MegaGlest Forum

Modding and game content creation => Tools => Topic started by: silnarm on 7 May 2011, 13:20:08

Title: G3dHack - alpha9
Post by: silnarm on 7 May 2011, 13:20:08
Greetings.

  In light of the fact that exported animations export the same number of key-frames for every mesh in a model, including completely static ones; most meshes have lots of duplicate vertices; and, perhaps worst of all, all meshes are marked as two-sided, this new tool may be of interest to modders.

G3dHack & G3dScan - Alpha9 (http://sourceforge.net/projects/glestae/files/tools/G3dHack-alpha9.7z/download)

This is a .NET app, windows folks should be able to run it 'out of the box' (if not, make sure .NET is up to date). People on linux need mono and mono.winforms, it runs fine on linux, and should also do so on mac, but does suffer some GUI issues.
Title: Re: G3dHack - alpha3
Post by: Psychedelic_hands on 7 May 2011, 13:53:25
When I try to start the hack I get this message. Though it still starts, I am unable to load nuthin'.
Quote
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
GlestLib
    Assembly Version: 0.2.1.5
    Win32 Version: 0.2.1.5
    CodeBase: file:///C:/Documents%20and%20Settings/Liam2.STUPID/My%20Documents/G3dHack/GlestLib.DLL
----------------------------------------
OpenTK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Documents%20and%20Settings/Liam2.STUPID/My%20Documents/G3dHack/OpenTK.DLL
----------------------------------------
OpenTK.GLControl
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Documents%20and%20Settings/Liam2.STUPID/My%20Documents/G3dHack/OpenTK.GLControl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
:scared:
Title: Re: G3dHack - alpha3
Post by: -Archmage- on 7 May 2011, 15:06:31
I'd just like to say, whatever version you gave me silnarm, it worked as well as you said it would!
Title: Re: G3dHack - alpha3
Post by: Omega on 7 May 2011, 17:33:49
Works like a charm! Nice work!
Title: Re: G3dHack - alpha3
Post by: wciow on 7 May 2011, 18:10:00
Does not work for me !

(click to show/hide)
Title: Re: G3dHack - alpha3
Post by: will on 8 May 2011, 08:42:14
I've had people struggling to run what I write in python too.

How about making tools in javascript - host on github using gh-pages.

Drag and drop wand then download to save works great clientside.

Chrome native client is also promising.
Title: Re: G3dHack - alpha3
Post by: silnarm on 8 May 2011, 09:23:26
I uploaded an alpha4, then saw wciows error... same as the one John got on linux, and hailstone on linux-in-a-window. Don't know why I didn't think of it then, but I have replaced the seemingly offending function calls with ones that do the same thing, but have a different name (?!) Fingers crossed this solves the EntryPointNotFoundException.

http://sourceforge.net/projects/glestae/files/tools/G3dHack-alpha5.7z/download

How about making tools in javascript - host on github using gh-pages.

... it seems completely crazy, but with what can be done these days, may just be a good idea.

Somehow I don't see being quite so easy as using the VS form designer though  :P
Title: Re: G3dHack - alpha5
Post by: Psychedelic_hands on 8 May 2011, 10:40:28
Wow, this is awesome! It's so much better, thanks!
Alpha 5 is working, but on a diffferent computer. I will test again on my other computer later.
Title: Re: G3dHack - alpha5
Post by: wciow on 8 May 2011, 11:12:14
Alpha 5 works for me as well  :thumbup: This is like G3DViewer 2.0.  :O

Title: Re: G3dHack - alpha5
Post by: Psychedelic_hands on 8 May 2011, 11:16:13
I think the word viewer doesn't do it justice  :P.  G3D editor?
Title: Re: G3dHack - alpha5
Post by: will on 8 May 2011, 14:40:26
Worked for me in ubuntu when run from a prompt - silently didn't show a window when doubleclicked from a file manager

(installed the winforms debs in the package manager)

What kind of features did you have in mind for the optimisation?

Does merging near vertices cope with the impact on normals that might result?

An auto-normal tool would be most useful if incorporated.

Also, by using colour picking and a lot of rendering and picking passes, you could perhaps determine which faces are never visible (as models are never drawn from the bottom) and that would prehaps remove the most faces from a mesh.
Title: Re: G3dHack - alpha5
Post by: Omega on 8 May 2011, 18:56:46
Also a very minor bug: the animation menu does not work, though the stop and play buttons in the main window do.

