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Author Topic: Info on format differences for Stargate Worlds  (Read 8173 times)
peterbjornx
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Info on format differences for Stargate Worlds
« on: October 15, 2011, 02:27 »

I have (using some opensource package tool) managed to find the difference between the "official" UE3 package format and SGW's package format:

The export table error occurs because the export table entry is 1 int32 shorter than normal (i have so far only got a chance to look at entries with a netObjectCount of 0, i fixed this for the tool i was using by commenting out the field between netObjects[] and GUID[], this field was only read if netObjectCount == 0.

I hope you can atleast make a unstable version of umodel for me to use while extracting SGW packages now that i have done the research.
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Gildor
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Re: Info on format differences for Stargate Worlds
« Reply #1 on: October 15, 2011, 09:56 »

1) I'm not supporting canceled games
2) usually changes are much more complex than adding or removing 4 bytes from the export table. I suppose you will need mesh and animation extraction, so changes may be much more difficult.
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peterbjornx
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Re: Info on format differences for Stargate Worlds
« Reply #2 on: October 16, 2011, 13:14 »

i don't know your policy on this but can you send me the source of umodel so i can do it myself,ill only redistribute a binary the source will stay secret if you want
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peterbjornx
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Re: Info on format differences for Stargate Worlds
« Reply #3 on: October 20, 2011, 02:23 »

please respond,at least inform me on upk structure
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Gildor
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Re: Info on format differences for Stargate Worlds
« Reply #4 on: October 20, 2011, 08:27 »

can you send me the source of umodel so i can do it myself
not now
Quote
inform me on upk structure
some information could be found here
http://www.gildor.org/smf/index.php/board,21.0.html
I can provide any information missing there

What you want to view or export from this game?
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peterbjornx
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Re: Info on format differences for Stargate Worlds
« Reply #5 on: October 20, 2011, 14:44 »

im using a custom reader/writer based on the UE3PackageReader from unhood and i can read/write packages but only unhood will open them, umodel wont, it complains about a -64 size malloc in ReadDependsTable , what is read depends table and can you post the formats for UE3 header and import/export table formats
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Gildor
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Re: Info on format differences for Stargate Worlds
« Reply #6 on: October 20, 2011, 15:36 »

All these tables has very complex serialization code (has a lot of code paths for different games).
You are using UnHood to decompile scripts from this game?
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peterbjornx
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Re: Info on format differences for Stargate Worlds
« Reply #7 on: October 20, 2011, 16:02 »

no im trying to convert it to UE3 format via UnHood, but im kinda stuck on the dependstable thingy, can you just post some info on it for the UE3 gametype
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Gildor
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Re: Info on format differences for Stargate Worlds
« Reply #8 on: October 20, 2011, 16:14 »

It is not possible to convert UE3 packages from one game to another.
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peterbjornx
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Re: Info on format differences for Stargate Worlds
« Reply #9 on: October 20, 2011, 16:17 »

they dont have to be playable, just extractable , also: how can i convert a skeletalmesh or texture2d component then
or is it possible to hack batchexport into the game excecutable
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Gildor
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Re: Info on format differences for Stargate Worlds
« Reply #10 on: October 20, 2011, 16:25 »

how can i convert a skeletalmesh or texture2d component then
convert into what?
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is it possible to hack batchexport into the game excecutable
I don't understand you
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peterbjornx
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Re: Info on format differences for Stargate Worlds
« Reply #11 on: October 20, 2011, 16:37 »

into tga and  psk/psa , also can you just send me some of the deserialization code for UE3 or the headers you used as reference?
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Gildor
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Re: Info on format differences for Stargate Worlds
« Reply #12 on: October 20, 2011, 18:22 »

also can you just send me some of the deserialization code for UE3
what exactly you want? did you checked this board
http://www.gildor.org/smf/index.php/board,21.0.html
it has some information which was enough for some people to load UE3 packages
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or the headers you used as reference?
I've used Games\UT3\Binaries\UT3.exe as a reference Smiley
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