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Thread: world modified

  1. #101
    KnightErrant's Avatar Taihō no heishi
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    Default Re: world modified

    Ah, excellent Argantonio, I see it! We're looking at the same
    data. I can't get there by cutting and pasting, I just don't have
    your feel for the data. I read the data using python and accumulate
    the different blocks into arrays. But I have to be able to read through
    the different .world formats. Right now I can only read the settlements
    up to large_cities and castles up to wooden_forts and stone_keep but I
    died on large_castle (somehow I missed bringing in castle to work).

    The data is a lot like many mesh files glued together with the granny
    bytes, the serie. Right now I use the .obj format using the
    usemtl command to define a material for Milkshape and then go to
    the materials tab to bring in the right texture (converted to .dds)
    I read the triangles, the verts, then of the five quad blocks, I ignore
    the first two, anims and lighting, (they need to be saved eventually,
    I think, but not right now) the third block are the vertex normals so
    I use these because the .obj format allows this, the fourth block are
    vertex tangents so I throw them away. These can be calculated
    from geometry for a back conversion. Caliban said the bitangents are
    calculated by the game engine anyway be crossing the normals with
    the tangents. The fifth block is the byte-encoded uvs. Now that
    I got the upside-down part, (this should have been obvious, Max is
    upside-down to Milkshape but I never saw this before in a CA model
    so it took awhile to sink in).

    Haven't tested beyond this:

    village
    town
    large_town
    large_city

    (missed city)

    wooden_fort
    stone_keep

    large_castle dies on the second settlement, the vertices are stored
    in a strange way here. The above is for northern_european. One would
    hope the others at the same level are readable; just haven't checked
    because I can only get so many on my memory stick per day.

    I think I'm answering the same question but
    @ Yelu Dashi
    @ Argent Usher
    Yes, the uvs are a "block" the way Argantonio described. The blocks
    in a "structure", probably "model" is a better word, go this way:
    triangles organized in blocks or groups in the Milkshape terminology,
    then verts, then five blocks of quad bytes: animations?, lighting?, vertex
    normals RGB encoded, vertex tangents RGB encoded, and finally UVs
    encoded as high bytes and low bytes. Second byte being the high byte
    and 4*v-2; 4*v-2, and v -> 1-v as the last transformation.

    I've changed my mind on this, with what Argantonio has shown us, we
    can get to ANYTHING! If all we need are some simple conversion
    scripts to get uvs, normals, whatever; over to what Milkshape needs
    and back conversions to what the .world file wants; I don't see why anything can't be pulled out following Argantonio's methods. My enthusiam
    runneth over, a script to do buildings maybe, but a hexedit method for
    everything else.

  2. #102
    King Kong's Avatar Always late...
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    Default Re: world modified

    Though I don't understand much, this is fantastic news.

    Thanks Argantanio, Knight Errant and everyone else who is working on this!
    Last edited by King Kong; July 01, 2008 at 04:27 AM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  3. #103
    Argantonio's Avatar Chinen
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    Default Re: world modified

    This works,
    KE this image http://www.imaxenes.com/imagen/text11aw278f.jpg.html
    is the block 7 of ne-citadel(1) (coords UV) , Can you show us ? the block2 of the mesh with the correct teture, or in his default your ms3d ne-citadel(1) . For I understand high and low byte.

  4. #104
    S-te-Fan's Avatar Jukutatsu shita
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    Default Re: world modified

    Does this means I put my landwalls of constantinople ingame? Sounds pretty cool .

  5. #105
    Argantonio's Avatar Chinen
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    Default Re: world modified

    Here I show you an image http://www.imaxenes.com/imagen/world11by5002.jpg.html
    similar to box_lod0.mesh, but it is a file world, ne_stakes_aVacio, http://www.twcenter.net/forums/showp...1&postcount=83
    we go to see his blocks, and after will learn who to exchanged.
    Orange. two common blocks all files world , in study , but are some type of exhibition of all and each of the parts, objects or subdivisions of the file. It is not important for the moment , no changes must be do now.
    (If someone remembers the stone- elevators, and this file observes that the sequences are substituided for zeros this it is the reason of which only see a rock and not see all the original bridge(ne_wooden_bridge64x64)).

