Mas2.exe and "Unknown MAS key." message.

Discussion in 'Component and Mod Packaging' started by K Szczech, Jan 11, 2012.

  1. K Szczech

    K Szczech Registered

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    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? :)
     
    Last edited by a moderator: Jan 11, 2012
  2. Mario Morais

    Mario Morais Registered

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    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!!!
     
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  3. Alex Sawczuk

    Alex Sawczuk Registered Staff Member

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    I asked about this elsewhere and they said they don't know yet. But locked seems to be the case.
     
  4. lordpantsington

    lordpantsington Registered

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    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.
     
  5. Alex Sawczuk

    Alex Sawczuk Registered Staff Member

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    I don't need all the contents of the mas file, just the majority.

    However the encryption will eventually be cracked regardless tbh.
     
  6. Michael Juliano

    Michael Juliano Track Team Staff Member

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    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...
     
  7. 4dsux

    4dsux Registered

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    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).
     
  8. Domi

    Domi Registered

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    Any news about this?
     
  9. Domi

    Domi Registered

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    Bump.
     
  10. luisdeluis

    luisdeluis Registered

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    Any news about this?

     
    Last edited by a moderator: Jul 31, 2012
  11. azwris

    azwris Registered

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    please do guys! :)
     
  12. HelioZuazua

    HelioZuazua Registered

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    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)
    }
    }
    }
    }
    ///////////////////////////////////////////////////////////////////////////////
     
  13. Woodee

    Woodee Registered

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    Files have been encrypted by ISI... protected because they contain data sourced with the provision it couldn't be freely shared publicly.
     
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  14. theseven13

    theseven13 Registered

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    How to protect with a key? Do you have a solution ?
     
  15. SPASKIS

    SPASKIS Registered

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    You have to directly ask studio397 to do so.
     

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