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Old 05-26-2013, 10:20 AM   #1
Foone
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Run multiple copies of 3dmm at once

Open up 3dmovie.exe in your friendly neighborhood hex editor (I recommend XVI32), and go to offset 27471. Change the 0x74 to 0xEB.

If your copy has different offsets (non-english versions might), search for these bytes:

E84C6603008BCEE8550400008BCE85C07414E8AA040000C78680000000010000

(Make a backup of your original 3dmovie.exe in case something goes wrong)



Additional patching: If you want 3dmm to play while not the active window:

Edit the 6 bytes starting at 164,806 to 90 90 90 90 90 90.

If those offsets are different, use this to help you find the right bytes.

846301000083F81C0F8442010000E9560300003D1201000077140F84EB010000

Last edited by Foone : 05-28-2013 at 06:06 PM.
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Old 05-26-2013, 11:23 AM   #2
Jt Copper
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Oh, so like a 3dmm multi-tasking. I like it.


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Old 05-27-2013, 01:04 AM   #3
Pizza The Hut
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hey Travis, welcome back!
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Old 05-27-2013, 04:18 AM   #4
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Hiya, Pizzaman
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Old 05-27-2013, 12:27 PM   #5
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Haha, not sure I can think of a use for this but it's still awesome. Good job.


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Old 05-27-2013, 12:36 PM   #6
Phil Williamson
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will this perchance allow movies to play if 3dmm isn't the active window?


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Old 05-27-2013, 05:59 PM   #7
Pizza The Hut
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now we can make 3dmm mashups
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Old 05-28-2013, 04:41 PM   #8
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Quote:
Originally Posted by Phil Williamson
will this perchance allow movies to play if 3dmm isn't the active window?

Sadly not. I'm working on that, though.
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Old 05-28-2013, 05:42 PM   #9
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hey travis I was doing some digging into 3dmm:

http://3dmm.com/showthread.php?t=44698

Much of this leveraged your work, I used your python code as a reference. So thanks bro.

With that I got fully animated FBX's going:
http://3dmm.com/showthread.php?t=44574

And also in that thread is a sort of bastardized particle-ized version of the fake backgrounds.

I was considering making a 3DMM renderer of my own, but it would probably be way too much work for little gain.
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Old 05-28-2013, 06:05 PM   #10
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Okay, to make 3dmm keep playing even when in the background:

Edit the 6 bytes starting at 164,806 to 90 90 90 90 90 90.

If those offsets are different:

846301000083F81C0F8442010000E9560300003D1201000077140F84EB010000
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Old 05-28-2013, 06:08 PM   #11
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Pizza: I was working on making my own render for 3dmm (the BMDLview program, which I believe I released back whenever) but it never advanced to the point where it could load entire actors because of the complexities of the multi-part model "skeleton".
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Old 05-28-2013, 06:35 PM   #12
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Yeah I figured all that out but it's really messy, each action sometimes has their own entire copies of certain parts..

I did write a tool that generated fully animated FBX's though. If someone cleaned them up, might be a lot more doable; we'd have better data to render.
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Old 05-28-2013, 11:33 PM   #13
Evil Ash
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I cleaned them up for that game I was working on. I'm not done though. Been basically compiling the animations into a straight sequence (MD3 format) in 3DSM since you got me those FBXs.

It's stupid retarded because every actor has like 30 feet.
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Old 06-02-2013, 04:46 PM   #14
Scdaniel Greeny
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How do i do this in HxD?


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Old 06-04-2013, 02:14 PM   #15
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Is this actually Travis?
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Old 06-05-2013, 03:54 PM   #16
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Quote:
Originally Posted by Adelitas
Is this actually Travis?

Yeah. I don't know the password to my old account and I'm not really interested in going as "Travis Wells" anymore, so I just used my name.

Quote:
Originally Posted by Scdaniel Greeny
How do i do this in HxD?

Open C:\Program Files\Microsoft Kids\3d Movie Maker\3DMOVIE.exe (or C:\Program Files\Microsoft Kids\Virtual3DMM\System\v3dmm.exe if you want to patch v3dmm)

Do search->Goto. Select DEC and Begin, and enter "27471" and hit OK. A "74" should be highlighted. Make sure you're in Overwrite mode (hit Insert if you're not, and type "EB".

To do the other hack (play even while in background), do the Goto steps against but use offset 164806 (remember to set Dec!) and you should see "0F 84 42 01 00 00" at the cursor. Just enter 90 90 90 90 90 90 (that's 9 0, six times) and you're done.

Save-as to a new file (so you won't have to reinstall if you corrupted anything) and you should have a shiny new 3dmm.
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Old 06-05-2013, 04:33 PM   #17
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Welcome back!
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Old 06-06-2013, 06:10 AM   #18
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hi travis
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Old 06-06-2013, 09:24 PM   #19
Bjorny
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sup trav


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Old 06-07-2013, 01:19 AM   #20
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Woah, the return of a legend.
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Old 06-07-2013, 07:30 AM   #21
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Oh dude, Travis. I mailed you literally years ago about the v3dmm code, you still happen to have that?!
Welcome back, I know you don't remember me but... well, well, isn't this just like old times.


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Old 06-08-2013, 01:13 AM   #22
Jt Copper
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Ho shit, the one and only travis wells, nice to meet ya!


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Old 06-08-2013, 07:43 AM   #23
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Quote:
Originally Posted by Eukos
Oh dude, Travis. I mailed you literally years ago about the v3dmm code, you still happen to have that?!
Welcome back, I know you don't remember me but... well, well, isn't this just like old times.

Oh, I may have missed that. My old ISP died and changed names, so I lost an email address. I also don't own v3dmm.com or 3dmm2.com (or was it .net?) anymore, so all that email is a-bouncin'.

I might have it. Putting it together would be difficult, it wasn't just one project, because I was using a hacked version of the PhysFS library to support expansion loading. (I'd contributed my code to PhysFS but they ended up rewriting it before accepting it, but I never forward-ported v3dmm to the official version).
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Old 06-09-2013, 12:51 AM   #24
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It would be awesome if I could have it Travis, I'd know what to do with it. I sent mails to wildfire1138 at mchsi and traviswells at mchsi back then hoping they'd land in your hand sometime.


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