i wish to protect my .b3d files, so, i compile my game, and i have directories with .b3d files.
i dont wan't make a big pack game, because is slow for client read a game with a huge packs.
I think, what happen if i change LOADMESH function, and make a new one like LOADMESH_ENCRYPT function.
when the loadmesh function read the file data, make the uncrypted process.
someone do something like that? do you think that is possible to do?
Is there any point since hardly anyone in the world knows b3d format ?
A couple of ways come to mind. One would be to download the Blitz3D source from github, find the LoadMesh function, and pass the data through a decrypt function.
Second would be to come up with your own mesh format, then use Blitz3D's AddSurface, AddVertex, AddTriangle etc... functions to buid the mesh manually.
> i dont wan't make a big pack game, because is slow for client read a game with a huge packs.
Why? Open a file, seek to the position, stream the data to the loader.
Aside of that: any data you load to something "useable" means someone could rip from there.
bye
Ron
There are a couple of ways to do this. 1st way is to convert from b3d to a format that only you know of. 2nd way is to encrypt the data itself requiring you to decrypt it.
QuoteAside of that: any data you load to something "useable" means someone could rip from there.
However it would stop the casual asset flipper from easily copying your hard work.
If he encrypts the data or has a custom format - he already could use what I suggested too: a datastream into a "package" (multiple files in one ".pack").
bye
Ron
you don't need to encrypt anything, just create your own mesh format (with some obfuscation if you are paranoid), and that's all.
the structure of a mesh i :
mesh
surface(s)
vertice(s)
triangle(s)
brush/material
color
alpha
fx
blend
texture(s)
and for rigged skinned animated meshes you need to add
bones/joints
skinnedvertices
weights
animations
poses/frames
bones scales rotations positions
to create bones (joints), and skinned vertices, and weights, you will need the update B.002 (or B.003) made by Bobysait...
here : http://mojolabs.nz/posts.php?topic=105408
I generally compile all assets into a single exe using Blitzmedialinker, If I need to compress files down I tend to use BBCruncher
just keep in mind the less deeper within directories/folders the assets are, the quicker the decompression come runtime.
Quote from: MrmediamanX on November 20, 2019, 07:09:30
I generally compile all assets into a single exe using Blitzmedialinker, If I need to compress files down I tend to use BBCruncher
just keep in mind the less deeper within directories/folders the assets are, the quicker the decompression come runtime.
Do you have links to these? Do they work with Blitz3D?
both tools can be found here. indeed they work with blitz3d. to compile multi source includes/BB files just select and add them like any other assets...cool :)
http://www.puretools.eu/eng/rechts.htm