Studio Breakthrough
-
- Programmer
- Posts: 30
- Joined: Sat Sep 14, 2019 3:55 am
- Location: anywhere
- Contact:
Studio Breakthrough
I have unlocked studio mode but all I need is help fixing brush configs
this is the error
and here is proof of studio
this is the error
and here is proof of studio
I was the first one to officially unlock studio mode for Army Men RTS
Add me on Discord DavidTheTech
Add me on Discord DavidTheTech
Re: Studio Breakthrough
It's the definition for the brush that is missing. In DR2 it's defined through the source code and in ARMTS it doesn't exist at all...
If we knew how the source code translated into ingame language we could maybe restore the brushes, but as it stands now we can't modify the game engine and so we cannot restore the studio to the ARMTS build. It's best to simply mod the DR2 studio and use that instead.
If we knew how the source code translated into ingame language we could maybe restore the brushes, but as it stands now we can't modify the game engine and so we cannot restore the studio to the ARMTS build. It's best to simply mod the DR2 studio and use that instead.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
-
- Programmer
- Posts: 30
- Joined: Sat Sep 14, 2019 3:55 am
- Location: anywhere
- Contact:
Re: Studio Breakthrough
I can modify the games code that's what I've been doing for some time now
I was the first one to officially unlock studio mode for Army Men RTS
Add me on Discord DavidTheTech
Add me on Discord DavidTheTech
Re: Studio Breakthrough
If you can then can you reinstert the studio code from the DR2 source code? That should at least allow the studio to boot.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
-
- Programmer
- Posts: 30
- Joined: Sat Sep 14, 2019 3:55 am
- Location: anywhere
- Contact:
Re: Studio Breakthrough
DR2 Brush file
AMRTS Brush
AMRTS Brush
I was the first one to officially unlock studio mode for Army Men RTS
Add me on Discord DavidTheTech
Add me on Discord DavidTheTech
Re: Studio Breakthrough
So you can't? I know obviously one is formatted differently, but can you not change the parameters of the ARMTS code?
Why not look at the DR2 exe the same way you look at the amrts code?
Why not look at the DR2 exe the same way you look at the amrts code?
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
-
- Programmer
- Posts: 30
- Joined: Sat Sep 14, 2019 3:55 am
- Location: anywhere
- Contact:
Re: Studio Breakthrough
Its all there the entire studio code is in amrts i've checked i do look at dr2 exe as well but the error is something different which is confusing me and asking if anyone knows whats wrong
I was the first one to officially unlock studio mode for Army Men RTS
Add me on Discord DavidTheTech
Add me on Discord DavidTheTech
Re: Studio Breakthrough
The error is that the brush is not defined.
Normally when writing a new brush it looks like this:
Notice how the class of the module is "Brush::Config".
Now all classes are defined somewhere in the game. For example in the interface for the sound settings:
The class is "Game::Notches" which is defined earlier in the ingame.x file.
The problem is that the class of "Brush::Config" is not defined anywhere in AMRTS. In DR2, it's defined through the source code itself, in the same way that basic classes like "Static" "Window" or "MultiPlayer::Players::Slot" are defined.
If we knew how the source code translated into ingame language, we could theoretically redefine the class in the same way that "Game::Notches" is defined.
Normally when writing a new brush it looks like this:
Code: Select all
CreateControl("Brush::Terrain", "Brush::Config")
{
ReadTemplate("Brush::Common");
Text("Terrain");
// Invisible control to align to
CreateControl("Align", "Static")
{
Style("Transparent");
Geometry("HCentre", "ParentWidth");
Size(-4, 0);
}
// Should the brush draw heights
CreateControl("Deform", "Tool::ToggleAlignButton")
{
UseVar("$<.drawheight");
}
Now all classes are defined somewhere in the game. For example in the interface for the sound settings:
Code: Select all
CreateControl("Notches", "Game::Notches")
{
Align("<VolumeMaster");
}
Code: Select all
ConfigureInterface()
{
DefineControlType("Game::Notches", "Static")
{
Geometry("Bottom", "HInternal");
Style("Transparent");
Pos(0, 1);
Size(302, 12);
CreateControl("LeftNotch", "Static")
{
ColorGroup("Sys::Texture");
Image("if_interfacealpha_game.tga", 56, 14, 7, 11);
Size(7, 11);
}
CreateControl("RightNotch", "Static")
{
Geometry("Right");
ColorGroup("Sys::Texture");
Image("if_interfacealpha_game.tga", 63, 14, 7, 11);
Size(7, 11);
}
CreateControl("Notch1", "Static")
{
Pos(24, 0);
ColorGroup("Sys::Texture");
Image("if_interfacealpha_game.tga", 28, 10, 3, 5);
Size(3, 5);
}
CreateControl("Notch2", "Static")
{
Pos(49, 0);
ColorGroup("Sys::Texture");
Image("if_interfacealpha_game.tga", 28, 10, 3, 5);
Size(3, 5);
}
If we knew how the source code translated into ingame language, we could theoretically redefine the class in the same way that "Game::Notches" is defined.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
-
- Programmer
- Posts: 30
- Joined: Sat Sep 14, 2019 3:55 am
- Location: anywhere
- Contact:
Re: Studio Breakthrough
I give up
I was the first one to officially unlock studio mode for Army Men RTS
Add me on Discord DavidTheTech
Add me on Discord DavidTheTech
-
- Programmer
- Posts: 30
- Joined: Sat Sep 14, 2019 3:55 am
- Location: anywhere
- Contact:
Re: Studio Breakthrough
I redact my claim of giving i was just tired
the brushes are defined in the source code
in studio_brush_terraintweak.cpp in dr2
in AMRTS
the brushes are defined in the source code
in studio_brush_terraintweak.cpp in dr2
Code: Select all
TerrainTweak::TerrainTweak(const char *name) : ApplyCell(name)
{
// Create interface vars
varVertexColor1 = CreateInteger("vertexColor1", Color((S32)64, (S32)128, (S32)64));
varVertexColor2 = CreateInteger("vertexColor2", Color((S32)255, (S32)255, (S32)255));
varColorScale = CreateFloat("colorScale", 0.3f, 0.001f, 1.0f);
varSmoothFloor = CreateInteger("smoothFloor", FALSE);
}
Code: Select all
int __thiscall sub_5D7050(int this, char *a2)
{
int v2; // esi@1
v2 = this;
sub_5E56C0(this, a2);
*(_DWORD *)v2 = &off_671008;
*(_DWORD *)(v2 + 336) = sub_5BCF50((void *)v2, (int)aVertexcolor1, -12550080, 2147483648, 0x7FFFFFFF);
*(_DWORD *)(v2 + 340) = sub_5BCF50((void *)v2, (int)aVertexcolor2, -1, 2147483648, 0x7FFFFFFF);
*(_DWORD *)(v2 + 344) = sub_5BD020((void *)v2, (int)aColorscale, 1050253722, 981668463, 1065353216);
*(_DWORD *)(v2 + 348) = sub_5BCF50((void *)v2, (int)aSmoothfloor, 0, 2147483648, 0x7FFFFFFF);
return v2;
}
I was the first one to officially unlock studio mode for Army Men RTS
Add me on Discord DavidTheTech
Add me on Discord DavidTheTech
Who is online
Users browsing this forum: No registered users and 0 guests