Game Development Community

Packing/Protecting game data/resource in TGB

by Sourab · in General Discussion · 02/28/2008 (1:45 am) · 13 replies

Is there any way/packer/trick to pack/protect game data/resources (like images,sounds.etc) so that the end user dont misuse it. Please tell me. its very important. thanx.

About the author

Recent Threads


#1
02/28/2008 (2:18 am)
You could always encrypt it before packaging it up, and decrypt it on the fly, but that would require significant changes to the Torque Engine whenever an audio/image file was loaded from disk, and would slow down your game, and would only stop undetermined people.

The trouble is - the computer that the game runs on has to have that data on it in a form that it understands enough to be able to display in a meaningful way, and it is always possible for a determined programmer to extract that information somehow.

That said, decrypting on the fly is the most secure way I can think of.
#2
02/28/2008 (2:20 am)
Oh wait! You said Torque Game Builder and that's not available with source code.

I retract my answer. I do not know anything about how to do what you describe.
#3
02/28/2008 (4:24 am)
Oh no i dont mean using source code for it. how to use a packer program like incbin,molebox etc..to pack my data with the executable itself. i used molebox but it doesn't work.
#4
02/28/2008 (7:34 am)
I know that some teams have gotten molebox to work, but I think they also modified the source code to get rid of main.cs, which (I think) was part of the Molebox problem. I'm not sure, though.
#5
02/28/2008 (7:50 am)
Yah its true. main.cs is the problem. it gives error "failed to open main.cs" even though i packed this file.
btw is there any other way this task can be achieved?
#6
02/28/2008 (9:23 am)
Not that I know of. I haven't used Molebox.
#7
02/28/2008 (11:14 am)
If your project is a game, I honestly don't think you should bother packing art resources unless disk space is an issue. For one thing, your users won't be able to mod your game. Secondly, anyone determined enough to steal your resources will do it anyway. If you want to ensure there's a method of proving a certain asset is yours, instead insert some meta-data into your resources. If anyone ever misuses them (i.e., in their own game or the like) you can always just open the asset and see if your meta-data is present, and use that to shut them down. Of course, they can remove the meta-data, but you could do something like having a special check in your game that ensures it's there.
#8
02/29/2008 (2:05 am)
Ok i guess i have to get the commerical licence so that i can tweak the code to make it work :)
#9
02/29/2008 (6:34 am)
Note, you should go for the professional license versus the commercial license. The professional license will give you C++ source access.
#10
03/01/2008 (11:00 pm)
I have bought the pro version ,but i still cant figure it out how to tweak it to make it pack with molebox.can any one help me plz.
#11
03/03/2008 (6:40 am)
Have you tried this resource to get rid of main.cs?
#12
03/05/2008 (8:05 pm)
I tried it but alas it doesnt work.still asks for main.cs :(
#13
03/05/2008 (9:53 pm)
I know there's some password protected zip file resource for TGE... maybe if you had source access you could implement?