)0x87 byte object control - 0x1 orbital, 0x3 player ship, 0xb AI ship0xB0 word pitch rate (x rotation)0xB2 word roll rate (z rotation)0xB4 word yaw rate (y rotation)0xB6 word x accel rate0xB8 word y accel rate0xBA word z accel rate0xBC word main thruster accel0xBE word retro thruster accel0xC0 word top thruster accel0xC2 word bottom thruster accel0xC4 word right thruster accel0xC6 word left thruster accel0xC8 dword equipment flags0xCC dword damaged equipment flagsflags: 0x1 laser cooling booster0x2 auto-refueller0x4 military camera0x8 escape capsule0x10 ?energy bomb?0x20 navigation computer0x40 combat computer0x80 autotargeter0x1000x200 missile viewer0x400 cargo scoop0x800 chaff dispensor0x100000x20000 cargo bay life support0x40000 scanner0x80000 ecm0x100000 fuel scoop0x200000 autopilot0x400000 radar mapper0x800000 naval ecm0x1000000 HS cloud analyser0x20000000x4000000 energy bomb0x8000000 stowmaster0x10000000 energy booster0x200000000x40000000 atmos. shield0x80000000 hull auto-repair system0xD0 byte drive typetypes:0x00 none0x01 Interplanetary0x02 class 10x03 class 20x04 class 30x05 class 40x06 class 50x07 class 60x08 class 70x09 class 80x0A military class 10x0B military class 20x0C military class 30x0D military class 40x0E ?0x0F ?0xD1 byte number of gun mountings0xD2 byte front laser0xD3 byte rear laser0xD4 byte top turret laser0xD5 byte bottom turret laserLaser types:type 0,08-0F = 1MW Pulse Laser10-17 = 5MW Pulse Laser18-1F = 30MW Mining Laser20-27 = 1MW Beam Laser28-2F = 4MW Beam Laser30-37 = 20MW Beam Laser38-3F = 100MW Beam Laser40-47 = Small Plasma Accelerator48-4F = Large Plasma Accelerator50-57 = E158-5F = E260-67 = 68-6F = 70-77 = 78-7F = 80-87 = type 1,88-8F = 1MW P visibility 8 steps small to xxl90-97 = 5MW 5MW Pulse Laser 98-9F = 30 MW Mining LaserA0-A7 = 1 MW Beam LaserA8-AF = 4 MW Beam LaserB0-B7 = 20 MW Beam LaserB8-BF = 100 MW Beam LaserC0-C7 = S P AC8-CF = L P AD0-D7 = E1D8-DF = E2E0-E7 =E8-EF =F0-F7 =F8-FF =0xD6 byte missile 10xD7 byte missile 20xD8 byte missile 30xD9 byte missile 40xDA byte missile 50xDB byte missile 60xE0 word total shields0xE2 word current shields0xE4 word mass*4, used for damageAlternative 0xf2? Acceleration cap for large timesteps0xF2 dword destination?, zeroed on autopilot target reached0xF6 dword set to zero by HS exit0xFA dword set to zero by HS exitAI HS version:0xF2 dword destination system code0xF6 word max jump range0xF8 byte post-HS AI mode0xF9 byte filler?0xFA dword jump time (tics >> 0x10)0xFF valuevalues:0x0 Basic navigation mode0x1 Attacking - turning towards0x2 Attacking - firing0x3 Attacking - turning away0x4 Pirate interception0x5 Transitional state to 0x40x6 Static?0x7 travel to HS entry point0x8 HS exit routine0x9 Bounty hunter interception0xA Patrol?0xB Formation navigation0xC Missile evasion?0xD Auxiliary ships around station0xE0xF0x100x11 Delayed HS exit cloud0x12 HS exit cloud0x13 Missile0x14 Mine0x15 Smoking cargo0x16 Normal cargo - abandoned ship?0x17 Static cargo0x18 Dies at small distance from player0x19 Asteroid0x1A ?0x1B Space dust0x1C0x1D HS entrance cloud0x1E HS cloud remnant0x1F Request launch0x20 Docked/landed - waiting for traffic control timeout0x21 Launching0x23 Docking/landing0x24 Docked/landed0x116 word remaining internal capacity, AI only0x118 byte valuevalues: Stores ship table index for non-pirate?0x1 ship after esc. capsule0xFA cargo0xFB pirate0xFD missile0xFE HS cloud0xFF player0x119 byte cargo fuel in tons - AI only0x11A dword bounty0x11E dword fuel tank (0x20000000 = 1t)0x124 string object name/ID0x151 byte laser flagsflags:0x1 shields hit0x2 laser fired0x4 front laser0x8 rear laser0x10 turret laser0x20 ecm activated0x40 energy bomb activatedBLOCK 3 player dataoffset of data as in the file (copy paste to new for easy access)0x0000-04 game ticks0x0004-08 game days 1.1.3250 = (3250 * 1461) / 4 = 0x121CF6 (0xF61C12)0x00C0 player object index (use this to find your actual ship data in block0)0x00C8 player object ptr0x0112 last messaging object index0x0114 player cash0x0118 cargo space total (after equipment)0x011C cabins total (possible error)0x0120 cargo space used?0x0124 cabins used?0x0134 cargo water0x0136 cargo oxygene0x0138 cargo grain0x013A cargo fruits & veg.0x013C cargo animal meat0x013E cargo synth. meat0x0140 cargo liquor0x0142 cargo narcotics0x0144 cargo medicines0x0146 cargo fertilizer0x0148 cargo anim. skins0x014A cargo live animals0x014C cargo slaves0x014E cargo lux. goods0x0150 cargo heavy plastics0x0152 cargo metal alloys0x0154 cargo prec. metals0x0156 cargo gem stones0x0158 cargo minerals0x015A cargo hydrogen fuel0x015C cargo military fuel0x015E cargo hand weapons0x0160 cargo battle weapons0x0162 cargo nerve gas0x0164 cargo ind. parts0x0166 cargo computers0x0168 cargo air proc.0x016A cargo farm mach.0x016B