    Red. In red our first block, the triangles, is like that of the mesh. 12 00 = 18 . size 18x 6 = 108
    The same size like block1 mesh with equality of number of triangles, if the exchange the block and "four initial bytes" with the number of triangles , "new model" is strange, but it works.

    Blue, second block, the position of the verts , size 15 00 = 21 , 21x12= 252 The same size like block 4 mesh with equality of number of verts repeats. The number of verts 15 00 00 00 it repeats two times (is a particularity) . if we replace this block with "four initial bytes" we have completed conversion world-mesh in the direction that let's let's want.
    Try and replacing the blocks 1 y 4 mesh for 1 y 2 world and see the result a box.world in the game.
    Click image for larger version. 

Name:	caja.jpg 
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    The following blocks are empty( I have emptied them,for demostred that works) and the number of verts is not the same, but it does not matter now, we concentrate on the last one.
    Green . The block 7 , this block came preceded from byte 4 , The coords UV, His size is 2A 00 = 42 . 42 x 4 = 168 .This one is the problem , this blocks is like block 2 file mesh , but they have diferent size , it is the half of small that that of the mesh, ( mesh x8 world x4) They are not interchangeable game crashes , if KE has found the way of exchanging them, resolved topic.
    In others blocks are indicated the byte of head-board ( 3 , 8 , 9 ,10) with a yellow circle, your size are equal in both types of files.( are exchanged)

  6. #106
    KnightErrant's Avatar Taihō no heishi
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    Default Re: world modified

    @Argantonio
    Sorry, didn't have citadel at work so could not check today. Just
    going to do a short post tonight.

    @All
    The v -> 1-v is only for .obj files. Got the .ms3d export working today
    and .ms3d doesn't want the v -> 1-v transform.

    Bad news for Milkshape modellers. Was running ne_castle (not even
    large_castle) and ran across this bad boy.



    This had 475 groups; Milkshape was only designed to do characters, not
    architectural behemoths like this, so the upper limit on groups is 255.
    This is a wicked pisser, I had put the anim data in quad block 1 into the
    first weight, and the lighting data from quad block 2 into the extra int
    in the weighting section and it worked. Even if I saved the file the
    info was still there. But the castle result says you can't use Milkshape
    for any of the big boys. Max can handle any number of groups but the
    .obj file format won't let you put the information in via an import (nothing
    available in the .obj file format specification for extra vertex info) so we'd
    have to make a custom file format with an import/export script to handle
    these cases.

    I'll clean up some problems with the interface and release the extractor
    tomorrow. With more eyeballs on the problem we'll probably run across
    some other things like this (the number of verts in that model was
    over 58,000. Milkshape only goes up to 65534. Already getting close
    to that limit here too.)

  7. #107
    Murakawa
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    Default Re: world modified

    Would 3dsMAX handle it?

  8. #108
    AnthoniusII's Avatar Μέγαc Dομέστικοc
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    Default Re: world modified

    You guys open new fields in moding art!!!
    Freedom of Faith in Islam.

