xboxscene.org forums

Pages: 1 ... 3 4 [5]

Author Topic: EkszBox ForzaMod v1.0  (Read 716 times)

happykillmore

  • Archived User
  • Newbie
  • *
  • Posts: 46
EkszBox ForzaMod v1.0
« Reply #60 on: August 25, 2007, 10:32:00 AM »

ekszbox, Will you be releasing the source? I would like to make and extractor/packer for custom HUDs and Menus and I like the layout of your program. Plus I'm better at modifying than making my own. Sorry my C++ skills are kinda noobish...  dry.gif

On another note... I finally hit 99% today... You can't go any faster on the gauge... Plus I can't finish to brong up the telemetry to actually see how fast I'm going. You fly off the track and won't reset. you don't even see your car!!!
Logged

NNNY

  • Archived User
  • Newbie
  • *
  • Posts: 5
EkszBox ForzaMod v1.0
« Reply #61 on: August 26, 2007, 02:48:00 PM »

thx alot man and keep up the good job!!!!!!!!!!!!!!!!!!! And ya custom looking HUD will be cool!!!
Logged

ekszbox

  • Archived User
  • Full Member
  • *
  • Posts: 100
EkszBox ForzaMod v1.0
« Reply #62 on: August 26, 2007, 03:04:00 PM »

QUOTE(happykillmore @ Aug 25 2007, 07:08 PM) View Post

ekszbox, Will you be releasing the source?..


A few caveats releated to releasing the ForzaMod source code:
* Source will only compile using C++Builder 2006 a.k.a. Borland Developer Studio 2006.
* I can not include my custom made vcl components (progressbar/buttons), which means you'd have to make do with standard buttons & progressbar or code nicer ones yourself.

If you are still interested in the source let me know & i'll look into including it in the next version.

:to everyone who gave positive feedback, thanks.
Logged

happykillmore

  • Archived User
  • Newbie
  • *
  • Posts: 46
EkszBox ForzaMod v1.0
« Reply #63 on: August 27, 2007, 07:29:00 PM »

Thats ok with the buttons and progress bar... still interested, pm me source if u would plz. Wondering about CRC on the custom HUDS and Menus though. I'll check into that later (I've only unpacked a few files.) If I get it working this will also allow for custom RIMS!!! Shiggity shwa??? That's right CUSTOM RIMS!

I've also gotton custom tire smoke to SOMEWHAT work today... lol, blue and green smoke. lawl. It's in the lightmap.dat in the track folder 256 by 260 pixels, I don't remember which is width, DXT3, no mips, zLib compressed. No idea what the long int at the beginning of the file is, but it is the same for every track i believe.  
I was trying to make tracks dark but it's clear to me now that it is in the .xb2 which I have unpacked before. I remember seeing a bunch of lightmaps and volume textures etc in there.
Logged

Kudoz

  • Archived User
  • Newbie
  • *
  • Posts: 43
EkszBox ForzaMod v1.0
« Reply #64 on: August 30, 2007, 03:06:00 AM »

QUOTE(happykillmore @ Aug 27 2007, 06:05 PM) View Post

Thats ok with the buttons and progress bar... still interested, pm me source if u would plz. Wondering about CRC on the custom HUDS and Menus though. I'll check into that later (I've only unpacked a few files.) If I get it working this will also allow for custom RIMS!!! Shiggity shwa??? That's right CUSTOM RIMS!

I've also gotton custom tire smoke to SOMEWHAT work today... lol, blue and green smoke. lawl. It's in the lightmap.dat in the track folder 256 by 260 pixels, I don't remember which is width, DXT3, no mips, zLib compressed. No idea what the long int at the beginning of the file is, but it is the same for every track i believe.  
I was trying to make tracks dark but it's clear to me now that it is in the .xb2 which I have unpacked before. I remember seeing a bunch of lightmaps and volume textures etc in there.

Seems like a good idea but how long will it take you to get all that code together and working because custom rims would be nice i was thinking of that idea but im not that good yet still learning, but if you could get this project workin really soon that would be good pop.gif
Logged

happykillmore

  • Archived User
  • Newbie
  • *
  • Posts: 46
EkszBox ForzaMod v1.0
« Reply #65 on: August 30, 2007, 06:06:00 PM »

As long as I can use the source that ekszbox has... not too long, want some help though. I'm going to try to intergrate it into the existing program as much as possible. Hopefully ecksbox can help me put it into the GUI. The biggest problem is resolutions once again. The images have to be extracted from the xpr's. The first version will be quite limited. But rims and menus will definitely be included. As far as driver textures and other complex textures may not be included.
Logged

ekszbox

  • Archived User
  • Full Member
  • *
  • Posts: 100
EkszBox ForzaMod v1.0
« Reply #66 on: August 31, 2007, 07:05:00 AM »

v1.1 (which inc. ForzaMod source code) can now be procured from xbins (thanks to Iriez/xbins)

/XBOX/PC Based Applications/editors/_Game Editors/_Forza Motorsports Editors/EkszBox-ForzaMod/
Logged

Kudoz

  • Archived User
  • Newbie
  • *
  • Posts: 43
EkszBox ForzaMod v1.0
« Reply #67 on: September 13, 2007, 08:37:00 AM »

QUOTE(happykillmore @ Aug 30 2007, 04:42 PM) View Post

As long as I can use the source that ekszbox has... not too long, want some help though. I'm going to try to intergrate it into the existing program as much as possible. Hopefully ecksbox can help me put it into the GUI. The biggest problem is resolutions once again. The images have to be extracted from the xpr's. The first version will be quite limited. But rims and menus will definitely be included. As far as driver textures and other complex textures may not be included.

Hey hows that program coming have you gotten anywhere yet i'm looking forward to seeing this program soon it should be good pop.gif when can i get an update on it?
Logged
Pages: 1 ... 3 4 [5]