cargo robots0x016C cargo alien artefacts ?0x016E cargo – radioactives0x0170 cargo – rubbish0x0172 cargo ?0x0174 cargo – chaff0x0176 cargo ?0x0176 cargo ?0x0178 cargo ?0x017A cargo ?0x017C cargo ?0x017E cargo ?0x0180 amount fuel used for jump0x019C ELITE rank0x01A0 Fed military rank0x01A4 Imp navy rank0x01B8 set speed0x01BC copy of commander name?0x01D2 copy of commander name?0x01F4 equipment failure timeout in 30hr units0x01F8 drive failure timeout in 30hr units0x01FC last drive maintenance0x0200 last equip maintenance0x023D crosseye (selection) x0x0240 crosseye y0x0244 crosseye z (zoom)0x0248 ?0x0250 actual system x0x0254 actual system y0x0258 actual system z0x025C target system x0x0260 target system y0x0264 target system zdescription:To find the system coordinates, as displayed during the game,use the following formulasX = ((absolute_X - 0x171880) * 0x64 / 0x100) / dec. 100Y = ((absolute_Y - 0x152480) * 0x64 / 0x100) / dec. 100If the value of system is higher than 0x171880 or 0x152480,else you have to change positions and negativate the result. i.e. for 61 Cygni:X = (0x171880 - 0x171796) * 0x64 / 0x100 = 0x5B or dec. 91 = -0.91Y = (0x1525AE – 0x152480) * 0x64 / 0x100 = 0x75 or dec. 117 = 1.17internally sector 0x000000,0x000000 is at x -591200, y -541200in fact there is a maximum of 0xFFFF(+0x1 because 0x0 is a value) (dec.65536) sectors. each sector starts at 0x00,0x00 in the lower left corner of the square,centre is at 0x80, 0x80 and top right corner at 0xFF, 0xFF.to tell in other words, each sector has a dimension of 256 * 256.one sector is 8.00 light-years in dimension, lets say one light-year is 100 "clicks" or what ever you like to call them.then calculate dec.(sector_X,sector_Y * 800) / 256 = "clicks" from the bottom or left corner of the square.i.e. for sol: X = (128 * 800) / 256 = 400 "clicks" = 4.00 ly (from left side of sector)Y = (160 * 800) / 256 = 500 "clicks" = 5.00 ly (from bottom of sector)you may wonder why I use "clicks" and don't use simply 3.125 as divisor, try and you will see that there is a slight difference.to get decimal value, calculate forZ- ((0x10000 - 0xZ * 0x64) / 0x10000) / 1000 = Z- distance to 0 dec.Z+ ((0xZ * 0x64) / 0x10000) / 1000 = Z+ distance to 0 dec.to get the value in "clicks" or light-years calculateZ- ((0xFFFF - 0xZ) * 0x320) / FFFF = Z- distance to 0 in "clicks" / 100 = lyZ+ (0xZ * 0x320) / FFFF = Z+ distance to 0 in "clicks" / 100 = lyMaximum Z distance is again 800 (0x320) "clicks". [attachment=94:grph1.jpg] With the right tool at hand, now you can move yourself to any place in the galaxy, but the ship stays where it is.Feed the results to a RAM editor or "game genie" to move instantly while playing.Search for sol: X 0x171880, Y 0x1524A0, Z- 0xFFFF9400Search for tau ceti: X 0x1718D2, Y 0x1524E8, Z+ 0x0000FC010x026C range to target system, “clicks” / 100 = ly’s.0x0294 fuel required0x03FA names 0x2, orbits 0x4 ???0x057A offset of object index in byte0x3CAE maximum military missions0x3CB2 major rank0x3CB6 minor rank0x3CBA 25 24-byte military mission structsstructure:?0x3ECB0x3F2A Used for missing person ad0x3F2E Used for missing person ad0x3F32 Used for missing person ad0x3F36 Used for missing person ad0x3F3A0x402A base of ServEntry structures0x48D2 timeout?0x48D6 first ServEntry displayed0x48DA number of ServEntries (max 0x2d)0x48DE current services screen name ffcode0x48E20x48E30x48E40x48E8 current services screen index0x48F8 current station pointer0x48FC agreed payment flags0x4900 agreed mission payment0x49040x491C services blitback timeout0x4A18 number in parcel/pass. roster0x4A3A base of parcel/pass. roster0x4EF0 number in mission roster0x4EF4 base of mission roster0x502C correct number of crew0x5030 current number of crew0x5032 first crew member, 20 up to 0x50AE (pure guessing!)0x50D4 last correct0x50F8 alliance fine0x50FC fed fine0x5100 imp fine, interpol, thargoid...0x5118 num asteroids0x5119 max asteroids0x511A MB4 count...0x511E MB4 count?0x5122 Base of MB4 list?0x532C Hyperspace time0x5330 Hyperspace distance0x5334 current song index0x5538 savegame name0x554C ._ of savegame ext0x554E second-last char in savegame ext0x554F last char in savegame ext0x5552 copy of commander namedisclaimer:some explanations are pure "guessing" by meall offsets and data with no warranty.i didn't used all known offsets here, because some are irrelvant for the common use of editing ship specs with fesge.for further offsets (explanations) refer to john jordans jjffe source or find some by yourself to help us (me). :roll: Frontier First Encounters by Frontier dev. http://www.frontier.co.uk/I hope Lloyd Williams and John Jordan feels not disappointed with the spreading of their work, else all the blame goes to me.Gernot SchraderKaltbrunn 03/23/2010last edit 03/24/2010

