

Sun Microsystems developed it in 1980 for this sole purpose. It was basically developed to share files and folders between two Linux systems faster and better. Web development, programming languages, Software testing & othersĪs the name indicates, Network File System is a way of mounting Linux directories over a network. If you open symbols (usually pdbs) with the binary in a disassembler like IDA, it will give you super detailed information, load structs and typedefs, and even name some functions albeit it usually c mangled but IDA will usually unmangle them.Start Your Free Software Development Course Its basically just code for a crash log to point at to give you more detailed information than just directly hooking the crash logger to the app and then crashing it. Symbols is data the compiler creates for debugging purposes. Wait so it's available somewhere atm? Also what do you mean by symbols exactly? I have a debug console and a crash logger. You would need to make your own stuff which I have done. Most of the debugging stuff was stripped from the release build. There is no internal debugging in the game. Is this something once has to develop themselves or is it part of the debugging tools for the games hidden somewhere? Search up IDA or Ghidra, IDA is around $2000 while Ghidra is free but not as good imo. What exactly do you mean by dissasmebly in this context?ĭisassembly is the act or disassembling a game to see the Assembly (almost directly machine code). Anyway to export those, edit and put them back in? Maybe is there a way to add new headlight options entirely? Is hardĢ) How do I know what texture belongs to what building export that, and edit it and put it back into the game as the new edited texture? Texmod let's me only export textures from the game but idk how to put them back inģ) Mod the visual parts you can add to your car? The headlights are so low poly so I'd love to atleast fix those up. Cleaning and exporting each one is very hardġ) permanently change textures? Texmod needs to be run each time before I start the game.

On top of that, each asset is unnamed, and a single thing like a car consists of 20-30 meshes.

They require a lot of topology cleanup and editing before I can increase the polycount to smoothen stuff with a subdivision modifier in Blender, not to mention I heard that cars in UG2 have a limit of 65k vertices max (so basically 20k tris)? Even then, it doesn't look that great. I used ninja ripper to just export the models and check them out Remember the AI being a PITA in URL's in my past runs, that's allĪs for map editor, so essentially the only way to remove edit and put back in assets only belonged to that one dude? Nowhere else?Īlso speaking of buffing up assets, yeha since I made my post, sorta gave up on it.