Also, if you set a specific mesh to look like something else, eg: wireframe, they aren't rendered until you move the model.
Title: Re: G3dHack - alpha5
Post by: John.d.h on 8 May 2011, 21:43:16
An option to flip the normals on a mesh would be useful.  There are a few in Woodsmen that have to be double-sided because otherwise they'd be inside-out.  Ditto for Dwarves, but presumably someone still has the source files and can fix those, as opposed to Woodsmen which are apparently lost forever. :(

Oh, and PS: The program works for me now.
Title: Re: G3dHack - alpha6
Post by: silnarm on 9 May 2011, 11:16:17
Alpha6 (http://sourceforge.net/projects/glestae/files/tools/G3dHack-alpha6.7z/download) - adds 'view normals' and 'flip faces' function.

What kind of features did you have in mind for the optimisation?

Whatever's there now :P With anything else that needs fixing that might come to light. Mostly the redundant animation frames you first brought to our attention, duplicate vertices which seem rather common, and the ability to turn off the two-sided flag.

The last one is fairly big, because it effects every blender exported model. It doubles the number of triangles send down the pipe, in a best case scenario the front faces will have been rendered first and the fragment processing for the back faces on the other side of the model will be averted by a depth test failure, in the worst case all the back facing ones come first and the fragments are all processed, only to be overwritten when the front faces are rendered.

On average, for a(n opaque) blender exported model, there is 50% more fragment processing than is needed.

Quote
Does merging near vertices cope with the impact on normals that might result?

An auto-normal tool would be most useful if incorporated.

If you use a non-zero tolerance for normals when welding, the 'merged' normal will be the average of the unique normals merged. I went with this policy because if you are using non-zero tolerances it is because you were sloppy with your modelling, and this seemed the most sensible (ie, if 4 vertices were merged but two were really just the same vertex, then the normal wouldn't be skewed because of the double).

Quote
Also, by using colour picking and a lot of rendering and picking passes, you could perhaps determine which faces are never visible (as models are never drawn from the bottom) and that would prehaps remove the most faces from a mesh.

Interesting idea, I would hope the artist removes such faces in the first place though, while the brute force solution you propose would work nicely, it would take some work to get running.

Just checking the face normal could eliminate blatantly downward facing ones, but your idea would get any hidden geometry too...

Also a very minor bug: the animation menu does not work, though the stop and play buttons in the main window do.

Also, if you set a specific mesh to look like something else, eg: wireframe, they aren't rendered until you move the model.

The animation menu was actually a relic, from before when the Animation control in the main window was built. Removed it.

The refresh bug should be fixed now.

An option to flip the normals on a mesh would be useful.  There are a few in Woodsmen that have to be double-sided because otherwise they'd be inside-out.

Done, you can't actually see any effect from normals atm though ;) No lights yet. Front facing Vs Back facing is determined by the 'winding order' of the triangles, I've added a 'show normals' like the g3d has to the RenderMode menu, and 'Flip faces' to the Mesh menu.

If the faces are pointing the wrong way after turning off the two sided flag, they need their winding reversed. If they need this, then the normals are almost certainly pointing the wrong way too, so both reversing the winding and flipping normals is the default and probably correct thing to do, but I made the seperate options just in case.

Quote
Oh, and PS: The program works for me now.

 :thumbup:
Title: Re: G3dHack - alpha6
Post by: titi on 10 May 2011, 19:57:48
I am just curious, why is it no option to load the g3ds in blender and correct those things?
Title: Re: G3dHack - alpha6
Post by: will on 10 May 2011, 20:04:42
Yes, fixing the blender export script and also incorporating level-of-detail filtering and such at source in blender seems a good approach rather than this post-production band-aid?