RE: ffed3d hacks

Posted: Sat Mar 27, 2010 4:27 pm
by Potsmoke66
for those who dare to fumble around with a game genieor hex edit their savegamesa (ffe suitable) character set of the fe2 line font (use it to spice up your ships name):times font is used for starports, pubsigns and big ships in ffe
Code:
01 "return" 20 "space" 21 string; color blue 22 string; color l.grey 23 radioactive symbol, recycle symbol in times font 25 + , saturn symbol in times font 26 broad yellow / 27 ' 28 ( 29 ) 2A sirius corp. symbol, * in times font 2B knights cross (in hoc signo vinces), + in times font 2C , 2D - 2E . 2F / 30 0 . . . 39 93A :40 konami symbol, © otherwise 41 A . . .5A Z5C -5F "space"61 a . . .7A z7C 3 or & ?93 a green ball arrayB0 one line upBB some coneC1 halts game outputs "reboot required"C7 shows a stringCE orbit ringD1 shows "game over commander" crossD2 2 endless linesD6 strange symbolDB text changes y/z axis, chatter sound (DB ;-) )DF blanks text or color m.greyE0 2 ball arraysE3 "fföt" and a lineE4 a thin lineE5 green ball arrayF0 a string and flickering trianglesF7 a thin lineFC grey ball array and lot of weird graphicsFD one line downFE one line down
other values than this will either crash the game or produce nothing of interest (so far). ;)

