Possible 3do mat replace verb?     (Moderator: Hell Raiser) Previous Topic | Next Topic
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Post 05-Apr-2006 15:29        

Would it be possible to change the mats used on a 3do? Even if you can't specify a surface directly to change, it would be kool if we could even change all the surfaces on the 3do to a single mat.

My original idea was to make human-statues for AoT without having to make any new models.

Also, it would make that "Carbon Freeze" JK hack even kooler cuz it could turn 3do's into ice too.
Hell Raiser
Site Developer
Post 05-Apr-2006 19:05        

Well, there's a sliiiiight hitch with that:

(I'm pretty positive on all of this)

It would act like the SetMaterialCel() verb, where as all 3do's of that name would be affected, because JK keeps 1 copy of the 3do in memory. It was discussed some time ago, that one only need copy the model information, and change the thing's pointer to that new unique model, and the rest can be achieved from there. It would be possible to change individual surfaces, but intamate knowledge of your 3do would be required. Eh, then again, maybe not, cuz you can find out what material a 3do surface is using, so just search and replace would be possible.

IE, ReplaceThingMaterial(thing, old_mat, new_mat);

I'm not too sure how easy it would be to copy the model's info, what with the resource limit and all. I think we might be able to wire in some static limits of our own, albeit, much much higher than JKs.

Just take a look at what Sige has discovered in memory so far, we're sitting on a gold mine! I bet my balls we could create 3dos, materials, sectors, everything; dynamically. (How well it'd sync up with MP, who knows...... probably not so good)

It it my intent to do some JK.exe hacking myself, hopefully it won't take up too much time, but it's a nice breather from the ordinary cogging and whatnot. LOL, before I could finish this post, I just had a whooooooole lot of explaining from Sige, on how to use Ollydbg and hacking into JK.exe, so here goes nothin.
Post 05-Apr-2006 22:18        

I'm just waiting for the publicly editable version. I want to start making my own verbs!
Hell Raiser
Site Developer
Post 06-Apr-2006 05:51        

Well, there's not much to the source right now. Sige just kinda quickly whipped up what verbs were in there before finding out all the wonderful information that I stickied.

We need some functions to handle accessing the thing array and whatnots inside the dll before making verbs will be 'pretty easy' to do.

Anyone interested in editing the source as-is, reply here and I'll email it to you. You'll need VC++ 6.0 at a minimum (or some other way of compiling .dlls) I feel that it's current state does not warrent 'open source' release.
Post 06-Apr-2006 13:48        

well, it wouldn't hurt to look at it. I'd love to see the source as-is
lumpshare@yahoo.com
Post 06-Apr-2006 15:27        

Yeah man, once you get some C++ functions that give easy access the arrays and pull info out of them, writting our own C++ functions is gonna own.

Yeah, I thought about all 3do's changing, sorta like SetMaterialCel, but more like a side-effect in our case. Perhaps it wasn't such a bright idea afterall.
Hell Raiser
Site Developer
Post 06-Apr-2006 16:49        

Nope, it's an awesome idea. I want to be able to animate materials on individual thing models anyway, so your idea isn't too far from that.
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