(Not that I don't see the appeal in writing code to play with models; have fallen into that trap myself several times, most recently here (please upvote, someone at google might eventually read: http://news.ycombinator.com/item?id=2533069 )
Title: Re: G3dHack - alpha6
Post by: Omega on 10 May 2011, 21:41:30
Got an error when setting G3D Scan to Military's path:
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException()
   at System.Collections.Generic.List`1.set_Item(Int32 index, T value)
   at Glest.Graphics.Mesh.FindUnrefedVerts() in D:\gae\Glest#\GlestLib\Graphics\Mesh.Optomise.cs:line 166
   at G3dScan.ScanDirectoryForm.EvaluateG3D(String fullPath, String relPath, StringBuilder sb) in D:\gae\Glest#\G3dScan\ScanDirectoryForm.cs:line 40
   at G3dScan.ScanDirectoryForm.btnEval_Click(Object sender, EventArgs e) in D:\gae\Glest#\G3dScan\ScanDirectoryForm.cs:line 111
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5444 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
G3dScan
    Assembly Version: 0.1.1.2
    Win32 Version: 0.1.1.2
    CodeBase: file:///C:/Users/user/Desktop/G3dHack/G3dScan.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
GlestLib
    Assembly Version: 0.2.1.7
    Win32 Version: 0.2.1.7
    CodeBase: file:///C:/Users/user/Desktop/G3dHack/GlestLib.DLL
----------------------------------------
OpenTK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Users/user/Desktop/G3dHack/OpenTK.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

As well, the refresh bug still seems to be in Alpha 6.
Title: Re: G3dHack - alpha6
Post by: ultifd on 21 May 2011, 22:12:49
Awesome! Wish it had particle,  screenshots, and gif support though. Or maybe you've already added that. Who knows? :P
Title: Re: G3dHack - alpha6
Post by: ChupaReaper on 23 May 2011, 12:04:42
This tool is excellent though it would be really useful for my mod if it could scale animations frames (adding new frames from interpolation or reducing the amount of frames whilst trying to maintain the animation). Also some batch options (load a group of models, open one, edit it and apply the edits to all other models).
Also I see that the texture can be changed, if batch options where to be implemented could an option to change all texture extensions be added too (so I can get rid of all my tgas for pngs).
A lot of features asked for here lol but this tool is excellent and definitely replaces my G3D Viewer.
Title: Re: G3dHack - alpha6
Post by: Omega on 24 May 2011, 00:34:16
if batch options where to be implemented could an option to change all texture extensions be added too (so I can get rid of all my tgas for pngs).
And while we're at it, resizing textures (and possibly fixing the texture coords, not sure if they are stored relatively or using an absolute pixel amount). The textures take up a huge amount of memory (TGA or PNG).
Title: Re: G3dHack - alpha6
Post by: John.d.h on 24 May 2011, 01:09:59
And while we're at it, resizing textures
Isn't that what (among many other things) ImageMagick is for?
Title: Re: G3dHack - alpha6
Post by: Omega on 24 May 2011, 02:20:23
Except image magick can't change the G3Ds themselves, so if anything needs to be changed in the texture coords, it can't. Plus, by scanning all the G3Ds and loading only the images that are used in G3Ds, it could be easier for modders.
Title: Re: G3dHack - alpha6
Post by: silnarm on 25 May 2011, 01:57:45
I am just curious, why is it no option to load the g3ds in blender and correct those things?

If you have the original blends, and the export script isn't defective (which it seems to be) then go for it. I think a new non-defective export script might be needed first.

Got an error when setting G3D Scan to Military's path:
...
As well, the refresh bug still seems to be in Alpha 6.

I scanned 2.4 without issue (though it took some time to get through those howitzer models... hint, hint), could you check G3dScan.log and see what file it balked on... must be something new, I need that g3d!

Refresh bug definitely seems to be gone for me, anyone else still get this?

Awesome! Wish it had particle,  screenshots, and gif support though. Or maybe you've already added that. Who knows? :P

I was planning to make a shader studio before a particle studio, but may have recently changed my mind, we'll see.

Title: Re: G3dHack - alpha6
Post by: John.d.h on 25 May 2011, 02:21:40
Some things cannot be fixed in Blender given the current export script.  For example, all meshes are exported as double-sided, regardless of how it is set in Blender.  The script (wrongly) uses sidedness as an indication of alpha behavior, instead of this button (http://yfrog.com/5ascreenshot1yrp), and then disregards the actual sidedness.  Hence, nearly every mesh ever exported to Glest from Blender is broken and cannot be fixed using Blender.  Last I checked, this includes everything in the Megapack that isn't only a retexture.  The original Magitech models don't have this problem, as the 3DS exporter actually works.

