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Thread: Guide to the ETW map

  1. #41

    Default Re: Guide to the ETW map

    Nice work so far, you have to continue with this!

    Also I dont know if you guys have opened those spline files already, but if somebody could extract such a file and upload it here I'll try to open it in 3DS Max.

  2. #42

    Default Re: Guide to the ETW map

    It is easy to extract all files with Pack File Manager but 3DS Max cannot open these spline files.




  3. #43

    Default Re: Guide to the ETW map

    Quote Originally Posted by Rizz View Post
    Actually most (if not all) can be seen on the GC map. I'll get you a few screenshots in a second.
    All of these regions are on the GC map though some are hidden, such as the Chinese Empire. I said that they were unplayable because armies can't move across them.

    Quote Originally Posted by husserlTW View Post
    It is easy to extract all files with Pack File Manager but 3DS Max cannot open these spline files.
    Can 3DS Maxopen rigid_mesh files?
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  4. #44

    Default Re: Guide to the ETW map

    Has anyone else taken a look at the testdata.pack file? I extracted it and there's a lot of interesting stuff in there. They seem to have even left PSD files in there, with all the layers intact. The 2 I have looked at are of the world map. The whole world always there, in a lot of the layers it goes from central Africa and up, there is no detail below that line. There are density maps for trees that look they they've been made in MS paint and also a cloudmap. It's all interesting stuff, but I'm not sure it will be helpful. I can't find any kind of lookup.tga file anywhere. There's also a lot of rigid_mesh files, town.rigid_mesh, westerneuborders.rigid_mesh and world.rigid_mesh all sound worth investigating, but I don't know what application to open them with. Looking at one of the campaign xml files, the regions of Timor, Bali, Burma, and some other south east asian regions are mentioned, presumably CA were originally going to have to have it more than just a trade theatre. There is a folder called splines, which contains numerous rigid_splines files including ones titled wallborderspline and world. Perhaps worth investigating in further detail, even if it isn't particularly useful?

    If you look at the layers tab in the bottom right hand corner you will see what I mean:
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    There are also a lot of flags that weren't used in the game (swiss confederacy and tuscany for example)

    I learnt that two files I extracted from the supertexture pack called world_.stpi and world_.stpd should in theory be able to open using a CAD programme.

    Apologies if what I've posted has been posted before.

    Does anyone know how to extract the files in the ESF files that aren't just tables and stuff? Can I use ESF editor do this?
    Last edited by toxicpiano; May 17, 2010 at 04:31 PM.

  5. #45

    Default Re: Guide to the ETW map

    I don't think the testpack is actually used in ETW. Though it does contain some useful files, such as the coast.rigid_mesh which shows how all the coastline files fit together. This file is tilted as the program I used to view the rigid_mesh can't zoom in on specific areas.


    Spoiler Alert, click show to read: 
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  6. #46
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Guide to the ETW map

    So...


    Has a way be found for someone to break up a region in a ETW theatre to two smaller ones?
    Or add a town to a region? Or add a harbor?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  7. #47
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Guide to the ETW map

    Have you guys considered comparing the napoleon land and coastlines.rigid_mesh and seeing how they differ?

  8. #48
    alpaca's Avatar Harbinger of saliva
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    Default Re: Guide to the ETW map

    Very interesting. POI = Points Of Interest? This is what I guessed when I browsed around the file a bit. By the way, the big map is 2^20 * small map

    Anyhow, the borders in the game are defined using rigid splines. Each region defines its own borders as a sequence of points, which are saved as .rigid_spline files and stored in models.pack/rigidmodels/campaignborders. The same is true for roads and rivers. Not sure about bridges, they use a different method.

    The height map is in the main pack.

    The main hurdle for me is not editing the map but editing the .esf files because they contain so many cross-links and stuff that you can barely isolate anything and we don't know what many of the things do.

    No thing is everything. Every thing is nothing.

  9. #49

    Default Re: Guide to the ETW map

    Quote Originally Posted by alpaca View Post
    Very interesting. POI = Points Of Interest? This is what I guessed when I browsed around the file a bit. By the way, the big map is 2^20 * small map
    I was wondering how they got this number. Though technically the small map is big map / 2^20 as the big map only has whole numbers while the small map has decimals.

    Anyhow, the borders in the game are defined using rigid splines. Each region defines its own borders as a sequence of points, which are saved as .rigid_spline files and stored in models.pack/rigidmodels/campaignborders. The same is true for roads and rivers. Not sure about bridges, they use a different method.
    *punches self in the face*

    I thought that this pack only contained unit models, I never thought it would also contain the regions' borders. Well that explains how each the border of each region is determined.

    Also patch2.pack contains all the Warpath regions. They're in the rigidmodels/campaignroads/native folder.

    Do you know why some regions such as Egypt have multiple rigid_spines?

    The height map is in the main pack.
    I know. I'll add it to the first post.

    The main hurdle for me is not editing the map but editing the .esf files because they contain so many cross-links and stuff that you can barely isolate anything and we don't know what many of the things do.
    I've been looking through a lot of the region.esf entries and I think I understand what most of the things do. Though I don't know as much about the startpos.esf.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  10. #50
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Guide to the ETW map

    Well (judging by napoleon only, may be different in empire) im pretty sure that the splines do not go round the coasts as those are predefined as borders anyway but only sperate bits of land. The countries with multiple spleens have their borders seperated by coastlines e.g where france borders spain and where it borders the rest of europe or where england borders wales and scotland.

    Also the splines should be in theory hex editable, its just a case of editing the right values. Alpaca did 'semi offer' to make a text converter but i think he forgot.

    http://www.twcenter.net/forums/showthread.php?t=341425
    Last edited by The Hedge Knight; May 22, 2010 at 08:29 AM.

  11. #51
    alpaca's Avatar Harbinger of saliva
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    Default Re: Guide to the ETW map

    Quote Originally Posted by uanime5 View Post
    I was wondering how they got this number. Though technically the small map is big map / 2^20 as the big map only has whole numbers while the small map has decimals.



    *punches self in the face*

    I thought that this pack only contained unit models, I never thought it would also contain the regions' borders. Well that explains how each the border of each region is determined.

    Also patch2.pack contains all the Warpath regions. They're in the rigidmodels/campaignroads/native folder.

    Do you know why some regions such as Egypt have multiple rigid_spines?



    I know. I'll add it to the first post.



    I've been looking through a lot of the region.esf entries and I think I understand what most of the things do. Though I don't know as much about the startpos.esf.
    A spline is a line from point a to point b. I guess that for visual reasons, CA didn't make borders go along the coast but only between provinces. You'll notice that landlocked provinces often only have one spline that goes in a topological circle, i.e. the last point equals the first or is very close to it. If a province has multiple splines that means it has multiple single border lines. France, for example, would have at least one in the Pyrenees and one in the east (could be three depending on whether they added an additional one for the Lac Génève).

    Quote Originally Posted by Josst View Post
    Well (judging by napoleon only, may be different in empire) im pretty sure that the splines do not go round the coasts as those are predefined as borders anyway but only sperate bits of land. The countries with multiple spleens have their borders seperated by coastlines e.g where france borders spain and where it borders the rest of europe or where england borders wales and scotland.

    Also the splines should be in theory hex editable, its just a case of editing the right values. Alpaca did 'semi offer' to make a text converter but i think he forgot.

    http://www.twcenter.net/forums/showthread.php?t=341425
    Yes, thanks for reminding me. It's up in the NTW tools section.

    Edit: By the way, any thoughts on pathfinding?
    Last edited by alpaca; May 22, 2010 at 08:36 AM.

    No thing is everything. Every thing is nothing.

  12. #52

    Default Re: Guide to the ETW map

    Regarding pathfinding the Poi.esf seems to tell ETW where every area / region is in relation to everywhere else and even when there are no nearby regions. Each entry has a coordinate, the region the coordinate is in, nearby regions, and a number that I believe is a distance. At the end it lists the shortest distance between the coordinate and a nearby region.

    However I don't know what the coordinates in this file mean as they don't seem to be for a region's border or a settlement. husserlTW tried giving a unit Poi coordinates to see where they would be on the map but it's unclear what they represent.
    http://www.twcenter.net/forums/showt...99#post7305699
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  13. #53
    alpaca's Avatar Harbinger of saliva
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    Default Re: Guide to the ETW map

    Quote Originally Posted by uanime5 View Post
    Regarding pathfinding the Poi.esf seems to tell ETW where every area / region is in relation to everywhere else and even when there are no nearby regions. Each entry has a coordinate, the region the coordinate is in, nearby regions, and a number that I believe is a distance. At the end it lists the shortest distance between the coordinate and a nearby region.

    However I don't know what the coordinates in this file mean as they don't seem to be for a region's border or a settlement. husserlTW tried giving a unit Poi coordinates to see where they would be on the map but it's unclear what they represent.
    http://www.twcenter.net/forums/showt...99#post7305699
    There's a kind of "snapping" behaviour when you plan movement: The movement path will go through some point and if you move the target a bit, the army will change its path by a fair bit. This is a shot in the dark but maybe the POI coordinates are the coordinates of the anchor points for the movement paths and this represents a switch from one POI to the next? I could also imagine that it tells the AI where to when they try to move from a settlement to the next or something.