RE: ffed3d hacks

Posted: Sat Mar 27, 2010 6:30 pm
by Potsmoke66
here's the bitmap font character distribution, useful to create a suitable font for ffed3d
Code:
00 blanks string01 string turns black with gray shadow0D one line down (return)20 "space"21 !22 "23 #24 ¢25 %26 ö27 '28 [29 ]2A *2B +2C ,2D -2E .2F /30 0 . . .39 93A :3B ;3C ñ3D =3E é3F ?40 ©41 A . . .5A Z5B ü5C \5D ß5E °5F _60 ä61 a . . .7A z7B h²7C s²7D arrow nw7E arrow ne7F arrow sw80 arrow se81 □ (box)82 ç83 è84 ù85 î86 â87 ô88 ê89 ú8A à8B ò8C ¿8D A (hex) . . .92 F (hex)94 unknown symbol95 unknown symbol96 unknown symbol97 ▌█. . .9F ▌█FF "t"
soon wrong characters will be past :cool:

RE: ffed3d hacks

Posted: Sat Apr 10, 2010 10:52 pm
by Potsmoke66
just to make you curious[attachment=95:cobramk1_s1.jpg][attachment=97:cobramk1_s2.jpg]

RE: ffed3d hacks

Posted: Sun Apr 11, 2010 12:17 am
by Potsmoke66
added some texture replacements in the download sectionincluding, a new "Times" font (Lynx), blue explosions (check out!), and all textures as shown in Frontierimages as .png files for you to use as reference or to flush it dd. :Dto get the Frontier Dev. Symbol on your ship, you need to hack the .exe (sorry), take jongwares frontiermeshes as guide search for the text command and replace the 06 for line font (size6) with 26 (Times font, size6).use the % (25h) symbol for the "Frontier Dev. Saturn" in your ships name, use buffet type in "FR%NTIER" i.e..here a example cobra mkI model from ffe split in showmesh.txt "format" for your better understanding and how to find relevant data in FFED3D:
Code:
cobra mk1---------offset in FFE 0x08D46A - 0x08D824offset in FFED3D 0x106ECA - 0x107283 0001 0203 0405 0607 0809 0A0B 0C0D 0E0F -block 1; commands 0x00: 5402 8F10 1302 8F00 7DC1 8F44 5DC1 C104 0x10: BDC1 C145 1301 C100 0900 EE20 1E24 BC02 0x20: 0900 EE20 1F25 BC02 1302 8F10 1DC1 408F 0x30: 5DC1 C104 BDC1 C145 1301 C100 0900 EE20 0x40: 262C 9001 0900 EE20 272D 9001 9401 8D10 0x50: 5301 8D00 5DC1 8D04 BDC1 C145 9300 C100 0x60: 0900 EE20 2F35 9001 9301 8D10 1DC1 408D 0x70: 5DC1 C104 BDC1 C145 9300 C100 0900 EE20 0x80: 2E34 9001 9401 8E10 5301 8E00 5DC1 8E04 0x90: BDC1 C145 9300 C100 0900 EE20 363C 9001 0xA0: 9301 8E10 1DC1 408E 5DC1 C104 BDC1 C145 0xB0: 9300 C100 0900 EE20 3E44 5802 1A00 0F40 0xC0: 0082 1140 0940 0D40 0140 0340 1340 2340 0xD0: 0DC2 8340 6B04 E602 D509 5301 8100 1C04 0xE0: 0400 7B17 4A06 0010 0340 6E17 4C06 6E17 0xF0: 4D06 6B02 0E80 9300 9D10 4DC1 9D08 6E00 0x0100: 1C00 9300 9D08 4DC1 9D40 6E00 1D00 B300 0x0110: 9705 E6FF 1C00 7C00 6E18 1A06 15F0 E6FF 0x0120: 0400 0340 0A05 040B 0200 0700 EE20 0E0C 0x0130: 0210 0300 0340 0100 0402 0300 0340 0504 0x0140: 0602 0800 0440 0206 0004 0800 0700 0340 0x0150: 0604 0A08 4B02 8601 1C19 0000 3C83 5405 0x0160: 0A00 8808 0A06 4646 1630 1C19 4000 3C83 ;0x0165 = 06 is font style and size, 0 = line font 1-F, 1 = bitmap font (no use), 2 = Times font 1-F for the rightside label0x0170: 5405 0A00 8808 0B06 4846 1630 0700 0440 ;0x0177 = 06 is font style and size, 0 = line font 1-F, 1 = bitmap font (no use), 2 = Times font 1-F for the leftside label0x0180: 0804 0C0A 0400 0340 0A01 000B 0E00 0700 ;key for first label, 0A00 = TEXT, 8808 = COLOR gb0r (no influence to times), 0A = NORMALS from table (#10), 06 = FONT style, 46?, 46 = vertex (#70), 1630? 