Changing Umd Size Is Possible
Posted 18 September 2004 - 12:31 PM
It's also possible to remove lots of extra stuff that is not used such as alternate language files (deu, esp, ita, fra) Optimizations may also be possible; such as removing zero padding, and reducing Unicode files to plain ASCII.
There is a simple structure to the umd file.
Most of the data in the umd file are the resource files themselves.
There is an index with name, offset, and size of the resource files. There is also a footer that contains the index offset and umd file size.
To change the size and then manually adjust the entries in the index and footer is laborious and a time-consuming task.
I'm working on a program that extracts or bundles the resource files from the umd file and adjusts the offsets and file size. Currently, the program extracts all the files of the RS3 xboxdynamic.umd. I'm adding the capability to extract RS3 BA xboxdynamic.umd, and RS3 xboxfiles.umd. Once that works, I'll work on the bundle process.
Here's a look at some structures of the umd file.
DWORD umd_type; // signature of a umd file
DWORD index_offset; // offset to the index table
DWORD filesize;// reported file size
DWORD version; // version of engine
DWORD gf_id; // game file identifier
BYTE entrylen; // length of filename string
char * filename; // path and name of file
DWORD offset; // offset within the umdfile
DWORD filesize; // size of the resource file
The RS3 (not BA) xboxdynamic.umd file contains 536 resource files. The version that I have (US, NTSC) has a file size of 2,498,072 bytes.
Posted 19 September 2004 - 12:09 AM
Posted 20 September 2004 - 11:45 AM
Iron, good thing for you isn't it? Now you have a way our of your inability to group words together and understand sentences.
Posted 23 September 2004 - 07:30 PM
Posted 23 September 2004 - 09:27 PM
Anyways back to the topic of bringing maps to black arrow.the problem with loading pc maps with the black arrow engine is simply the ini not being written correctly,remember they have to incorporate the options of false for total conquest/retreival as well as the camping settings that go along with that.but once we learn how to successfully make the new ini's,then new maps will be available in rs3;ba.As for adding new modes of play to these maps or putting any other maps in the game and adding total conquest into it all i think it would entitle is putting the objects of the transmitters into the ported map with the help of unreal editor of course.
Posted 24 September 2004 - 05:12 PM
|All M.A.P. ever did was test and write .ini/int files,anybody can do that,but what they didnt do was find out how to fix the problems with textures in some of the best pc maps.|
You don't know what you're talking about.
Yes, there are maps that can be ported easily without any map changes.
But there were many maps being ported that needed a lot of work to make it right.
Missing Textures, missing Static Meshes, Crash fixes,...
You try playing Zen, Slaughter or Combat Zone without doing map changes...
And that's just a few of them that needed crash fix, etc.
Posted 25 September 2004 - 02:48 PM
Posted 25 September 2004 - 03:38 PM
|simple things that can be done with unreal editor its not as if you have to learn a whole language for that matter any to port maps.its not as if what map did was godlike work,anybody with minimal knowledge of unreal editor could have done that|
Did I tell otherwise?
You told M.A.P. did only test/write the ini and int files.
Well, why didn't most of the games 'released' by M.A.P. not run
without changing (a lot more) than that?
That's what I want to correct you on... You just don't know!!!
There are so many maps that CAN be ported, but I don't
have the time to check/test them all out...
Can you give me a link to that map you like so much ?
Maybe I can have a look at it...
Edited by dietz, 25 September 2004 - 03:40 PM.
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