    Ας εχουν λοιπον, την πληρη και απολυτη ασφαλεια ,οσον αφορα τη ζωη τους ,τους ναους τους , τις πεποιθησεις τους και ολους τους προς προσκυνηση τοπους που κατεχουν τωρα εντος και εκτος της πολης. Οι υπολοιποι χριστιανοι θα ερχονται ως απλοι προσκυνητες και θα υπαγονται στον Πατριαρχη Ιεροσολημων.
    So..let them (Roman Orthodox christians) have full and absolute safety for their lives, their temples, their beliefs and to all worship sites currently held within and outside the city.
    The rest of the Christians will come as ordinary pilgrims and subject to the Patriarch of Jerusalem.
    Achtiname (decree) of Capliph Muʿāwiyah ibn ʾAbī Sufyān 658AD
    "This is a message from Muhammad ibn Abdullah, as a covenant to those who adopt Christianity, near and far, we are with them. Verily I, the servants, the helpers, and my followers defend them, because Christians are my citizens; and by Allah! I hold out against anything that displeases them. No compulsion is to be on them. Neither are their judges to be removed from their jobs nor their monks from their monasteries. No one is to destroy a house of their religion, to damage it, or to carry anything from it to the Muslims' houses. Should anyone take any of these, he would spoil God's covenant and disobey His Prophet. Verily, they are my allies and have my secure charter against all that they hate. No one is to force them to travel or to oblige them to fight. The Muslims are to fight for them. If a female Christian is married to a Muslim, it is not to take place without her approval. She is not to be prevented from visiting her church to pray. Their churches are to be respected. They are neither to be prevented from repairing them nor the sacredness of their covenants. No one of the nation (Muslims) is to disobey the covenant till the Last Day (end of the world)."
    Achtiname of Muhammad The Prophet

    Pechenegs are here![click it]

  9. #109
    Lewagal's Avatar Remember the 6 million.
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    Default Re: world modified

    that's right!
    (Just think of it Anthonius: tons of hoplites fighting in front of Olympia )

    Proud Israeli and supporter of the state of ISRAEL
    WATCH THIS AND THIS AND THIS and after that, tell me who's wrong.



  10. #110
    Opifex
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    Default Re: world modified

    Nice KE and Argantonio...


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  11. #111
    KnightErrant's Avatar Taihō no heishi
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    Default Re: world modified

    @Redmeth
    3dsMax definately would work, that's how I made the picture.
    I thought about the format. Just make a new format with extension
    .ms3dbig. It's exactly the same as .ms3d except where words and bytes
    are used for number of vertices, faces, and groups one uses 4-byte ints.
    Then the import/export script just needs two more buttons, Import ms3dbig
    and Export ms3dbig. The changes required for reading and writing .ms3dbig
    files would be trivial. And Max has a 100 vertex data channels for storing
    extra info on a per vertex basis so storing quad block 1 and 2 data
    should be easy too.


    @all
    I uploaded the settlementextractor.py file and a small material file for the obj format here:

    http://www.twcenter.net/forums/downl...o=file&id=2019

    Make a directory where you are going to do settlement work and put the
    python file, material file, and any settlement or castle .world files you want
    to look at in here. Double click on settlementextractor.py in explorer to
    run it. You'll get a dialog that looks like this:



    The listbox is populated with whatever .world files it sees in the local
    directory. The first time you run it on a given world file just select structure 1 and then the
    desired .world file. After it runs you will get a small summary file showing you how
    many complexes and structures (models) are in the file. You can then rerun it and pick
    your structures. The edit box will accept a single number like 1 or 29 or a range
    like 11-21. It WON'T work with multiple ranges like "1-5,7,21-24".

    To keep things organized, for each world file, it creates a subdirectory
    with that world file's name and outputs the obj, ms3d, and summary files in that
    subdirectory. It also creates a large .txt file that has all the headers and footers but
    no data. You can edit this in Notepad to find the names of the texture files. The textures
    come after the structures.

    The summary file looks like this for north_european_village_a.world:


    Code:
    There are 31 complexes in this file.
    
