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Track viewer/editor (skb/pwb)


grappigegovert
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grappigegovert
  On 12/2/2016 at 7:29 PM, Tim5corpion said:

Hi. I was trying to use this utility to view tracks, but everytime I try to open a model, I get an error for an "unhandled exception" containing 

"System.Exception: Invalid data. Expected Float, got 16. at LibLR1.IO.LRBinaryReader.Expect(Token p_expected)" If there is anyone who can try and help me with this (and not yell at me for necroposting), I'd appreciate it.

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Hey, thanks for posting your problem.
Can you specify what file you were trying to open?
And could you please post/send me the entire error log (there should be some additional 'at: ...' lines). (put it in a spoiler tag if it's very big)
Thanks!

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It seems to happen whenever I try to open any file. For this instance, I tried to open N64LEGO\GAMEDATA\RACEC0R0\RKTK.GDB

 

Here's the full log:

 

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There is actually someone who ported "imperial grand prix" track to Mario kart Wii. Which I believe is possible for us to port tracks from Mario kart Wii to Lego racers.

Here is the link: http://wiki.tockdom.com/wiki/LEGO_Racers_Imperial_Grand_Prix

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grappigegovert
  On 12/4/2016 at 7:16 PM, Tim5corpion said:

It seems to happen whenever I try to open any file. For this instance, I tried to open N64LEGO\GAMEDATA\RACEC0R0\RKTK.GDB

 

Here's the full log:

-snip-

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Thanks for the log.
Judging by the file path, it looks like you're trying to open a file from the n64 version, which I haven't tested this program with.
Can you send me a copy of that file? because my version of that file loads without error.

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Fluffy Cupcake
  On 12/4/2016 at 7:30 PM, Firedude34 said:

There is actually someone who ported "imperial grand prix" track to Mario kart Wii.

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That "someone" is me. Also this post is so deviated from what is being talked about right now, I'd almost consider it off topic.

 

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Which I believe is possible for us to port tracks from Mario kart Wii to Lego racers.

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Well, at this time no. It would only be possible if there was a remotely efficient way to make custom models for LR.

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  On 12/4/2016 at 8:35 PM, Xiron said:

That "someone" is me. Also this post is so deviated from what is being talked about right now, I'd almost consider it off topic.

 

Well, at this time no. It would only be possible if there was a remotely efficient way to make custom models for LR.

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Wow what a coincidence. But is it possible to add new drivable cars? Or at least putting them in the background?

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Fluffy Cupcake

I understand you are saying you want to put a modern car in the game? Well yes, LEGO or not the method Jimbob used works for anything.

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  On 12/4/2016 at 9:03 PM, Xiron said:

I understand you are saying you want to put a modern car in the game? Well yes, LEGO or not the method Jimbob used works for anything.

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OK cool, thanks.

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  On 12/4/2016 at 8:01 PM, grappigegovert said:


Thanks for the log.
Judging by the file path, it looks like you're trying to open a file from the n64 version, which I haven't tested this program with.
Can you send me a copy of that file? because my version of that file loads without error.

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http://oresome.rockraidersunited.com/download/427

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grappigegovert

I've looked at your file, and I am now fairly certain that it's a file from the n64 version ;)
The problem is not (technically) in this program, but rather in the library it uses, liblr1 (made by @WillKirkby).
It looks like the n64 version uses some code that does not occur in the PC version of the game, and has not been implemented in liblr1.

Some info for whomever would like to try and add this functionality (I don't think I have the time):
 

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I'm sorry @Tim5corpion, but I cannot fix this now.

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I'll see if I can get round to looking at it this week. I'm on christmas holiday from next weekend onwards so I'll have more time then.

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  On 12/5/2016 at 2:10 AM, grappigegovert said:

I've looked at your file, and I am now fairly certain that it's a file from the n64 version ;)
The problem is not (technically) in this program, but rather in the library it uses, liblr1 (made by @WillKirkby).
It looks like the n64 version uses some code that does not occur in the PC version of the game, and has not been implemented in liblr1.

Some info for whomever would like to try and add this functionality (I don't think I have the time):
 

  Reveal hidden contents


I'm sorry @Tim5corpion, but I cannot fix this now.

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Eh, it's okay. What version is the one that the program DOES work with?

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grappigegovert

It's tested and working for the all three known PC versions.
I have yet to find a gdb file from those versions that does not work.

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Fluffy Cupcake
  On 12/5/2016 at 6:00 PM, Black Boy said:

Hope this friendship gets better and bigger!

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That's really all we can ask for. Strong and healthy relationships within the community.

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Fluffy Cupcake

They are inside LEGO.JAM, under a \GAMEDATA\RACEC#R#\ folder. Most of them will have something like trk or track in the filename, with the extension .gdb.

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  On 12/6/2016 at 9:00 PM, Xiron said:

They are inside LEGO.JAM, under a \GAMEDATA\RACEC#R#\ folder. Most of them will have something like trk or track in the filename, with the extension .gdb.

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Thanks! Appreciated. I was looking for this as well!

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grappigegovert

I could not stop thinking about this and went ahead and worked on this instead of my homework.
I found out how the new tokens work :)

The 0x10 token is a fixed point number with 1 sign bit, 10 integer bits, and 5 fractional bits.
The 0xF token is also a fixed point number, but with 1 sign bit, 3 integer bits, and 12 fractional bits.
Until this is properly integrated in LibLR1, you can overwrite the liblr1.dll in the folder of my tool with this modified version to make my track viewer work with the N64 models.

@WillKirkby, I added this bit of code:
 

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