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Hello to everyone, and especially to Ford Prefect and company for helping me reach first base with .cvr editing.In my case, first base was being able to cobble together bits of several .cvr files together with a hex editor to produce a reasonable looking tracked vehicle for infantry to use rather than just walking around in metal overcoats (lolwut).Here's a first version. To describe the process, basically I just added the looted x04040000 (CVRCHUNK_OBJECT_CONTAINER) chunks to the end of an existing file, updated the sizes for the x04000000 (CVRCHUNK_SCENE_CONTAINER) and x00 "CVR" (CVRCHUNK_FILE_CONTAINER) chunks, and then messed around a bit with the scaling and randomly assaulted the positioning coordinates to get it to fit. Kinda working in the dark, and not really knowing what I'm doing, but I got a result I like.I had to also replace infantry reactors and armors, but those were pretty straight copies of the existing ones.I'd like to learn more about how the positioning data works so I can create a version where the tracked vehicle matches up with the gun and special ability bits (like the other vehicles do), right now it's off to the side. But at least it's less awful than it looked at first.
3d Voxel Data Section01 02 04 04 ## ## ## ## CVR_VOXEL_OBJECT+04 uint32 VHFlags: 1 = mesh has its own VHFlags 2 = Multiple mesh object with JUMP_HEADER before each mesh 4 = Unused 8 = Used but unknown what it means+04 uint32 Size of voxel object from start of first VOXEL_HEADER+04 float32 Units per 3D pixel (scale)+04 uint32 bytes from this VOXEL_HEADER to end of mesh+04 uint32 bytes to last byte of this voxel mesh+04 SVECTOR3 Scale+06 SVECTOR3 Position+06 SVECTOR3 Rotation Center+06 uint32 total voxels in this objectJUMP_HEADER +06 SVECTOR3 Position +06 SVECTOR3 v2--unknown vector, used determining max size +06 SVECTOR3 v3--unknown vector, used determining max size +06 SVECTOR3 PositionOffset--start drawing at Position+PositionOffset +06 uint32 # of voxels in next mesh +04 uint32 JumpFlags: 1 = Has Offset if JumpFlags then +04 uint32 Offset to next JUMP_HEADER.