    Complex 1 has 2 structures: 1 2 
    Complex 2 has 3 structures: 3 4 5 
    Complex 3 has 6 structures: 6 7 8 9 10 11 
    Complex 4 has 4 structures: 12 13 14 15 
    Complex 5 has 1 structures: 16 
    Complex 6 has 3 structures: 17 18 19 
    Complex 7 has 3 structures: 20 21 22 
    Complex 8 has 3 structures: 23 24 25 
    Complex 9 has 4 structures: 26 27 28 29 
    Complex 10 has 2 structures: 30 31 
    Complex 11 has 4 structures: 32 33 34 35 
    Complex 12 has 3 structures: 36 37 38 
    Complex 13 has 6 structures: 39 40 41 42 43 44 
    Complex 14 has 5 structures: 45 46 47 48 49 
    Complex 15 has 5 structures: 50 51 52 53 54 
    Complex 16 has 5 structures: 55 56 57 58 59 
    Complex 17 has 4 structures: 60 61 62 63 
    Complex 18 has 2 structures: 64 65 
    Complex 19 has 6 structures: 66 67 68 69 70 71 
    Complex 20 has 5 structures: 72 73 74 75 76 
    Complex 21 has 5 structures: 77 78 79 80 81 
    Complex 22 has 4 structures: 82 83 84 85 
    Complex 23 has 2 structures: 86 87 
    Complex 24 has 1 structures: 88 
    Complex 25 has 1 structures: 89 
    Complex 26 has 2 structures: 90 91 
    Complex 27 has 2 structures: 92 93 
    Complex 28 has 2 structures: 94 95 
    Complex 29 has 1 structures: 96 
    Complex 30 has 1 structures: 97 
    Complex 31 has 1 structures: 98
    The big .txt file has parts that look like this (look for the red part to see the texture names):


    Code:
    ------------------------
    Complex 10
    ------------------------
    16 0 [1321] (nstruct =  2) 20 0 [1322]                                      odd seq. number [1339], even seq. number [1340]
    
    Structure Number 30
    23 0 [1323] (num_groups =  3)                                                     odd seq. number [1341], even seq. number [1340]
    
    Triangle data section:
    27 0 [1324] 0 0 0 0 0 0 0 0 (416 tris) 0 0 0 0 0 26 0 [1325] 27 0 [1324]          odd seq. number [1343], even seq. number [1342]
    27 0 [1326] 0 0 0 0 0 0 0 0 (184 tris) 0 0 0 0 0 26 0 [1327] 27 0 [1326]          odd seq. number [1345], even seq. number [1344]
    27 0 [1328] 0 0 0 0 0 0 0 0 (300 tris) 0 0 0 0 0 26 0 [1329] 27 0 [1328]          odd seq. number [1347], even seq. number [1346]
    vertex block:
    22 0 [1330] 23 0 43 5 0 0 {1727} 0 0 0 0 1 0 0 0 35 0 [1331] 0 0 0 0 
                        (1727 verts)  0 0 0 0 34 0 [1332] 35 0 [1331] 5 0 0 0         odd seq. number [1349], even seq. number [1350]
    quad byte blocks:
    40 0 [1333]  8 0 0 0 (1727 quads) 0 0 0 0 39 0 [1334] 40 0[1333]                  odd seq. number [1351], even seq. number [1352]
    40 0 [1335]  9 0 0 0 (1727 quads) 0 0 0 0 39 0 [1336] 40 0[1335]                  odd seq. number [1353], even seq. number [1354]
    40 0 [1337]  3 0 0 0 (1727 quads) 0 0 0 0 39 0 [1338] 40 0[1337]                  odd seq. number [1355], even seq. number [1356]
    40 0 [1339] 10 0 0 0 (1727 quads) 0 0 0 0 39 0 [1340] 40 0[1339]                  odd seq. number [1357], even seq. number [1358]
    40 0 [1341]  4 0 0 0 (1727 quads) 0 0 0 0 39 0 [1342] 40 0[1341]                  odd seq. number [1359], even seq. number [1360]
    
    bounding sphere:
    0 0 0 0 -103.40617 +1.06102 +13.06679 +33.55326 0 0 0 0 19 0 [1343] 20 0 {1322} 20 0 [1344] odd seq. number [1361], even seq. number [1362]
    
    Structure Number 31
    23 0 [1345] (num_groups =  9)                                                     odd seq. number [1363], even seq. number [1362]
    
