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HnD2_MFE

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3 weeks 2 days ago - 2 weeks 5 days ago #1 by Stern
HnD2_MFE was created by Stern
https://github.com/DWORDLARK/HnD2_MFE

Here is a program i have been using for my own personal amusement :)
It was made as separate units (Actors.bin  Items.dat  scripts/mpscripts.dta)
Recently i combined them into one unit.
Its a replacement for good old, bad old DCED2. It has mostly same options.
(DCED2 still has its use for some moves).
Who knows how to use DCED2, knows how to use this application.

Its meant to work in mission file directory.
It has no open file dialog for Actors.bin/Items.dat/scripts.dta/mpscripts.dta selection.
Only open-file dialog and navigation is for objects entry import into loaded file.
Its built to work with files that already exist.

Support for Scene2.bin still needs some code and testing.
It will be updated later.
Other parts are from 2025 or 2024.


Known issues:
Many modded mission files have some problems.

Actors.bin:
File size, set in file header is wrong.
Its no problem, this app will save this file with correct size value
and HnD2_MFE doesnt use or need this value, because it might be wrong.
 

Wrong Section size values in Actors.bin.
HnD2_MFE does use it for reading, this means it shows some reading error if one or the other section size value is wrong.
Then this file needs manual repair !
 
 


Items.dat
very few modded mission files were broken.
But It needs manual repair !

mpscripts.dta.
File size is wrong.
 It will be saved with correct value.
Found some files with "TheEnd" added as last entry.
This "TheEnd" has no meaning or useful function, it doesnt belong to this file.
It would need a manual repair to remove it !
File must end with "scr"+ 0 byte (zero byte value)



A short video where i add a vehicle into mission.
https://vimeo.com/manage/videos/1223898491

 
 

The one who hesitates is lost !
Last edit: 2 weeks 5 days ago by Stern. Reason: fix links and stuff
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2 weeks 5 days ago #2 by snowman
Replied by snowman on topic HnD2_MFE
Thank you for sharing your work, Stern! 

Just added it to our Modding Tools page. Good luck with future updates 

"Straight and narrow is the path."
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2 weeks 2 days ago - 2 weeks 1 day ago #3 by Stern
Replied by Stern on topic HnD2_MFE
The idea was there when first version of Taco was released, but back then i didnt have good understanding how to manage this data.
This is why Taco1 had list with only simple options to import / export / delete.

Later i found a nice way to use Record data structure (record can hold different data types).
And from there it uses Array of record.
 
 

Example of model object.
 
Only colored parts are stored.
Text and data are stored separately.
This way there is no worry about text length changes.
Block is re-constructed when file is saved (or when block is exported).

And because data in MemoryStream has standard format, its easy to use
offset array to read and write Position, Rotation and Size data.
   


Items.dat uses array with 3 dimensions for data and string list for names.
Other file types use array of record.

The one who hesitates is lost !
Last edit: 2 weeks 1 day ago by Stern. Reason: renovation
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