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- #Far cry 4 map editor cool map tutorial how to
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- #Far cry 4 map editor cool map tutorial series
I just figured that if there's another (more graphical) hex editor, perhaps they can highlight/mark distinct patterns when it encounters them.
#Far cry 4 map editor cool map tutorial how to
I wouldn't have a clue what the fingerprint/pattern of face data is, or how to distinguish 32-/64 bits floats and (Unsigned)integers from just looking at their hex representation, let alone deal with data that is encrypted/compressed in some way. All I see as a n00b is that the hex pattern changes a bit. You scroll down, and after a while you get to the "face data". uber video 8m40s.īasically in the video, you go from geometry to face data. *edit* Ah, something like you did on the Planetside. At some point, the observations must be put in an algorithm or file definition, if that process were part of the tutorial you'd have documented the whole workflow. It's kind of a step between analyzing hex and creating a BMS script, right? I figured making a Binary Template would be somewhat like taking 'notes', only in a more structured way once the Template covers the file, you know you defined/researched it completely.
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And I thought perhaps a 010 Editor Binary Template would allow for a more insightful way of analyzing similar files in the future.
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I don't know 010 editor much, I just assumed the Inspector would be handy, as you can skip the 'windows calculator' bit (all values the hex can translate to are in the Inspector window). I don't see how it can make video shorter.
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#Far cry 4 map editor cool map tutorial series
I assume you're doing some off-video background programming to read the binary data from the model into a file to import in 3D Studio Max or whatever it is you have there in the video? Can QuickBMS or a series of standard tools be used for that, rather than programming?ĭaemon1 wrote:Yes I know 010 editor can be useful for beginners. But that could just be me requiring further studying. And then only focus on the 'models' part. dss files, having 4 distinct alpha layers, each of which also means something), animations, sounds, physics data. Perhaps a conceptual structure of a model format would help, something like (this is probably wrong:) a game object would typically include a model file (containing one or more LODs, each containing one or more materials, one or more vertices, materials), textures (sometimes defined as. Your English is understandable, so that's good! However, as someone who's just interested in modding games rather than merely extracting resources from them, I'm probably not really the intended audience I'm no animator & I'm still getting my head wrapped around terms like LOD, (sub)meshes, materials vs textures, faces, geometry, UVs, normals?, bones. Oh, and if you ever need to do a hex comparison between files or something, an app called "Beyond Compare" may be useful for visualizing binary/hex differences. I'm thinking an explanation video of your Far Cry Primal mammothcarcass_scavenged_01 using the 010 Editor (using its Inspector window to quickly see a type value, and/or possibly defining your own types to show there) might result in a shorter video.
#Far cry 4 map editor cool map tutorial manual
I'm suspecting it eases lots of manual translation/interpretation work. I specifically mention 010 Editor, because I'd like to see how creating a 010 Editor script/Binary Template such as viewtopic.php?p=94871#p94871 could help in a workflow tutorial video. Other parts have much better sound.Īwesome! For myself, personally, I'm thinking a tutorial on how to go about identifying compression/data format of game files, making use of QuickBMS scripting and/or specifically using 010 Editor for hex editing and its scripting could help me get more insights. Sorry for sound quality in first part, that was my first tutorial. This is an old game, and many format parts are different from modern standards, so this one is complex and takes more than an hour in 4 parts. Basic knowledge of hex data is required: how to read "little endian" integers and floats in hex. Shows how to split and identify different parts of model data inside files: geometry, faces, UVs, normals, submeshes, materials, bones.
#Far cry 4 map editor cool map tutorial full
Planetside (2003) model format full reversing. Only 10 minutes to reverse the static geometry. This is an example of easy modern formats. Part 2 - TLoU vs Uncharted 2, EDGE decompression, weights Part 1 - basic file layout, vertices, faces Video tutorials on model formats reversing.