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Daemonjax

Member Since 12 Mar 2021
Offline Last Active May 10 2021 12:03 PM

Topics I've Started

Extracting the sky textures from sky whm files

10 May 2021 - 12:00 PM

The sky textures are "folded" into the whm model files for the skies.  They have their own data section within the file, easily identifiable via hexeditor.   

 

Anyone know a method to extract them?

 

Or at least know what format that data section is in?  They look like they're block compressed color info, so I'm thinking DDS, but I haven't checked if they look more similar to whatever rsh/rtx looks like in hex.  I'm betting relic didn't try to reinvent the wheel with these, but then again, they kinda did that with rsh/rtx.

 

I'll eventually figure it out, but maybe someone already knows.

 

 

Thanks in advance.


DoW 1 .sgb map file reverse engineering

21 March 2021 - 12:12 AM

I wanted a way to easily and quickly rename and adjust the size of all decals of a particularly type in any given map.  So, the best way would be to write a program to do the map edits for me.

 

The first step would be to reverse engineer the necessary sections of the .sgb map file.  I'm pretty much done doing that -- I only needed to figure out the DATASMAP and DATAENTY sections to accomplish my original purpose.

 

 

I want to know if anyone else has done something similar (reverse engineering sections of the .sgb map files) in the past and, if so, whether any of that old info has been retained somewhere.  If I had more info on the .sgb file structure, I could add more features to it that I don't specifically need at this point but could be useful to others.  Google does not reveal any results.  Anyways, my tool should be done and released on the nexus in the next couple days -- I decided to write it in java.  I don't plan on making a gui for it unless there's enough features to warrant one.


Is there a way to remove the unit health modifiers given by the difficulty setting for...

14 March 2021 - 06:49 AM

According to the wiki for Dark Crusade (https://dow.fandom.c...rusade/Campaign):

 

Easy:
    Player units have 250% health
    Enemy units have 25% health
Normal:
    Player units have 200% health
    Enemy units have 100% health
Hard:
    Player units have 100% health
    Enemy units have 150% health
 
I want to set Hard's enemy health modifier to 100% instead of 150%.  The reason is: I'm playing Dark Crusade with the backported Skirmish AI 3.20 mod (and I modified that so that the mapdb feature is enabled for the campaign), and it's just too hard.  I can beat the campaign on hard with the 2.60 version, but the 3.20 version is just too good when they have 150% health.
 
I looked for the code myself by grepping all the DC extracted files.  Closest thing I found was in difficultylevel.scar and wxpdifficultylevel.scar (by updating the entity list to include tau and necron units & buildings), but that must be from the base game and winter assault because the entity lists in those files haven't been updated with the new races in DC, so they can't work.  
 
I suspect it's hardcoded, but I figured I'd ask here.  
 
If this has never been done before (because it is hardcoded), I suppose I could fix the functions in difficultylevel.scar and wxpdifficultylevel.scar and use them to undo the hardcoded modifiers (by multiplying all enemy unit health by 2/3).  But I'd rather be wrong about it being hardcoded and I'm just missing something.