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Author Topic: Flubber And Sound Hacks.  (Read 1209 times)

DJLotus

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Flubber And Sound Hacks.
« Reply #75 on: April 26, 2004, 03:10:00 PM »

the one where he said it made it look like it got hit by a bus


and also, is the app you posted what you used to make it say lnd-bios?
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zinkoxyde

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Flubber And Sound Hacks.
« Reply #76 on: April 26, 2004, 06:02:00 PM »

QUOTE (DJLotus @ Apr 26 2004, 06:10 PM)
the one where he said it made it look like it got hit by a bus


and also, is the app you posted what you used to make it say lnd-bios?

Yep, that is what I used smile.gif
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DJLotus

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Flubber And Sound Hacks.
« Reply #77 on: April 26, 2004, 09:00:00 PM »

very awesome.

do you have a tut on how to use it yet? cuz im not sure where to start when inputting the indeces/vertices from the xboxtext file. and im going to assume it was pretty hard to make it say lnd-bios?
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evoxreloaded

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Flubber And Sound Hacks.
« Reply #78 on: April 27, 2004, 02:49:00 PM »

i can see the flubber being mathematical junk but not the text like complex..

the flubber looks 2 b a bunch of particles placed in well different places... but the text looks to be injected like a 3d model.... can anyone confirm what they used??
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82ross

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Flubber And Sound Hacks.
« Reply #79 on: April 27, 2004, 03:28:00 PM »

I belive complex complied their video from source code so replaced the flubber with whatever they wanted. Probably a flat 3d model.
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zinkoxyde

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Flubber And Sound Hacks.
« Reply #80 on: April 27, 2004, 05:02:00 PM »

QUOTE (82ross @ Apr 27 2004, 06:28 PM)
I belive complex complied their video from source code so replaced the flubber with whatever they wanted. Probably a flat 3d model.

If its not source, its a hell of a hack.  I've been trying to do this in ASM, its not happening.  Calling meshes and making dynamic flubbers seem to be two very different things.
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DJLotus

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Flubber And Sound Hacks.
« Reply #81 on: April 27, 2004, 07:36:00 PM »

QUOTE (82ross @ Apr 28 2004, 12:28 AM)
I belive complex complied their video from source code so replaced the flubber with whatever they wanted. Probably a flat 3d model.

could a flat 3d model be considered a sprite?

as soon as i first saw it, iwas automatically thinking "sprite" but now i wonder...
 there is a way to kinda just cut out the flubber right? Like not have it there? in assuming this, what if they just did some camera manipulation and recorded a few movies. then somebody with any decent movie modifying/editing can easily just pop it in there and do the expanding/contracting thing. could be a reason that they scrapped the whole thing, couldn't come through on it. but then again, i may be totally off base. if i remeber they just got fed up with people bugging them and they just quit.

there's my 2 cents
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evoxreloaded

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Flubber And Sound Hacks.
« Reply #82 on: April 28, 2004, 03:28:00 PM »

finding the source of the object is a big step but of course sceners already proved that.... now its a matter of injection..... can the flubber be extracted as a file?? try to import it to maya....then play
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zinkoxyde

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Flubber And Sound Hacks.
« Reply #83 on: April 28, 2004, 03:40:00 PM »

QUOTE (evoxreloaded @ Apr 28 2004, 06:28 PM)
finding the source of the object is a big step but of course sceners already proved that.... now its a matter of injection..... can the flubber be extracted as a file?? try to import it to maya....then play

As has been stated, the flubber is a mathematical model.  Its not a mesh.  Its generated on the fly at boot time.  The only thing I can think of is removing it all together and splicing in a call to init another mesh in its place.
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cromat44

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Flubber And Sound Hacks.
« Reply #84 on: April 28, 2004, 07:21:00 PM »

sounds good, i would like to see some with custom videos..... that would be cool..... ya.....
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AE6689

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Flubber And Sound Hacks.
« Reply #85 on: April 29, 2004, 11:38:00 AM »

QUOTE (zinkoxyde @ Apr 29 2004, 12:40 AM)
As has been stated, the flubber is a mathematical model.  Its not a mesh.  Its generated on the fly at boot time.  The only thing I can think of is removing it all together and splicing in a call to init another mesh in its place.

This would probably be impossibly difficult but if you could break the code that decodes the mathematical model then couldn't you write a program to generate the right numbers and make it show what you want it to?  I'm not a programmer or anything (yet) so you can go ahead and flame me if you want.  It's just an idea, though I doubt it is possible.  btw keep up the good work zinkoxyde, you are doing an awesome job!
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zinkoxyde

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Flubber And Sound Hacks.
« Reply #86 on: April 29, 2004, 02:56:00 PM »

Anyone know if there is a C++ library for reading/parsing and writing/saving C++ or header files?  This would be the bomb.
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evoxreloaded

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« Reply #87 on: April 29, 2004, 04:02:00 PM »

QUOTE
As has been stated, the flubber is a mathematical model. Its not a mesh. Its generated on the fly at boot time. The only thing I can think of is removing it all together and splicing in a call to init another mesh in its place.
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zinkoxyde

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Flubber And Sound Hacks.
« Reply #88 on: April 29, 2004, 06:25:00 PM »

QUOTE (aweelz @ Apr 29 2004, 07:46 PM)
Im not sure what you mean about the c++ library. What do you want to use it for/run it in?

Aweelz

Kinda like a XML parser... It would be nice if I could read a file and get all the values stored in it.  Hard to explain.


Like if I had a file "foo.h":

char bar = 'a';



I want a parser that returns foo or something like that and I can say foo[bar] and get the value 'a'.

Yeah makes no sense.
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Zer04evr

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Flubber And Sound Hacks.
« Reply #89 on: May 02, 2004, 07:27:00 PM »

jester.gif  jester.gif  ph34r.gif  ph34r.gif
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