Realization of 2D/3D datasets outside ptd folder in petrel-plugin required - plugins

I had designed a plug in ocean for Petrel 2012.2 which used to bring out all the 2D realized files outside ptd folder but now I am facing two issues in it :1) i want to upgraded it to 2014 petrel version which we are using now and secondly I want the 3D files also to be pulled out from the same plug in. Please help if anyone can.

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Can you turn a Unreal Project .EXE into .uproject?

I have a .exe file, called Sonic Infinity Engine Plus, that was built in UE4.
This was released public without source code download, so I am unable to modify it.
However, this game was released with an Unreal terminal (accessed by the `/~ key). I'm wondering if there is any way I could retrieve the source code.
Image of terminal in-game
If anybody knows such command, like build source, it would be helpful to know.
If you need more information I couldn't think of off the top of my head, please let me know!
Thanks, Omega207
As user Rotem replied, there is no known way to retrieve the "source code" as I thought it could. This is due to complications with decompiling UE4 source code.
This is due to the fact that Unreal tends to hide source to most who use it, and is therefor up to the creators to distribute source code (which is all the files creating the .exe file).
Since the source was never distributed public, there is officially no possible way to modify this engine as the creators meant it to be.

STOP using HAL in cubeIDE [duplicate]

This question already has answers here:
CMSIS & STM32, How to begin? [closed]
(2 answers)
Closed 1 year ago.
As I want to write an efficient program to use minimal RAM & Flash, I want to remove HAL library completely from my project & program only in registers.
I want to use cubeIDE for compiling & Debugging but I do not know how to remove HAL library from my project(It seems that HAL library created and attached to project by default when generating project).
Is there any practical way?
Best!
There is an option in STM32CubeIDE project generation which allows you to create empty projects.
The empty project comes with the following:
main.c : Mostly empty
syscalls.c : I don't know what it is for but probably useless.
sysmem.c : Implements _sbrk() function, which is used by malloc() & new()
startup_stm32[xxxxxxxx].s : Startup file in assembly. You can leave it as it is
[xxxxxx]_FLASH.ld : Linker script file. Most of the time, this can be left unchanged.
But you need some additional libraries & files.
CMSIS Library : This includes some core functions common to all Cortex M devices. The core library is header only, and it's the only one you need to get started. There are some additional CMSIS libraries, like the DSP library which you may need depending on your project requirements. I suggest downloading it from its official repository.
Official STM32 headers from ST : This is actually called STM32Cube[xx] (STM32CubeF4 for example) and includes the Cube & HAL framework you want to get rid off. But we're interested in CMSIS compliant device headers. You can delete the rest. It also includes a version of CMSIS which lags behind the official one. Since you can download the latest CMSIS from its official repository, you don't need the one included in Cube package. You can download the relevant package from ST. For example, this one is for F4 series.
Once you have the needed packages, you need to configure STM32CubeIDE such that your project uses the newly obtained libraries. Basically, you need to add some additional include directories and symbol definitions. And there is an additional system_stm32[xxxxx].c file, which can be found in STM32Cube package and needs to be included in your project.
Here you can find a somewhat related answer.
Here is an example STM32CubeIDE blinky project I've created for the Blue Pill board (STM32F103C8). It may be somewhat outdated but it's probably still useful.
The method I've described probably isn't very practical. Some people suggest creating a normal Cube & HAL project and than pruning the unused parts.

How to integrate Unitymol with Unity3D project?

Firstly, thanks for bothering your time reading this problem.
I recently want to develop a Unity3D project which serves for molecular visualization on HTC Vive with the help of SteamVR. I've found that Unitymol is a suitable solution to visualize PDB files, but I have problem import them into Unity3D, because I fail to figure out how can I export models/gameobjects from Unitymol.
What should I do? In fact, what I need is to import PDB files into Unity3D. Blender is not a acceptable solution because it can't load large PDB files and need much work to do after importation.
I am one of the developer of UnityMol.
For now, this project is not fully open sourced and you need the sources to extract generated GameObjects.
You can ask for Marc Baaden to initiate à collaboration.
We have scripts to create Unity assets and use them in other projects.
If you are trying to visualize molecules in VR, we already are doing this in UnityMol VR.

Is it possible to use Unity3D NavMesh in a server application?

Unity3D contains a core dll that called UnityEngine.dll. That library contains all logic for the engine, like NavMesh.
Is it possible to use that dll in other applications, for example console applications, feed NavMesh with baked NavMesh from scene and perform navigation?
In other words, I want to create a game server that will navigate all agents and send to clients new positions of them.
No it is not possible.
This question was asked by a Unity user few years ago and he got the no answer from a Unity engineer. He tried that and failed. Unfortunate I am not able to find that question again but the answer the user got made sense.
According to the post as I remember, he said that all the UnityEngine.dll file contains all the classes you see while programming and those are for reference and complier only. He also said that the UnityEngine.dll file does not include the run-time file required to make it work alone in other application.
The Unity compiler generates the required dlls or files needed to run a Unity game.

Exporting MBTiles from mapbox

Good day all
I have stumbled on a pot of gold named Mapbox and in reading I came accross the line saying that you can"Export Studio sources as MBTiles files" Unfortunately I have not been able to find this function in Studio but I do see it in Tilemil. So i am assuming that MBTiles are to be created from tileMil.
However, I have my map designed already in Mapbox. Despite having seen the importing of the excel file, I am not seeing much options of importing it into tilemil to make an .MBTile out of it. I was hoping if someone could clarify the manner in which this is done.
Thank you
Make sure you save your project then select settings on the left hand side and there should be an option to export to MBTiles, simples!