    Triangle data section:
    27 0 [1346] 0 0 0 0 0 0 0 0 ( 18 tris) 0 0 0 0 0 26 0 [1347] 27 0 [1346]          odd seq. number [1365], even seq. number [1364]
    27 0 [1348] 0 0 0 0 0 0 0 0 ( 26 tris) 0 0 0 0 0 26 0 [1349] 27 0 [1348]          odd seq. number [1367], even seq. number [1366]
    27 0 [1350] 0 0 0 0 0 0 0 0 ( 12 tris) 0 0 0 0 0 26 0 [1351] 27 0 [1350]          odd seq. number [1369], even seq. number [1368]
    27 0 [1352] 0 0 0 0 0 0 0 0 ( 12 tris) 0 0 0 0 0 26 0 [1353] 27 0 [1352]          odd seq. number [1371], even seq. number [1370]
    27 0 [1354] 0 0 0 0 0 0 0 0 ( 44 tris) 0 0 0 0 0 26 0 [1355] 27 0 [1354]          odd seq. number [1373], even seq. number [1372]
    27 0 [1356] 0 0 0 0 0 0 0 0 ( 12 tris) 0 0 0 0 0 26 0 [1357] 27 0 [1356]          odd seq. number [1375], even seq. number [1374]
    27 0 [1358] 0 0 0 0 0 0 0 0 ( 12 tris) 0 0 0 0 0 26 0 [1359] 27 0 [1358]          odd seq. number [1377], even seq. number [1376]
    27 0 [1360] 0 0 0 0 0 0 0 0 ( 12 tris) 0 0 0 0 0 26 0 [1361] 27 0 [1360]          odd seq. number [1379], even seq. number [1378]
    27 0 [1362] 0 0 0 0 0 0 0 0 ( 60 tris) 0 0 0 0 0 26 0 [1363] 27 0 [1362]          odd seq. number [1381], even seq. number [1380]
    vertex block:
    22 0 [1364] 23 0 65 5 0 0 { 333} 0 0 0 0 1 0 0 0 35 0 [1365] 0 0 0 0 
                        ( 333 verts)  0 0 0 0 34 0 [1366] 35 0 [1365] 5 0 0 0         odd seq. number [1383], even seq. number [1384]
    quad byte blocks:
    40 0 [1367]  8 0 0 0 ( 333 quads) 0 0 0 0 39 0 [1368] 40 0[1367]                  odd seq. number [1385], even seq. number [1386]
    40 0 [1369]  9 0 0 0 ( 333 quads) 0 0 0 0 39 0 [1370] 40 0[1369]                  odd seq. number [1387], even seq. number [1388]
    40 0 [1371]  3 0 0 0 ( 333 quads) 0 0 0 0 39 0 [1372] 40 0[1371]                  odd seq. number [1389], even seq. number [1390]
    40 0 [1373] 10 0 0 0 ( 333 quads) 0 0 0 0 39 0 [1374] 40 0[1373]                  odd seq. number [1391], even seq. number [1392]
    40 0 [1375]  4 0 0 0 ( 333 quads) 0 0 0 0 39 0 [1376] 40 0[1375]                  odd seq. number [1393], even seq. number [1394]
    
    bounding sphere:
    0 0 0 0 -94.23789 +0.01352 +13.91741 +28.65560 0 0 0 0 19 0 [1377] 20 0 {1344} 2 0 0 0 odd seq. number [1395], even seq. number [1396]
    
    About to read texture or bounding sphere header: tell says 1815580
    Number of bytes from getheadersize = 18
    header: 49 0 [  82] 48 0 [  83] 49 0 [1378]                                       odd seq. number [1397], even seq. number [1398]
    18  buildinglitterlod0
    17
    40  BlockSet/Textures/NE_litter_pass.texture
    47  BlockSet/Textures/NE_litter_pass_normal.texture
    
    {====>>> 428 bytes of the standard big granny string omitted here <<<====}
    
    About to read texture or bounding sphere header: tell says 1816147
    Number of bytes from getheadersize = 12
    Bounding sphere:
    48 0 [1379] 49 0 [1378]   -100.72674 +0.00183 +15.21055 +34.82426
    15 0 [1380] 16 0 {1321} { 315} { 326} 1 0 0 0 2 0 0 0                             odd seq. number [1399], even seq. number [1400]
    
