Hey there,
Just a quick fix for the JSRF Graffiti tool which wasn't listing the Golden Rhino nor Police graffitis before.
Click here to download the JSRF Graffiti Tool v1.0.0.5
Hey there,
Just a quick fix for the JSRF Graffiti tool which wasn't listing the Golden Rhino nor Police graffitis before.
Click here to download the JSRF Graffiti Tool v1.0.0.5
Hey there, I am still working on the tools to create JSRF levels (nearly done) but I also have to prepare a tutorial, in the meantime here are some video tutorials on how to mod JSRF textures and models, thanks to YayoDeLaRiva and Lkymn for making these tutorials:
Hey, short post, the other day we were on stream testing the level surfaces to see if we could make loops and whatnot, watch here:
Hey there,
About a year ago I was trying to make custom levels for JSRF, I was able to build brand new visual models for the levels and compile the physics collision models too, but there was a part of the collision data I could not figure out, that needed to be calculated, and since it wasn't, in the new level, you'd just fall through the floor and clip through everything.
So I sought help from others but we couldn't figure it out, at least not how we were trying, through binary/hexadecimal/statistical analysis.
So I recently reached out to Gurten (who made the amazing Blender character model/animation importer) and he figured out the collision mesh triangle data in less than two weeks 😮
His reverse engineer method is through disassembly, which means de-compiling the game's executable/program file aka turning the program's executable binary file into a (massive and convoluted) list of CPU instructions, then analyzing CPU instructions/functions to see how the game loads the files and how it processes the data, easier said than done though.
This technique definitely was the only way to reverse engineer this bit of data about the physics collision 3D meshes of JSRF and people who have the (dis)assembly reverse engineering skills, are hard to come by and they usually have better things to do, luckily Gurten was willing to take the time and help, and he did an amazing job.
Anyways here's the result of the first properly compiled JSRF level:
Download the JSRF ModTool 2.7 here
Hey there, I have still been working on the JSRF tool, mostly reverse engineering and experimenting recompiling levels(aka 'Stage') data, such features are not accessible in the tool's interface yet, if you're a developer and want to try it, it's all in the code.
While we're close to being able to create custom levels, we're stuck on figuring out part of the level collision 3D mesh data.
I have managed to recompile a custom visual mesh for the level, as well as part of the collision mesh data, but since part of the collision mesh is still unknown/not understood and has to be calculated, right now we just fall/go through the collision mesh.
In the following video, it's a new compiled visual mesh, while maintaining the original Garage's collision meshes:
This post is also about the JSRF Tool 2.7, where I have fixed MDLB model
importing, before, adding or removing material groups in the model(MDLB)
importing interface, would corrupt the materials groups, giving wrong
materials to the model.
It's finally fixed, if you're a developer
and have been using/modifying the source yourself, I recommend checking
out the GitHub repository where I might update the code, while I don't
make blog posts about it: https://github.com/neodoso/JSRF_ModTool, otherwise here's the tool with the fixes:
Hi there, I thought I would share the wonderful www.jsrfspeedruns.com website made by people from the jsrf speedrunning and modding scene, they put a lot of effort into documenting all sorts of details about the game and they also created a complete guide to speedrunning JSRF with all the techniques, tricks, bugs, so if you're interested in upping your game on JSRF, trying speedruning or even just learn more about JSRF, www.jsrfspeedruns.com is the place to go.
Then click "paste"
We've pasted the MDLB from Armed.dat into a Beat.dat's MDLB.
You'll notice we also need to replace the texture, but first we're going to make some parts of the Beat model, invisible, such as the head and hands models, because the model we're replacing already has those parts integrated in the first model.
Here's how the contents of a player.dat file is structured:
That's all!
And the result ingame: