I've been playing around a bit - seems like I can open UIMovies.mas, Fonts.mas and Sky.mas, but CoreShaders.mas and Weather.mas fail to open with "Unknown MAS key." message. Does that mean some .mas files are locked? I'd like to use open-beta period to familiarize myself with shaders used in rF2 (among doing other things of course ) I assume that some things are still in development and it wouldn't be wise to work with stuff like shaders or .GMT files at this stage, but familiarizing myself should be pretty harmless. Besides, the better I understand how things work, the more valid feedback I can provide. Of course it's not that kind of feedback that has the priority now, but some work on graphics will be done in the open beta period, I presume?
yes i do the same are locked. but can copy CoreShaders.mas to 3dmax and install max tools and can play lots of good shaders!!!
If it is locked now and unlocked later doesn't that expose the method for locking? In rf I could compare two files from the original f3 mod and the encrypted ISI rf3 mod and decrypt a file by hand in a hex editor (and I am not very educated in cryptography). Not sure if this is what lead to decryption utilities, but I can see the method being exposed and the entire purpose of encryption destroyed again. Although I learn best by examining other's works, I would rather have that method of protection for my own works.
I don't need all the contents of the mas file, just the majority. However the encryption will eventually be cracked regardless tbh.
Yes, currently the mas files in the core area are encrypted. I'm not sure if we're prepared yet to give out samples. Will have to get back to you on this one...
The mod I'm trying to convert used mainly custom shaders. I'm getting really frustrated trying to rework my car for these new shaders that don't work as good as the ones I made. I want to make the appropriate shaders for my car now, instead of wasting time trying to learn how to make do with what is available. The converting process would be much easier if I could make the shaders work with my mod, instead of the other way around. I don't want to redo a bunch work either when custom shaders do become possible. Also, I've found some bugs in the existing ones that make the cars look bad, such as how the reflections disappear when the car is in a shadow (when the reflection should be most apparent).
ShaderGFX.mas , you have the shader properies.(and pixel and vertex shaders paths) EXAMPLE // CustomAlphaT1+doublesided // ShaderName=AlphaTest { ShaderDesc="T1 Alpha Custom" ShaderLongDesc="Diffuse lighting, tex1 only, DX9, alpha channel of T1." ShaderLevel=(2) // DX9 { Pass=(1) // Double { VertexShader=vs30_blinnDiffuseT0AlphaTest { File=vs30_blinnDiffuse.vsh Language=HLSL Define=(NUMTEX, 1) Define=(ALPHA_TEST, 1) ShaderConstants=(Default, OmniLight) } PixelShader=ps30_blinnDiffuseT0AlphaTest { File=ps30_blinnDiffuse.psh Language=HLSL Define=(NUMTEX, 1) Define=(MULTEX, 0) Define=(ALPHA_TEST, 1) ShaderConstants=Lighting StageState=(0, DiffuseMap, Modulate) SamplerState=(0, Wrap, Wrap, Wrap) } } } } ///////////////////////////////////////////////////////////////////////////////
Files have been encrypted by ISI... protected because they contain data sourced with the provision it couldn't be freely shared publicly.