    For 2 structures:
    Preceding integers:  716  208   16 
    [34] Integers: (plus the final 1)
     109   27   92   93   94   95   96   97   98   99  100  101  102  103  104  105 
     106  107  108  163  164  165  166  167  168  169  170  171  173  174  175  176 
     177  178    1
    So far the script fails on:

    ne_huge_city_a
    ne_large_castle_a

    but at least it fails in the same way; something non-standard in the header
    of the verts block and the way the verts are organized. Presumably it will
    fail on the corresponding non-Northern European files as well. Don't have
    fortress, or large_city, or whatever else I may have forgotten, to test on.

    ne_city_a has 11 structures too large: 2, 12, 32, 50, 55, 67, 88, 93, 100, 105, and 107
    ne_stone_keep_a has 1 structure too large: 38
    ne_castle_a has 4 structures too large: 24, 41, 66, 69

  12. #112
    Argantonio's Avatar Chinen
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    Default Re: world modified

    Spectacular, It works and very speed,
    Click image for larger version. 

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    You are a "crack" I was sure that you ,do it .The method of blocks is to slow and not extract coords uv. I remain forced in the problem of the coords uv , but your settlementextractor , opens infinity of possibilities.

  13. #113
    Argent Usher's Avatar [sɪθlɔ:d]
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    Default Re: world modified

    KE and Argantonio: Good Job and i hope your heads will bear the heavy weight of the crowns.
    Those who dream by day are cognizant of many things that escape those who dream only at night.” Edgar Allan Poe

  14. #114
    Argantonio's Avatar Chinen
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    Default Re: world modified



    Using your settlementextractor , I can see in the file mesh (wooden_stakes_b) the block 2 that corresponds to the coords uv, http://www.imaxenes.com/imagen/mesh1sm98j8.jpg.html
    if I compare it with the original one of wooden_stakes_b, http://www.imaxenes.com/imagen/world1dw83s8.jpg.html
    they are different, we knows it , the mesh block 2 is double of big in relation with the world block 7 , ¿Can you interpret the differences? The coords are the same but the codification is different ¿ Who can exchange or convert one in other?
    I think that resolved , this problem , Let us to introduce new objects , buildings , castles... but with the correct texture.

  15. #115
    KnightErrant's Avatar Taihō no heishi
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    Default Re: world modified

    Thanks to you both.
    Well, now we can take the watch apart.
    Let's see if we can put it back together.
    I'll start on a script to read from a selected
    .world file in the base directory and write a
    new one in the subdirectory substituting the
    data from any .ms3d files it finds there. After
    the last .ms3d file it finds, it will just read and write
    all remaining bytes.

    Edit: Just saw your 2nd post Argantonio. I didn't try it on
    non-settlement or non-castle files. So the original one has twice
    as many uvs as verts? I would have thought that would kill the
    script.
    Last edited by KnightErrant; July 02, 2008 at 03:26 PM.

  16. #116
    Argantonio's Avatar Chinen
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    Default Re: world modified

    I do not have words...
    The solaristica has done a science , and the extractor became a converter.
    Nice day is today ( In Spain is Night).

  17. #117
    KnightErrant's Avatar Taihō no heishi
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    Default Re: world modified

    Hi Argantonio,

    I went and looked at the wooden_stakes.world file. My apologies, I did not
    realize there were so many .world files or what you were doing. I was
    so locked-in to working with settlements and castles I did not appreciate
    the scope of your work. I ran my script on it and got out files even though
    the script died. This does raise the question, what is the right thing to work
    on next? The small .world files can probably be understood and parsed to
    the end. That might help understand the settlements and castles.

    I expected more downloads and involvement in this question, but perhaps
    we are destined to explore this ourselves. Do you have a feeling for the
    next step? I can refine the extraction script to work with the small .world
    files and maybe learn from that. This pushes back the general solution
    for cities and castles.