PS: An export script that automatically converts quads into triangles and applies mirror modifiers would be great, as quads and mirrors make editing much more powerful, and this would result in more files being kept in a more-editable setup.
Title: Re: G3dHack - alpha6
Post by: ChupaReaper on 25 May 2011, 08:54:36
An exporter for Max 2010/11 would be awesome though not many people have it, I would make one myself but wouldn't really know where to begin, would be really useful if anyone could set one up though. Also, if there's plans for a new skeletal format (such as md5) maybe a conversion tool from skeletal format to g3d could be implemented? An export to obj would be really useful too as that is like the ultimate compatible format minus animations.
Title: Re: G3dHack - alpha6
Post by: Omega on 25 May 2011, 17:50:34
I scanned 2.4 without issue (though it took some time to get through those howitzer models... hint, hint), could you check G3dScan.log and see what file it balked on... must be something new, I need that g3d!
Hmm, working now, perhaps I just didn't give it enough time. Went totally unresponsive for a while, so made a bad assumption that it failed. Oh, yes, and something will have to be done about that Howitzer... Never realized how out of wack the poly count was.
Title: Re: G3dHack - alpha7
Post by: silnarm on 28 May 2011, 00:20:27
Alpha7 (http://sourceforge.net/projects/glestae/files/tools/G3dHack-alpha7.7z/download)

Adds mesh delete & some animation hacking functions to g3dhack,
 * strip alternate frames
 * re-animate (interpolates new key-frames, use with caution)

and g3dscan can batch auto-optomise, performing the following steps on each g3d,
 * remove any unreferenced verts
 * weld duplicate verts
 * strip entire animation if actually static
 * if the mesh can be split into moving and static parts, it is, static parts have anim removed, all the submeshes from the split are re-merged into two new meshes.

Re texture manipulation,
Texture resampling can be done very easily with .NET, all in-built... but ImageMagick looks nice, for extended file support (and animated gifs) and could be integrated with ease.
Title: Re: G3dHack - alpha7
Post by: Omega on 28 May 2011, 06:51:29
Works great, yet, I still seem to be seeing that "refresh bug". Is it just me, or does anyone else see it?

ATI HD 4650, latest drivers
Windows 7 HP 64-bit SP1

Also, G3D Scan is crashing every time for me now, when I put Military's path in, on different files each time, so doesn't seem to be related to the file. No error message, just a generic windows error which doesn't even create a generic message, just says it has stopped working and only gives an option to close the program. :(
Title: Re: G3dHack - alpha8
Post by: silnarm on 28 May 2011, 16:06:23
Ok, lets try again...
alpha8 (http://sourceforge.net/projects/glestae/files/tools/G3dHack-alpha8.7z/download)

fixed a couple of obscure bugs, and wrapped the g3d scan in a try {} catch {} block, so even if there are errors now, the scan will continue, the error message will just be embedded in the report. (the only file I know it fails on is tree1.g3d, (in core/data/menu/about_models/) which is actually completely unused, and besides that is a V2 g3d, which was always likely to be problematic.

I think I got the refresh bug properly this time, not sure why it was refreshing for me previously now!!

Title: Re: G3dHack - alpha8
Post by: Omega on 28 May 2011, 18:35:23
Woo! G3D scan worked, and far faster than before (except the howitzer, of course :P). Refresh bug is also gone. Good work. :D
Title: Re: G3dHack - alpha8
Post by: Ishmaru on 26 June 2011, 17:21:14
Hey, tried it out and i find it very useful, I am currently using it to re link textures, and shrink animations, for Annex which is being developed on megaglest. Game loads just fine and i'm able to play a game normally. However when i closed out i saw the debugger window full of errors! all are "...Error v4 model is missing texture...." upon checking the files all meshes have appropriate textures linked, and even in game said units have their textures displayed normally, and no crashes. Are G3D edited by this somehow incompatible with megaglest?

Btw all items that have this bug are edited from G3D hack...
Title: Re: G3dHack - alpha8
Post by: Omega on 26 June 2011, 19:09:48
Are G3D edited by this somehow incompatible with megaglest?
They shouldn't be, to my knowledge... Can you upload one (with its texture)?
Title: Re: G3dHack - alpha9
Post by: silnarm on 29 June 2011, 00:44:06
Hey, tried it out and i find it very useful, I am currently using it to re link textures, and shrink animations, for Annex which is being developed on megaglest. Game loads just fine and i'm able to play a game normally. However when i closed out i saw the debugger window full of errors! all are "...Error v4 model is missing texture...." upon checking the files all meshes have appropriate textures linked, and even in game said units have their textures displayed normally, and no crashes. Are G3D edited by this somehow incompatible with megaglest?

My bad, there was a bug in alpha8 and any models saved by it will have all five texture slots marked as in use, but contain empty strings for paths (on those unused slots).  I actually fixed this a few weeks ago, and thought I had uploaded a new one... Must have got side tracked!

