23-02-17, 05:05 | #1 | |
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In the search of a perfect braid (attn: Boobandie)
in order to stop further OpenLara hijacking, I moved the discussion here
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Is there specifications available for demo .wad files? (is it even in a .wad file?) (all specs for .wad files i can find are related to TR4 and not TR1 demos) Last edited by skalogryz; 23-02-17 at 05:06. |
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23-02-17, 05:45 | #2 | |
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It was in Ghostblade's video. It's textured with a flat green texture.
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The files inside contain CURRENT.SWD, CURRENT.TOM, and CURRENT.WAD. How the structure differs is unknown to me, Wadmerger certainly doesn't know what it is, but in the Tomb4 format .TOM files contain the exported level data and co-ordinates for slots but not the objects themselves, so WAD is probably where the objects are. I can't remember exactly what .SWD files are, but there is no .SFX file like in TR4 so it might hold the sound effects. EDIT: As a backup plan, I did make a head that is basically a modded more detailed TR1 head to make it fit a braid better for the TRLE, but with sunglasses added. I can seal up the TR4 joints on it and you can use that for a patch if the authentic head cannot be extracted. But the braid would need to be textured as well as this one uses hair textures from the final game rather than the plain brown from the alpha. Last edited by Boobandie; 23-02-17 at 05:59. |
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23-02-17, 06:13 | #3 |
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^Looks nice!
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23-02-17, 09:48 | #4 |
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And how is this related to Software Development?
Because if it isn't about software development, this thread should be moved to another, more fitting, section. |
23-02-17, 10:19 | #5 |
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It is related to openLara and how it can show the alpha braid. This project aims at restoring the braid in every level and restore the alpha head
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23-02-17, 11:49 | #6 | |
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==== So, I would have to suggest not going on about the May 1996 E3 demo files. Look at the July 1996 PC demo as the file format is more similar to the final game, the model which appears to resemble Lara's alpha head is also included in that demo. There is no need for .wad specifications. The earlier builds of Tomb Raider 1 prior to late July 1996 (as of what is known) had everything split into multiple files rather than one. So the .wad file contains all objects and the structure will be similar to that of the final game with possible adjustments. It shouldn't be hard to create a tool that injects the July 1996 mesh files into a file from the final game and use a tool to extract it that way. Unfortunately, I don't intend to go back to modding the classic Tomb Raider games since they're so old. Though I will take a quick look as I might be able to inject the single head mesh. Cheers. |
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23-02-17, 13:13 | #7 | ||
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Boobandie sorry for making you reposting all the links.
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July PC demo is also .wad based. Now, September demo has a .phd file (which is almost in exact format as the release .phd file, though there're 4 fields missing). |
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23-02-17, 13:19 | #8 |
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^It might not be in the september alpha. If you can manage to inject the mesh into a final tr1 phd file i can extract it with wadmerger, texture it, then post it on here. Either as a readable wad or a .tr4 file if it's easier. Im sure there is a tool about somewhere that inserts meshes into classic games already compiled levels. TRViewer?
Last edited by Boobandie; 23-02-17 at 13:21. |
23-02-17, 13:22 | #9 |
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Hey guys! I decided to write out the TR1 July 1996 PC demo structs up until the mesh data. This should be enough for someone to extract the meshes.
Important note: Polygons are not sorted like in the final game, there's a flag specifying the polygon types. Code:
struct WadHeader { unsigned int m_version; unsigned int m_numObjectTextures; unsigned int m_padding[2]; }; struct Wad { WadHeader m_wadHeader; ObjectTexture m_objectTextures[m_wadHeader.m_numObjectTextures];//ObjectTexture length is 8 unsigned char m_textileData[0x5FFFC]; //FIXME: illegal size! unsigned int m_numMeshTrees; unsigned int m_meshPointers[m_numMeshTrees]; Mesh m_meshes[m_numMeshTrees]; }; struct PolygonFlags { unsigned char m_isQuad : 1; //bit 0001 unsigned char m_isUnknown : 1; //bit 0010 unsigned char m_isColoured : 1; //bit 0100 unsigned char m_isTextured : 1; //bit 1000 unsigned char m_unknown : 4; }; struct Polygon { PolygonFlags m_flags; //If quad read 0xA like TR1 final //If tri read 0x8 like Tr1 final }; struct Mesh { unsigned int m_numMeshData; unsigned short m_center[3]; unsigned int m_unk00; unsigned short m_numVertices; Vertex[m_numVertices]; unsigned short m_numNormals; Normal[m_numNormals]; unsigned short m_numPolygons; Polygon m_polygons[m_numPolygons];//Variable size not fixed! }; |
23-02-17, 14:34 | #10 | |
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Quote:
how did you get the structure? (Core Design ex-employee?) I'm seeing something something a little bit different. Code:
unsigned int m_version; // should be 21 (0x15) unsigned int num1; // number of numObjecttextures? /// note, no padding here unsigned char data1[num1 * 8] // 8 byte per ObjectTextures unsigned int num2; // number of bytes unsigned char data2[num2] // textures ? unsigned int num3; // number of bytes unsigned ints unsigned char data3[num3 * 4] // Meshpointers ? unsigned int num4; // number of unsigned char data4[num4 * 2] // MeshTree ? unsigned int num5; // number of unsigned char data5[num5 * 26] // animation changes? unsigned int num6 // number of unsigned char data6[num6 * 6] // state changes? unsigned int num7 // number of unsigned char data7[num7 * 8] // animation dispatches? unsigned int num8 // number of ?? unsigned char data8[num8 * 2] // ?? unsigned int num9 // number of ?? unsigned char data9[num9 * 4] // ?? unsigned int num10 // number of ?? unsigned char data10[num10 * 2] // ?? ...???... Last edited by skalogryz; 23-02-17 at 14:37. |
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