    I'm not sure if this is correct but I'll raise these two objections or possible
    constraints on modelling structures here.

    (1) As I see it, you can't add in new complexes or structures into the
    settlement and castle .world files. There's just too much other stuff we
    don't understand in the tables at the top or at the bottom.

    (2) Even more restrictive to modellers, you can add in all the verts and
    triangles you want. You just can't change the number of groups. This
    would change the even and odd serial numbers in the bottom half of
    the world file. I don't know how to read this part of the file. I was just
    planning to copy it once the last changed .ms3d file was processed.

    Do you agree? With your experiments, would extra triangle groups
    that changed the block counting in the even and odd serial numbers
    cause the game to crash. These are the sort of questions I'm wondering
    about when making a repacker.

    Regards,

    KE

  18. #118
    AnthoniusII's Avatar Μέγαc Dομέστικοc
    Join Date
    Feb 2007
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    Thessalonike Greece
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    Default Re: world modified

    Keep on guys...moders counting on you...
    Finish it ...make a tutorial...win the golden price and make yoyr selvs famous!
    Freedom of Faith in Islam.

    Ας εχουν λοιπον, την πληρη και απολυτη ασφαλεια ,οσον αφορα τη ζωη τους ,τους ναους τους , τις πεποιθησεις τους και ολους τους προς προσκυνηση τοπους που κατεχουν τωρα εντος και εκτος της πολης. Οι υπολοιποι χριστιανοι θα ερχονται ως απλοι προσκυνητες και θα υπαγονται στον Πατριαρχη Ιεροσολημων.
    So..let them (Roman Orthodox christians) have full and absolute safety for their lives, their temples, their beliefs and to all worship sites currently held within and outside the city.
    The rest of the Christians will come as ordinary pilgrims and subject to the Patriarch of Jerusalem.
    Achtiname (decree) of Capliph Muʿāwiyah ibn ʾAbī Sufyān 658AD
    "This is a message from Muhammad ibn Abdullah, as a covenant to those who adopt Christianity, near and far, we are with them. Verily I, the servants, the helpers, and my followers defend them, because Christians are my citizens; and by Allah! I hold out against anything that displeases them. No compulsion is to be on them. Neither are their judges to be removed from their jobs nor their monks from their monasteries. No one is to destroy a house of their religion, to damage it, or to carry anything from it to the Muslims' houses. Should anyone take any of these, he would spoil God's covenant and disobey His Prophet. Verily, they are my allies and have my secure charter against all that they hate. No one is to force them to travel or to oblige them to fight. The Muslims are to fight for them. If a female Christian is married to a Muslim, it is not to take place without her approval. She is not to be prevented from visiting her church to pray. Their churches are to be respected. They are neither to be prevented from repairing them nor the sacredness of their covenants. No one of the nation (Muslims) is to disobey the covenant till the Last Day (end of the world)."
    Achtiname of Muhammad The Prophet

    Pechenegs are here![click it]

  19. #119
    Basil 11's Avatar Sōkō no yari
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    May 2008
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    London, England
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    1,104

    Default Re: world modified

    Keep up the good work!!!!!!!!!
    This will be amazing!

  20. #120
    Shigawire's Avatar VOXIFEX MAXIMVS
    Join Date
    Aug 2003
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    Norway (NORGE), BRØNNØYSUND
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    3,320

    Default Re: world modified

    You two are gods! And you should be deified for this. You deserve it more than any milksop egotistical forum-politician at TWC. But I suppose, you two are "Knights" and are too chivalrous to care about such things. You will probably be more satisfied and honored by all the great mods that can be made thanks to your work.

    When you two are done with this, you will be opening a field of modding that wasn't even available in RTW... that is: editing settlements!

    +rep! but I can't rep you any more right now
    ------------------------------VOXIFEX MAXIMVS-------------------------------
    -----------------PROUD PARENT OF THE VOICEMOD-----------------



    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

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