[Release] CompoundEditor

11/02/2016 10:22 DaxterSoul#1
Had this CompoundEditor to edit or create JMXVCPD 0101 (*.cpd) compounds lying around...

What is a Compound?
A Compound links multiple resource files (*.bsr) together.

Examples:
shinmu.cpd (ShinMoo The man of Flames) contains a character and all the items he wears.
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a different tool
Christmas tree contains the root (for collision) and all the stuff lying around it.
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Explanation of the fields:
  • Flags: Don't touch
  • Type: CompoundCharacter, CompoundObject (buildings, objects, nature)
  • Name: Name of the compound (up to you)
  • unkUInt5: Don't touch
  • unkUInt6: Don't touch
  • CollisionResource: Resource used for collision (must have collision inside)
  • ResourceList: List of resources linked (visual)

I hope it'll be useful for you.
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ShinMoo The man of Flames with 1 degree

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ShinMoo The crossdressing man of Flames with 1 degree bow shield combo
Screenshots by florian0

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11/02/2016 12:25 Ɗoc#2
Man..Again thanks..
11/02/2016 12:40 ZeonNETWORK#3
nice release mate
looking forward to a solution to edit the .bsr files

just a small notice: if you're not intending to release its src why you didn't encrypt it ?!
just wondering !!!
11/02/2016 13:17 elmagico321#4
nice one
11/02/2016 13:42 DaxterSoul#5
Quote:
Originally Posted by ZeonNETWORK View Post
nice release mate
looking forward to a solution to edit the .bsr files

just a small notice: if you're not intending to release its src why you didn't encrypt it ?!
just wondering !!!
I've written editing/visualization tools for almost all the formats and build myself a content pipeline for relative loading and saving but it's far from being finished or released.

There is nothing of interest, nothing to hide in the code and it does not use the content pipeline mentioned above. The formats are on my GitHub (see signature) so anyone who needs to know how to read them can do so.
11/02/2016 15:57 $WeGs#6
is there anyway to release that different tool ?

--edit

i've done reading cpd files using file struct that you shared before on github

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thanks !
11/02/2016 17:10 DaxterSoul#7
Quote:
Originally Posted by $WeGs View Post
is there anyway to release that different tool ?
Gotta quote the post just above you...
Quote:
Originally Posted by DaxterSoul View Post
I've written editing/visualization tools for almost all the formats and build myself a content pipeline for relative loading and saving but it's far from being finished or released.
This also means that the quality of my tools is not satisfy me and are not up for release.
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SharpDX SimpleViewer rebuild

Using SharpDX meant writing my own 3D engine on top of a DirectX wrapper (pretty much like Joymax did).
This was very informative but way more time consuming than I thought.

I've recently worked with Unity Engine, mainly for something other than Silkroad.
Unity is both Y-Up and Left-handed like Silkroad (DirectX) and I noticed that it's relatively easy to write import/export pipelines there without going through *.obj or *.fbx files.
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Maybe some day...
11/02/2016 17:50 $WeGs#8
Quote:
Originally Posted by DaxterSoul View Post
Gotta quote the post just above you...


This also means that the quality of my tools is not satisfy me and are not up for release.
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
SharpDX SimpleViewer rebuild

Using SharpDX meant writing my own 3D engine on top of a DirectX wrapper (pretty much like Joymax did).
This was very informative but way more time consuming than I thought.

I've recently worked with Unity Engine, mainly for something other than Silkroad.
Unity is both Y-Up and Left-handed like Silkroad (DirectX) and I noticed that it's relatively easy to write import/export pipelines there without going through *.obj or *.fbx files.
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]

Maybe some day...
wow , thats cool
Great Work :handsdown:
11/02/2016 18:32 ersers2#9
Wow thanks for all your hard work
11/03/2016 05:44 ZeonNETWORK#10
Quote:
Originally Posted by DaxterSoul View Post
I've written editing/visualization tools for almost all the formats and build myself a content pipeline for relative loading and saving but it's far from being finished or released.

There is nothing of interest, nothing to hide in the code and it does not use the content pipeline mentioned above. The formats are on my GitHub (see signature) so anyone who needs to know how to read them can do so.
wow, can't wait to see such tools, a lot of good people around the community including me, have a good knowledge of the 3 waters (as i call them xD): unreal, cry and unity

yes i already checked them on github after i downloaded the tool and checked a bit of them
11/03/2016 05:49 tata200#11
thanks alot,
that's helped me .
11/03/2016 14:45 EdwardTeach+-#12
well i'd say that gonna help me out.
11/03/2016 15:57 CrystalCoder#13
this will be very cool to merge the xmas tree and add 1st degree hang on the tree , i guess this can be done with this tool am i right?
11/03/2016 17:07 DaxterSoul#14
Quote:
Originally Posted by CrystalCoder View Post
this will be very cool to merge the xmas tree and add 1st degree hang on the tree , i guess this can be done with this tool am i right?
Unfortunately, the resources will keep their keep their origin from its mesh.

You'll end up with this...
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11/03/2016 17:16 CrystalCoder#15
i see