0x0190: 0440 0600 100A 0700 0340 0806 120A D300 0x01A0: 9704 8B00 0880 9B18 1640 00F0 4404 D300 0x01B0: 9708 8B00 0980 BB18 1740 00F0 4404 5301 0x01C0: 9703 0B01 0680 5DC3 8009 3C10 C300 DB18 0x01D0: 1806 00F0 4404 0600 1302 8110 D301 8006 0x01E0: 9301 8005 9300 8004 0100 E020 0258 8006 0x01F0: 9400 8004 0100 002E 0258 8007 0000 block 2; extra data B80B 0x0200: 8813 B80B 78EC unknown data1 A080 178D 00C3 001A 1080 0x0210: 0204 0608 090A 0B0C 0D0E 1011 1213 0000 block 3; vertex0x0220: 0100 0700 1700 0100 0007 0000 0100 1307 0x0230: ED00 0100 1F00 0700 0100 1F00 F100 0100 0x0240: 0FF9 ED00 0100 0A03 ED00 0100 0203 ED00 0x0250: 0100 09FE ED00 0B00 0104 0500 0B00 0100 0x0260: 0100 0B00 0100 0400 0B00 0102 1200 0100 0x0270: 00FB F900 0100 07FC 0300 0100 0700 E800 0x0280: 0100 0700 8F00 0700 1500 2000 1300 C11E 0x0290: 2200 0100 0C00 1700 0100 0C00 3200 0700 0x02A0: 1600 2800 1300 C126 2A00 0100 2300 F700 0x02B0: 0100 4600 F700 0700 1600 3000 1300 C12E 0x02C0: 3200 0100 00F7 0000 0100 00C9 0000 0700 0x02D0: 1500 3800 1300 C136 3A00 0100 000F 0000 0x02E0: 0100 003A 0000 0700 1600 4000 1300 C13E 0x02F0: 4200 0100 1C01 F000 0100 E401 0000 0100 0x0300: 0000 1500 0100 09FB F600 0100 00F9 0100 block 4; normals0x0310: 0400 0000 8100 0000 0079 2400 0400 007E 0x0320: 0500 0000 1779 1C00 0400 4669 0000 0400 0x0330: 22F8 8700 0A00 0084 1600 0000 1085 1900 0x0340: 0600 388F 0000 block 5; specifications (part1) 1022 3AF3 0201 4B00 3C00 0x0350: 6100 6400 2140 0100 0200 030C 0001 EE02 0x0360: FA00 E204 EE02 DC05 0000 B004 FA00 CC00 0x0370: 1E00 0009 AE00 unknown data 6A34 4A00 8A36 4A00 5000 0x0380: 0000 7A37 4A00 1400 0000 block 5; scale to collision data 0900 0000 0000 0x0390: 0000 7100 0000 1400 0000 0606 0600 0B00 0x03A0: 0000 3043 0000 100E 0000 7036 4A00 unknown data B037 0x03B0: 4A00 0000 0000 0000 0000 keep in mind that theunis stated the wrong axis orderin frontiermesh.txt, data is reflected correct. order is: 1 - type, 2 - Z axis, 3 - Y axis, 4 - X axis,where Z is depth like for a car model (from Front).2010/04/07 P66
cobra mkI code as .txt fileshowmesh.txthint: mark and copy-paste the model you want to edit to a new file in your hex editor, write down start & end offset.it makes it a lot easier to find the data in the model, afterwards you can paste it back to the marked offset range.also it will give a good reference for exchange in web.it will look like this ffed3d_cobra.bin or this cobra mk1 modified labels.bin.add a little txt file where you explain your edits like this cobra mk1 modified labels.txtuse this test model.x for best results (model is unfinished).there is a slight difference between FFE & FFED3D in the last 2 "unknown" datablocks, anyone's got a idea?i would apreciate it much.