Fixed in alpha 9 (http://sourceforge.net/projects/glestae/files/tools/G3dHack-alpha9.7z/download).

The models saved should all work fine in MG, the 'no select' flag is not supported by MG, and if you add textures to anything other than the diffuse slot you are just wasting texture memory (MG will load them, but not use them for anything).

NB: G3dHack monitors all loaded textures, if they are changed in another program, they are automagically reloaded, so if you are working on textures, this is probably a lot more convenient than using the G3dViewer ;)
Title: Re: G3dHack - alpha9
Post by: Ishmaru on 3 July 2011, 03:48:13
Thanks Slinarm, edited G3D's work fine on MG now.  :)

PS Chupa mentioned about a new 3DS Max script, are u planning on working on one?
Title: Re: G3dHack - alpha9
Post by: Omega on 3 July 2011, 07:27:08
PS Chupa mentioned about a new 3DS Max script, are u planning on working on one?
Except to make a script, you'd have to buy the multi-thousand dollar software...
Title: Re: G3dHack - alpha9
Post by: ultifd on 3 July 2011, 08:30:02
I thought we all knew a way to get expensive things...  :angel:
Title: Re: G3dHack - alpha9
Post by: Ishmaru on 3 July 2011, 11:17:06
PS Chupa mentioned about a new 3DS Max script, are u planning on working on one?
Except to make a script, you'd have to buy the multi-thousand dollar software...

Thats why I asked if he was planning on. He doesn't have to if he don't want to.
Title: Re: G3dHack - alpha9
Post by: Gabbe on 3 July 2011, 13:33:46
I thought we all knew a way to get expensive things...  :angel:
(http://files.myopera.com/minigamer1896/albums/576508/This%20is%20why%20we%20can%27t%20have%20nice%20things.jpg)
Title: Re: G3dHack - alpha9
Post by: Ishmaru on 7 April 2012, 14:16:09
I recently tried to use G3D hack to Re-Animate an old G3D that had over 100 frames. However G3D hack doesn't seem to handle G3D's that are over 100 frames. Would it be possible if this can be fixed?

Thank You!
Title: Re: G3dHack - alpha9
Post by: will on 9 September 2012, 20:47:17
How does g3dhack handle - and show - normals if the G3D has 0,0,0 as the normal?

I ask as I think some of the models that Mr War is giving me have ... 0,0,0 as normals on some vertices.

I've double triple checked my code and I really think there are whole sections of the G3Ds coming out of Blender that 0-magnitude normals.

Yet g3dhack shows them (going exactly 1z).

Also, any chance of an auto-normals tool?  Do such things exist?  How can we get Mr War to actually use normals properly in the first place?
Title: Re: G3dHack - alpha9
Post by: Yggdrasil on 12 September 2012, 16:14:32
Are you just guessing there are (0,0,0)-normals? Better make sure by instrumenting your code or use a hex editor.
Title: Re: G3dHack - alpha9
Post by: will on 15 September 2012, 18:53:13
I had checked manually in a hex editor.

Mr War confirmed that he hadn't done the normals after using some extrude tool or something in Blender.  He generated corrected G3Ds.

But, in the meantime, I did make a nice flat-shading auto-normals tool.  Now I'm exploring how to do mesh-based collisions.
Title: Re: G3dHack - alpha9
Post by: Yggdrasil on 21 September 2012, 12:30:42
Semi-Offtopic:
As you use a hex editor too, you are maybe interested in a structure definition of G3D (v4, textured) for Okteta (KDE hex editor). With this one can easily investigate the values of the model. You can find the code in git master, source/glexemel/G3D/.

Here a picture of the tool (bottom right):
http://frinring.files.wordpress.com/2010/01/structures-tool-with-pngheader.png
And install instructions:
http://docs.kde.org/stable/en/kdesdk/okteta/tools-structures.html
Title: Re: G3dHack - alpha9
Post by: will on 21 September 2012, 21:59:57
Hey that was pretty neat Yggdrasil.

For a long time I imagined making such a tool - a structured hex editor which understood structures, and a similar libstructure thing that would be equally useful for better-compressing files too.

All programmers dream of making tools I guess.
Title: Re: G3dHack - alpha9
Post by: titi on 29 October 2013, 00:37:35
I just wanted to mention that I use this tool ( silnarms ) a lot now and it works very good  :thumbup: