Fluffy Cupcake Posted August 11, 2014 Share Posted August 11, 2014 I'm pretty sure that the EVB file is for the sound of every event, and not the actual script of the event. EDIT: It contains most of the race track sounds, and it connects the finish line (or the checkpoints) to it's function. Alright, good to know. Thanks for looking into it! Almogzxp 1 Link to comment Share on other sites More sharing options...
Almogzxp Posted August 11, 2014 Share Posted August 11, 2014 I'm pretty sure that the EVB file is for the sound of every event, and not the actual script of the event. EDIT: It contains most of the race track sounds, and it connects the finish line (or the checkpoints) to it's function. Alright, good to know. Thanks for looking into it! No problem Link to comment Share on other sites More sharing options...
dead_name Posted November 27, 2014 Author Share Posted November 27, 2014 Version 1.4 is here! Speed improvements and an icon that's been in the code repo for almost two years now. Also open-sourced it. Fluffy Cupcake, JrMasterModelBuilder, Cyrem and 3 others 6 Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted November 27, 2014 Share Posted November 27, 2014 It's funny cause today I was thinking how nice it would be if the program had an icon, and this was the first time I thought that. dead_name 1 Link to comment Share on other sites More sharing options...
Jimbob Posted November 27, 2014 Share Posted November 27, 2014 Yay! Thanks, Will. I did have a request for this which I forgot to make. Is it possible to make this program save comments? At the moment I have to keep a separate text file with all the comments in it, and copy that over each time I open a modified and commented GDB file. Link to comment Share on other sites More sharing options...
dead_name Posted November 28, 2014 Author Share Posted November 28, 2014 (edited) On 11/27/2014 at 4:08 AM, JimbobJeffers said: Yay! Thanks, Will. I did have a request for this which I forgot to make. Is it possible to make this program save comments? At the moment I have to keep a separate text file with all the comments in it, and copy that over each time I open a modified and commented GDB file. Sadly not. I appreciate how useful a feature it'd be, but to my knowledge I can't store extraneous data in the binary files without the game screaming at me. I might look into alternate methods of doing it, but don't hold your breath. In other news, I've just uploaded a minor update. This fixes a couple of issues that le717 pointed out. On the backend it also ditches some internal code, relying now on >LibLR1 instead. This makes my development setup a lot cleaner and will mean a more stable setup going forward. Edited January 17, 2022 by Slimy Slug Fixed link Jimbob 1 Link to comment Share on other sites More sharing options...
J_128 Posted April 14, 2020 Share Posted April 14, 2020 I don't know how active the LR1 modding scene has been recently (not very, judging by the fact that the last post to these forums was about a year ago), but I seem to have found a bug in either this program or LibLR1. Saving this input as a GDB file then reading it back in results in this output. As you can see, somewhere in the saving process, pairs of integers (always -7 and 7, or -8 and 8 ) are being injected. Thoughts, anyone? Link to comment Share on other sites More sharing options...
grappigegovert Posted April 22, 2020 Share Posted April 22, 2020 On 4/14/2020 at 8:33 PM, J_128 said: I don't know how active the LR1 modding scene has been recently (not very, judging by the fact that the last post to these forums was about a year ago), but I seem to have found a bug in either this program or LibLR1. Saving this input as a GDB file then reading it back in results in this output. As you can see, somewhere in the saving process, pairs of integers (always -7 and 7, or -8 and 8 ) are being injected. Thoughts, anyone? Looks like the editor doesn't handle scientific notation correctly. It tries to parse the number in a regex which doesn't include the E-xx suffix.https://bitbucket.org/WillKirkby/lr1binaryeditor/src/9adcbe5a3879c2a65f463104e36461402d57adc8/LR1BinaryEditor/Util.cs#lines-313 Did you generate this input yourself? Maybe you can round each value to a few decimals, that should fix it I think. Link to comment Share on other sites More sharing options...
J_128 Posted April 24, 2020 Share Posted April 24, 2020 On 4/22/2020 at 11:57 AM, grappigegovert said: Looks like the editor doesn't handle scientific notation correctly. It tries to parse the number in a regex which doesn't include the E-xx suffix. https://bitbucket.org/WillKirkby/lr1binaryeditor/src/9adcbe5a3879c2a65f463104e36461402d57adc8/LR1BinaryEditor/Util.cs#lines-313 Did you generate this input yourself? Maybe you can round each value to a few decimals, that should fix it I think. Oh, that makes sense. But that is rather annoying. In answer to your question, yes and no. The input comes from my "Export LR1 Mesh" Blender addon which I'm currently working on. It writes out a plaintext file that can then be copied into the LR1 Binary Editor and saved as a proper GDB (and eventually [hopefully], BVB) file. I am planning to share it with this community once it's (closer to) done, but if you'd like a link to the current version, I could give you one. It's not nearly finished, and hardcodes a lot of values, but it does pretty much work. Here's a little snippet of a project I'm working on that used it. Spoiler RRLR: mumboking, MSC-04 and Jimbob 2 1 Link to comment Share on other sites More sharing options...
TheChief Posted May 13, 2020 Share Posted May 13, 2020 Well I'm interested in this. That looks pretty cool. Are there ways in which I can help? Link to comment Share on other sites More sharing options...
J_128 Posted May 14, 2020 Share Posted May 14, 2020 On 5/13/2020 at 5:16 AM, TheChief said: Well I'm interested in this. That looks pretty cool. Are there ways in which I can help? Does "this" mean my projects, or the Binary File Editor? If it's the former, thanks! And I don't know... If Project RRLR is what you're interested in, probably not, unless you can tell me why Lego Racers complains that my GDB is "Unsupported". (Should I make a thread about this? Probably.) If it's the Blender export addon you're interested in, however, and if you're familiar with Blender and Python, and knowledgeable about LR's mesh formats, you're more than welcome to contribute once (and if) I decide to get it uploaded to my Github repo. Link to comment Share on other sites More sharing options...
grappigegovert Posted May 16, 2020 Share Posted May 16, 2020 I've never seen an "Unsupported" error before, I'm quite interested in what your file looks like It wouldn't hurt to make a thread about it Link to comment Share on other sites More sharing options...
TheChief Posted May 17, 2020 Share Posted May 17, 2020 On 5/14/2020 at 6:56 PM, J_128 said: Does "this" mean my projects, or the Binary File Editor? If it's the former, thanks! And I don't know... If Project RRLR is what you're interested in, probably not, unless you can tell me why Lego Racers complains that my GDB is "Unsupported". (Should I make a thread about this? Probably.) If it's the Blender export addon you're interested in, however, and if you're familiar with Blender and Python, and knowledgeable about LR's mesh formats, you're more than welcome to contribute once (and if) I decide to get it uploaded to my Github repo. I'm interesting in anything everything related to getting custom tracks into LR. I have some programming experience, no extensive experience with Blender though. I'm getting up to date with the file formats, I'll take a look at that GDB and let you know if I find anything. Link to comment Share on other sites More sharing options...
Kahuka Posted October 5, 2021 Share Posted October 5, 2021 Link didn't work? Link to comment Share on other sites More sharing options...
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