Idea: THN animation editor with 3D display.
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I have an idea for a new Freelancer tool: A THN animation editor, which displays the animation without entering the game, like the Freelancer Mod Studio, which displays the system is 3D. It can also be done with THN animation files this way, not necessarily with the full description of the model, but like this: a triangle insted of ship, a moving skeleton (stickman) insted of characters, and display only the full description of the scenario where it happens (the planetscape).
So what do you say? Can it be done?
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Anything can be done. Are you up to do it?
Seriously, people have thought about this before, y’know. If it hasn’t been done it’s because nobody’s had the time or patience or knowledge to do it.
And yes, people also thought about an ALE editor, a 3D system editor, a fuse editor, all that stuff. The game’s been around for long enough for people to have wished at some point in its lifetime for a tool to edit virtually every facet of the game.
What we need is programmers willing to work, not “ideas” thrown into the wild.
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Do you know programming?
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tomsons26 wrote:
An better question is do you know reverse engineering?
Afterall Thorn anims have there own 280kb DLL:roll:
A better question is: “Do you know how to reverse engineer?” After all, Thorn anims have their own 280Kb DLL.
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Late to the scene, but THN is actually LUA 2.1 or similar. there’s a craptonne of stuff you can do with it linking to in-space/out of menu events. Pulling random numbers/system time/keymapping, is all theoretically doable.
I had a long, long list of functions a while back, and was actually halfway through making a wiki for it all , but the URL appears to have died. Will see what I can find. -
A 3D THN editor would be amazing, just for doing new campaign. It could be do a new life for freelancer, and someone can creat a freelancer 2, I think creat a freelancer 2 by a mod is not a good way, Why? Because all people will give the name of their mods Freelancer 2.
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With my little experience, I offer my help.
I do not know how to reverse-engineering. But with with many heads we may come to something.
On a side note, I am working on a THN -> LUA compiler interface. I did not find it in Freelancer Tools. The interface it-self is ready. I am now working on starting the LUA compiler. This first version works one file at the time. The next one will work on batches.
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Make sure you’re using the updated FLEd-Thorn version.
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FLEd-Thorn comes with the lua compiler, so yes.
lua\luac32 -o script.thn script.thn.lua ```That will take the decompiled file **script.thn.lua** and recompile it back to **script.thn**. @fdussault: There's also the ["native" decompiler](http://the-starport.net/freelancer/forum/viewtopic.php?post_id=30586#forumpost30586) you might like to look at. I'll be making it work on entire directory trees at some stage.
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Adoxa,
I notice there is a call to a DACOM DLL.
Do you - or any one - have a way to find the entry point signatures?
I am refering to the function names and their parameter types and uses.
… because I have no idea what is called and what this is doing.On a side track, is there anyone knowing a Digital Anvil Freelancer developper?
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That’s the problem with virtual functions - names have to be guessed from context; number and type of parameters and return type can be gleaned from the disassembly. Since a disassembler can’t really interpret a virtual function (something like call [edx+1C] could be anything), I haven’t worried about decoding what I don’t need.