RE: ffed3d hacks

Posted: Sun Apr 11, 2010 12:47 pm
by Potsmoke66
project:setup a folder including all models by # and name (if known), each model folder (# - name) contains "# - name.bin", from FFED3D, "# - name.txt", from meshview.txt, "# - name offset.txt", offset(s) in FFED3D and explanations, as well as shortcuts to the apropriate sub models. so that you will be able to easy check the models and all submodels used by them.maybe i put it afterwards all into a html file so it will be easy to explore, but it's still in progress.

RE: ffed3d hacks

Posted: Sun Apr 11, 2010 5:18 pm
by Potsmoke66
i discovered that the commands for the submodels only get read proper if the previous one is activated, no submodels without missiles, no Naval ECM without ECM, no Labels without fuel scoop. strange but true, any ideas :?: and forget what i wrote about you have to buy a new ship to activate the Labels fontstyle, it's wrong, only submodel use counts.

RE: ffed3d hacks

Posted: Sun May 09, 2010 1:13 pm
by Potsmoke66
i decidet to post this little texture fix here for those who like to have more "original" textures for ffed3dfirst create the planets folders in ffed3d's models folder from 113 up to 137 and put following effect.fx in each:
Code:
float4x4 viewprojmat; // view*projfloat4x4 worldmat; // worldfloat4 light; // light sourcefloat4 lightcol; // light colorfloat4 ambient; // ambient colortexture tex; // current textureint texnum;sampler s_tex = sampler_state { texture = ; AddressU = WRAP; AddressV = WRAP; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR;};struct VS_OUTPUT{ float4 position : POSITION; float3 normal : TEXCOORD1; float4 color : COLOR0; float3 tex_vu : TEXCOORD0; float3 lightDir : TEXCOORD2;};VS_OUTPUT Vexel_Sh( float4 pos : POSITION, float3 nor : NORMAL, float4 col : COLOR0,float3 tex_vu : TEXCOORD0 ){ VS_OUTPUT Out = (VS_OUTPUT)0; Out.position = mul( mul(pos, worldmat), viewprojmat); Out.lightDir = light; Out.normal = normalize(mul(nor, worldmat)); Out.color = col;Out.tex_vu = tex_vu; return Out;}float4 Pixel_Sh(float2 tex_vu : TEXCOORD0, float3 normal : TEXCOORD1, float3 lightDir : TEXCOORD2, float4 color : COLOR0 ) : COLOR0{float4 ut;ut.a=1;float4 texcol = tex2D(s_tex, tex_vu); float3 lightn = normalize(lightDir); float4 diffuse = saturate(dot(lightn, normal)); ut.rgb = diffuse * lightcol * color * texcol; return ut;}technique PixelLight{ pass P0 { VertexShader = compile vs_1_1 Vexel_Sh(); PixelShader = compile ps_2_0 Pixel_Sh(); }}

**this will simply revert the call for planets surface texture to it's original texture, so you don't have to remove the textures from textures folder.it will (maybe*) look like this after a small hack at 0x1170DC from 04 to 01 earth should look like that,* others might get other results, please post** edit sorry

RE: ffed3d hacks

Posted: Mon May 10, 2010 5:52 am
by Pinback
Nice Potsomker 66,like the frontier emblem. 8-)

RE: ffed3d hacks

Posted: Wed May 19, 2010 6:48 am
by Potsmoke66
the labels, yesneeds (a lot)more work.labels are only visible on a cobra mk1 when a fuelscoop is mounted (and visible), this is a very strange issue of ffed3d.on a cobra mk3 it's impossible to have labels, even with a mounted fuelscoop also the scoop is not visible.there is a mishandling of the submodel commands in ffed3d, i think. though the process ends after certain commands.this can (possibly) be fixed with placing the commands in a different hierarchy so that the labels will be processed before all others (not easy), but i need more results.position, font type and size of the labels is much easier, once you understand how it works in FFE(FE2). actually this are shots from the same ship with two different names (i placed one label on the bottom side). but you can have (>)two different labels on one ship because the text used can be read from (used)strings in the game. a ship with reg.# on one side, commander name on the other, or any other fixed (i.e. ships name "cobra mk I") or variable string (i.e. commander status or # of kills) and a additional small name tag under the rostrum is possible to. though positioning has it's limits and labels can only be moved within the given vertex spacing in ffe, which is very coarse (~20cm, just to imagine). but as long as the models fits more or less the original size this can be fixed with a small size correction of the model or been left aside (a gap less then 10cm between label and hull you won't recognize in the game because of mipmapping).