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Showing content with the highest reputation on 02/26/2015 in all areas

  1. dead_name

    LR1 Bitmap Decoder

    I present for your enjoyment, LR1BitmapDecoder! This is a command-line tool to decode images from LR1's BMP format into the classical widely supported BMP format. MASSIVE thank-you to Sluicer for researching the BMPs and for providing me with source code for decompressing them. Sluicer is the real hero here. Usage: LR1BitmapDecoder.exe C:/path/to/input/image.bmp C:/another/image/etc.bmp "C:/paths with spaces/need quotation marks.bmp"Or you can convert images by right-clicking them, using "Open With.." and selecting LR1BitmapDecoder.You can also feed it a folder path and it will convert all of the bitmaps inside that folder. IMAGES ARE CONVERTED IN-PLACE, OVERWRITING THE ORIGINAL FILE. REQUIRES .NET FRAMEWORK 4. Version 1.0.5535.1801 (LATEST): LINK All builds: Version 1.0.5535.1801: LINK Changelog (2015-02-26) v1.0.5535.1801 > Initial version.
    10 points
  2. Sluicer

    Bmp Files

    Here it is: http://oresome.rockraidersunited.com/download/231 You will just have to extract the archive. It is a .NET 3.5 console application. You can either drag and drop files on the exe or use the console: ExtractBMP.exe "<file>.BMP". The output will be a .bmp file and at the same location as the input file but with the extention .BMP.bmp I added a lot of debug outputs to the tool, so that it should be easy to find possible gaps. Currently the tool can not convert all files. It can not handle files where the width is not matching the stride (!?!). There are only a few files like this. Mostly font files. I hope it works.
    4 points
  3. dead_name

    LibLR1

    I have last night committed code to this which allows for BMP decompression. Massive thank-you to Sluicer for providing this code.
    2 points
  4. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Serveral years later. '> '> Acutally functions the same as the old caves, I might be working on this again... no promises.
    1 point
  5. Jimbob

    Bmp Files

    Wait, that's not enough of an applause for this momentous occasion... Awesome! This will be so much better than using 3D Ripper DX, especially as we can now rip all the textures. New HUD mod, anyone?
    1 point
  6. Sluicer

    Bmp Files

    I can now extract most of the textures. I wrote a small application that saves the images as png files. Here are a few samples from the RACEC0R1 folder: A1WNDOW.BMP IG_FLAG2.BMP MESH.BMP NETTING.BMP And here is a bigger sample: IGP.BMP
    1 point
  7. Sluicer

    Bmp Files

    I have wrapped my head around the compression. And it was a hell of research for me. But I made first progress. I am able to decompress the smaler files. For now I only get the color indices. I still have to surround them by a classic file format. Did anyone created an 'real' image out of an uncompressed block? I will show you an simple example (MENUDATAPIECEDBSQUAREZ2.BMP): 04 04 10 00 10 00 FF 00 00 00 FF 00 00 FF FF 00 00 FF FF FF FF 80 00 24 00 44 80 0B 01 41 11 11 14 43 33 33 70 34 00 08 16 0A 38 0A 05 40 00 00 04 0E 42 22 22 24 00 08 16 0A 3D 00 00 04 - BitDepth 04 - NumberOfColors 10 00 - Width 10 00 - Height FF 00 00 - Color0 00 FF 00 - Color1 00 FF FF - Color2 00 00 FF - Color3 FF FF FF - Color4 80 00 - UncompressedSize 24 00 - CompressedSize 44 - First two ColorIndices 80 - BlockHeader (0x10000000; 0 -> direct values, 1 -> RLE definition) The BlockHeader[0] is 1 -> RLE 0B 01 - RLE (go 0x01 byte back and copy the next (0x12 - 0x0B = 0x07) bytes): 44 44 44 44 44 44 44 The BlockHeader[1] is 0 -> direct value 41 The BlockHeader[2] is 0 -> direct value 11 The BlockHeader[3] is 0 -> direct value 11 The BlockHeader[4] is 0 -> direct value 14 The BlockHeader[5] is 0 -> direct value 43 The BlockHeader[6] is 0 -> direct value 33 The BlockHeader[7] is 0 -> direct value 33 70 - BlockHeader (0x01110000; 0 -> direct values, 1 -> RLE definition) The BlockHeader[0] is 0 -> direct value 34 The BlockHeader[1] is 1 -> RLE 00 08 16 - RLE (go 0x08 byte back and copy the next (0x16 + 0x12 = 0x28) bytes): 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 The BlockHeader[2] is 1 -> RLE 0A 38 - RLE (go 0x38 bytes back and copy the next (0x12 - 0x0A = 0x08) bytes): 44 44 44 44 44 44 44 44 The BlockHeader[3] is 1 -> RLE 0A 05 - RLE (go 0x05 bytes back and copy the next (0x12 - 0x0A = 0x08) bytes): 44 44 44 44 44 44 44 44 The BlockHeader[4] is 0 -> direct value 40 The BlockHeader[5] is 0 -> direct value 00 The BlockHeader[6] is 0 -> direct value 00 The BlockHeader[7] is 0 -> direct value 04 0E - BlockHeader (0x00001110; 0 -> direct values, 1 -> RLE definition) The BlockHeader[0] is 0 -> direct value 42 The BlockHeader[1] is 0 -> direct value 22 The BlockHeader[2] is 0 -> direct value 22 The BlockHeader[3] is 0 -> direct value 24 The BlockHeader[4] is 1 -> RLE 00 08 16 - RLE (go 0x08 byte back and copy the next (0x16 + 0x12 = 0x28) bytes): 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 The BlockHeader[5] is 1 -> RLE 0A 3D - RLE (go 0x3D bytes back and copy the next (0x12 - 0x0A = 0x08) bytes): 44 44 44 44 44 44 44 44 We reached UncompressedSize By this we get: 44 44 44 44 44 44 44 44 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 41 11 11 14 43 33 33 34 44 44 44 44 44 44 44 44 44 44 44 44 44 44 44 44 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 40 00 00 04 42 22 22 24 44 44 44 44 44 44 44 44 That is it for now.
    1 point
  8. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Alpha 0.2 Features: Added in an objective based level, reach the crystal at the end of level one. The game should now work on majority of people computers, I've added in the required DLL's or at least the ones I know about. Download: http://www.mediafire.com/?mtisfv9785nfpbb Controls: WASD - movement Spacebar - Exit Vehicle 1 - Drill 0 - Unmount Tool/Weapon Left Click - Drill Right Click - Toggle Drill Tab - Change camera view V - Rotate camera in third person view H - Ingame Help Window (use it, though its not up to date) F - Dismount vehicle If you're hosting you may need to port forward if no one can find your server. 28000 - 28030 TCP and UDP Or if you know the host get their IP and press ~ in the main menu and type: connect("123.456.789:28000", "password", "name"); Replace name with your name, make password " " if there is no password and change the numbers to the hosts IP. P.S. I've yet to find a glitch that causes the engine to crash with 2 or more weapons, I was going to add in TNT.
    1 point
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