LiQuiD911 Posted April 12, 2015 Share Posted April 12, 2015 (edited) Well that was a real plot twist xD Thank you for all your work on this. There is a max net index, when I rawhexedited one of these and set it to a really high value, the log printed that It was beyond the max value X. Here's a TFC patch that inserts and uses more friendly namesTexturesEU.tfcLightingEU.tfcCharTexturesEU.tfc UPK_FILE=URB_Museum_Stream.upk[ADD_NAME_ENTRY]<> // string length (including terminating null)<%t"CharTexturesEU"> // ASCII null-terminated string<x00000000> // flags L (always the same)<x00070010> // flags H (always the same)[ADD_NAME_ENTRY]<> // string length (including terminating null)<%t"TexturesEU"> // ASCII null-terminated string<x00000000> // flags L (always the same)<x00070010> // flags H (always the same)[ADD_NAME_ENTRY]<> // string length (including terminating null)<%t"LightingEU"> // ASCII null-terminated string<x00000000> // flags L (always the same)<x00070010> // flags H (always the same)REPLACE_CODE=<TextureFileCacheName><NameProperty><%u 0x00000008><%u 0x00000000><CharTextures>:<TextureFileCacheName><NameProperty><%u 0x00000008><%u 0x00000000><CharTexturesEU>REPLACE_CODE=<TextureFileCacheName><NameProperty><%u 0x00000008><%u 0x00000000><Textures>:<TextureFileCacheName><NameProperty><%u 0x00000008><%u 0x00000000><TexturesEU>REPLACE_CODE=<TextureFileCacheName><NameProperty><%u 0x00000008><%u 0x00000000><Lighting>:<TextureFileCacheName><NameProperty><%u 0x00000008><%u 0x00000000><LightingEU> edit:sigh, the forum parses some of the commands , here's a txt filehttps://www.dropbox.com/s/r0r64g276zt8ony/EU_to_EWI.txt?dl=0 Edited April 12, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted April 13, 2015 Share Posted April 13, 2015 (edited) I'm not sure that adding new names is a good idea in this particular case. There could be tons of low-res textures embedded directly into the map package and those are stored as BulkMirror data, which operate on absolute file offset basis. By inserting new names we will shift the data and effectively make all the offsets invalid. Edited April 13, 2015 by wghost81 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted April 15, 2015 Share Posted April 15, 2015 (edited) Hmm.. I did a test on the EU carapace upk , I set the net index to -1 on the objects,materials etc which were reported in the log, but the texture doesn't show. The log also show that it's setting a -1 offset to the textures, I hexedited those values in the upk, they no longer show in the log but still no dice. ue explorer and upk utils do not show these variables, I found offsetX, offsetY followed by 2 size variables in Texture2D (if you search for values -1 in the texture, it's the offsets) I think it's from this: class Texture2DComposite extends Texture hidecategories(Object) native(Texture);struct native SourceTexture2DRegion{ var int OffsetX; var int OffsetY; var int SizeX; var int SizeY; var Texture2D Texture2D; structdefaultproperties { OffsetX=0 OffsetY=0 SizeX=0 SizeY=0 Texture2D=none }}; Edited April 15, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted April 16, 2015 Share Posted April 16, 2015 Offsets are described in "UPK Texture2D.pdf" file by Drakous79, which is inside CustomTFC.7z archive. So, the problem is that max NetIndex value prevents you from changing indexes for EU objects? This means, we need to find the Max NetIndex and change it, I guess. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted April 16, 2015 Share Posted April 16, 2015 (edited) I'm not sure if they are the same variables in the pdf.. these seem texture offsets, not upk offsets. I don't know if setting the index to -1 fixed some of the things, I have to test it on the maps and see some if the missing meshes appear (like the trash carried by the wind and halfcover wall debris). Edited April 16, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted April 18, 2015 Share Posted April 18, 2015 About shadow maps.While working on deserialization of map objects, I discovered several interesting facts.First, although Components are based upon Object class, their data are serialized before NetIndex.Second, there is a class named DominantDirectionalLightComponent, which has an entire ShadowMap inside, serialized at the beginning of the object. There is exactly one DominantDirectionalLight object and exactly one DominantDirectionalLightComponent object per each map. Link to comment Share on other sites More sharing options...
renraw Posted April 19, 2015 Share Posted April 19, 2015 Wow those EU maps, that is just outstanding work guys and gals, one step closer to bringing those maps back to life :)and the Nuked City Terror map, congrats on the first NEW-new XCOM map :D Link to comment Share on other sites More sharing options...
LiQuiD911 Posted April 26, 2015 Share Posted April 26, 2015 Thanks ! But I think we're in a stalemante at the moment with the missing texture problem :\ I did a small experiment on repairing buildings on terror maps, calling ResetHealth and ResetVisibility on a fractured mesh actor resets it ingame but the wall does not block LOS and the repaired chunks are not destoyable ( because xcom uses a class which inherits the udk one) Link to comment Share on other sites More sharing options...
Beaglerush Posted April 30, 2015 Share Posted April 30, 2015 Just wanted to thank you guys again for your great work on bringing these old favourites back. Just yesterday I got to play both EU Gas Station and EU Demolition on stream. It was a pleasure to be back on them in both cases. http://www.twitch.tv/miss_jamball/v/4469875 - 7 mins for EU Gas Station, 3 hrs 30 mins for (Swarming) EU Demolition. Had a lot of fun. Link to comment Share on other sites More sharing options...
wghost81 Posted April 30, 2015 Share Posted April 30, 2015 Wow! You're one brave player! Link to comment Share on other sites More sharing options...
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