file Decompiling DSO's

  • RossDarker
  • RossDarker's Avatar Topic Author
  • Offline
  • Novice Marbler
  • Novice Marbler
More
20 Jul 2019 15:02 #1 by RossDarker
Decompiling DSO's was created by RossDarker
A couple years ago I was doing some stuff in Mini Golf mania, and I took some files from MBG to replace those from MGM to allow the level editor to be opened, but this of course broke different key combinations.

I was specifically looking at decompiling "default.bind.cs.dso", from MGM, so I could add the bind or change what opens up the editor as I'm not sure if there is any other way.

So I found untorque ( github.com/figment/Untorque ), but running it on the dso to output just the cs gives me a 0 byte file.

Is it too new to understand these dso files (if perhaps the ones in MGM are a different format to Torque3D ones) or am I doing something wrong, would there be a way to decompile this script?

Please Log in or Create an account to join the conversation.

Moderators: Kalle29AayrlRegislian