Game Development Community

Protecting Art assets.

by Alienforce · in Torque Game Engine · 08/22/2006 (2:29 am) · 9 replies

My question is maybe trivial but anyway....

Whats the best way to protect the Artassets in the final release build ??
PW protected zip for the ex. "starter.fps" folder.
Or do you guys any other way doing this ?

#2
08/22/2006 (2:51 am)
How does this work by the way? I've noticed a few demo's have zip files in them.

Also check out Mole Box
#3
08/22/2006 (2:53 am)
Does Molebox work with Torque i have some recalling there some issues ??
#4
08/22/2006 (5:38 am)
I'm not sure - all I know is it packages it up in an encrypted RAM store of some sort so the assets are not on the physical disk to be ripped. Maybe check out the demo if one exists.
#5
08/22/2006 (6:24 am)
Yes, i will take a look at it.
Thanks for the input guys.
#6
08/22/2006 (10:59 am)
I have been looking for a good solution to this too.

I have been contemplating building a virtual file system for Torque, basically Data.dat contains all the files, Data.map have byte offsets and filenames, then I would have to modify Torque to instead of looking for the file name, open data.map, find the offset and read the file contents from data.dat.

I would however be VERY interested in a simpler way if anyone knows one.

The Trusted One
#7
08/22/2006 (11:03 am)
What's wrong with using the regular zip support? Why reinvent the wheel and make it weaker?
#8
08/22/2006 (1:02 pm)
@Stefan,

Zip is a known format, easily reversed (I have done it with many games that use Zips to store assets.

The Trusted One
#9
08/22/2006 (1:05 pm)
Encrypt it.

IMO you are wasting your time. There are alot of good reads around the forums if you are interested in pursuing this. It is a good learning experience. (: