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kSGL [In The Making]

Junior Spellweaver
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Right its not much now but its a working progress. I have support if needed from two other Developers working on the same thing coding it in the same language [C#] so we should be able to pull something together.

Heres all i have right now i am aware the other two are able to import but the client doesnt read the image so i will have a shot.

[kSGL News]
Can open Simple Images (*.jpg / *.gif / *.bmp) which it will display. Unable to open SGL files yet!

*Added - Open Dialogs Working 25/11/05
*Added - Now Able To View Simple Images (*.jpg / *.gif / *.bmp)
*Added - New Buttons For Later Use





Any suggestions on what may be useful or contributions would be very helpful. Anything can be done!!
 
Last edited:
Junior Spellweaver
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no its not in source forge, and im just waiting for the image encodings for the SGL and it should be done shortly after
 
Junior Spellweaver
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Yes it will have a look at this. No where close yet but its starting to develop. It can now open the needed images (apart from .sgl as im doing the encoding/decoding now) for imports/exports.
 

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Experienced Elementalist
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No, only export it to BMP , not jpg , because jpg not full support import to SGL file "3d scene graph library ", so we will design a new picture or edit it and compile again to SGL,
remember it only BMP file , not gif or JPG
 
Junior Spellweaver
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Right thanks for that i was just getting the import/export to work with different extensions.
 
Experienced Elementalist
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ngoempire said:
Hey been long time since i've heard anything... Please any updates?
Nowaday , i dont know anyone can be edit Sgl file ,this work same too hard with them , my friend work on sgl.sourceforce.com say too :(,
U can wait for this SGL edit from ragezone or news from my friends
I show u my friend in China edit it :
.ViruS - kSGL [In The Making] - RaGEZONE Forums

-------------------------
.ViruS - kSGL [In The Making] - RaGEZONE Forums



and this code = pascal
TSglFile = record // SGL
Header: record // SGL
Title: array[0..31] of Char; // 'Shanda Game Lib.'
Comp: DWord; // 总是 1
Offset: DWord; // SGL, SGLInfo
end;

Images: array[0..ImageCount - 1] of record //
Unknown1: Byte;
Format: Byte; //
Frames: Word; //
Unknown2: Word;
Frames: array[0..FrameCount - 1] of record //
FrameWidth: Smallint; //
FrameHeight: Smallint; //
CenterX: Smallint; //
CenterY: Smallint; //
XBlocks: Byte; //
YBlocks: Byte; //
case Format: Byte of //
$02: (//
Blocks: array[0..XBlocks - 1, 0..YBlocks - 1] of record //
BlockWidth: Byte; //
BlockHeight: Byte; //
BlockData: array[0..(BlockHeight + 1) * (BlockWidth + 1)] of Word; // (BGR 565)
end; )

$82:
FrameData: array[0..FrameWidth * BlockWidth] of Word; //(BGR 565)
AlphaData: array[0..FrameWidth * BlockWidth] of Byte; ) //
$88:
FrameData: array[0..FrameWidth * BlockWidth] of Word; ) //(BGR 565)

$06:
FrameSize: Integer; //
FrameData: array[0..FrameSize - 1] of Byte; // (BGR 565)
AlphaSize: Integer; // Alpha
AlphaData: array[0..AlphaSize - 1] of Byte; ) // Alpha

$18, $28:
FrameSize: Integer; //
FrameData: array[0..FrameSize - 1] of Byte; ) // (BGR 565)

$11, $12, $22:
Blocks: array[0..XBlocks - 1, 0..YBlocks - 1] of record //
BlockWidth: Byte; //
BlockHeight: Byte; //
BlockSize: Integer; //
BlockData: array[0..BlockSize - 1] of Byte; // (BGRA 4444)
end; )

$62:
Blocks: array[0..XBlocks - 1, 0..YBlocks - 1] of record //
BlockWidth: Byte; //
BlockHeight: Byte; //
BlockSize: Integer; //
BlockData: array[0..BlockSize - 1] of Byte; // (BGRA 4444)
AlphaSize: Integer; // Alpha
AlphaData: array[0..AlphaSize - 1] of Byte; // Alpha
end; )
end;
end;
end;

SGLInfo: record // SGL
ImageCount: Integer; //
OffserTable: array[0..ImageCount - 1] of DWord; // Images
Unknown3: array[0..15, 0..ImageCount - 1] of DWord;
end;
end;
Explain ALpha :
The supposition is 32 levels passe, the Alpha operation formula is:
R(C)=alpha*R(B)+(32-alpha)*R(A)
G(C)=alpha*G(B)+(32-alpha)*G(A)
B(C)=alpha*B(B)+(32-alpha)*B(A)
Painstakingly is studying " the light shade effect Alpha mix way ",
New tools to support it use code Alpha
Has a look:

.ViruS - kSGL [In The Making] - RaGEZONE Forums
 
Experienced Elementalist
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and this u must to know it :
The SGLtile file uses is has damages the compression + vibration return to original state. One time compresses the 4*4 elephant , 16 elephants , save 4 colors values with 3 bytes the palette. Return to original state time uses MMX, the code is as follows, this is the high picture nature version entire decompression function analysis, hopes is useful to everybody.
 
Newbie Spellweaver
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OMG no1 even seems to post any more:S
ffs if u cant even handle the work, why start working with it?
damn waste of time and wasting ppls hopes
 
Newbie Spellweaver
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I need help, the editor *.Sgl has a error when loading the archives *.sgl. That I can do?


Greetings

I feel by my english but use a Online translator
 
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