    For some more analysis:

    I think the very first number in POI is the number of points. What I think is a point entry looks like this:

    Code:
    0
    8
    False
    -390594560
    -159907840
    
    0
    
    0
    0
    0
    -1
    0
    0
    0
    False
    Code:
    1
    8
    False
    -311951360
    -169738240
    
    0
    
    0
    0
    0
    -1
    0
    0
    1
    False
    Code:
    39
    5
    False
    -366215168
    -118226944
    eur_portugal
    44
    eur_portugal
    44
    17.95853
    2
    eur_atlantic_ocean_n
    7.071068
    eur_spain
    19.5
    7.071068
    0
    0
    0
    True
    Code:
    44
    5
    False
    -291766272
    -159645696
    eur_spain
    33
    eur_spain
    33
    41.81971
    9
    eur_navarra
    63.20008
    eur_catalonia
    47.37616
    eur_atlantic_ocean_n
    46.67173
    eur_balearic_sea
    42.15744
    eur_bay_of_biscay
    82.1736
    eur_alboran_sea
    6.576473
    eur_gibraltar
    28.50438
    eur_portugal
    46.8855
    eur_mediterranean_sea
    12.20656
    6.576473
    0
    0
    0
    True
    The first UInt I think has to be the point ID since it increases by one for each entry. No idea about the next one or the bool. The two large Ints are probably the coordinates for the point.

    Then seems to be an entry about which province the point is in, if applicable (Unicode + UInt but the UInt appears to change sometimes, Spain has 33 and 32). The float that looks a bit special could be the distance to the province capital, the center of the province, or something else entirely (it also has the province info, mind). The floats could be distances as you say with the UInt before them telling the game how many links the entry has. Then a last float for what?

    Then three UInts and finally a float I have no ideas about.

    No thing is everything. Every thing is nothing.

  14. #54

    Default Re: Guide to the ETW map

    In the 'STARTPOS.ESF analysis and modifications. HYBRID startpos.esf' thread I posted my research on the esf files.

    regions.esf
    http://www.twcenter.net/forums/showt...27#post7220527
    http://www.twcenter.net/forums/showt...65#post7296965

    poi.esf
    http://www.twcenter.net/forums/showt...68#post7227368
    http://www.twcenter.net/forums/showt...60#post7233560

    sea_grids.esf
    http://www.twcenter.net/forums/showt...21#post7316121


    Basically the Poi.esf works like this.

    The first line of the POI.esf is how many entries it has. In the episodic map this is 463 (all of the America theatre).

    Entries for playable neighbouring regions

    These are the most common entries and are as follows:

    Code:
    False
    129
    7
    False
    -396623872
    44826624
    dutch_guyana
    0
    dutch_guyana
    0
    0
    2
    amazonas
    24.45915
    french_guyana
    2.692582
    2.692582
    0
    0
    0
    These represent the following:

    True or False (purpose unknown)
    Position in POI (starts at 1 and increases every subsequent entry)
    Number 1-8 (always a whole number)
    True or False (purpose unknown)
    World Position X Axis
    World Position Y Axis
    Sea / Region (dutch_guyana in the example)
    Sea / Region ID
    Sea / Region (dutch_guyana in the example)
    Sea / Region ID
    Number with decimal or 0 (purpose unknown)
    Number of nearby regions or seas (in the above example there are 2)
    Neighbouring Sea / Region (amazonas in the example)
    Neighbouring Sea / Region ID (7 digits max)
    Neighbouring Sea / Region (french_guyana in the example)
    Neighbouring Sea / Region ID (7 digits max)
    One of the Neighbouring Sea / region's number (french_guyana's in the example)
    0
    0
    0

    The 3 zeros signify the end of an entry.


    Entries for non-playable neighbouring regions

    These occasionally crop up. Most are at the end of the POI.esf.

    Code:
    False
    426
    7
    False
    -368312320
    455344128
    greenland
    105
    greenland
    105
    0
    0
    -1
    0
    0
    0
    False
    Position in POI
    1-8 (always a whole number)
    False
    World Position X Axis
    World Position Y Axis
    Sea / Region
    Sea / Region ID
    Sea / Region
    Sea / Region ID
    0
    0 (no neighbouring regions or seas)
    -1 (no neighbouring regions or seas)
    0
    0
    0

    As there are no neighbouring playable regions the entry for the name of neighbouring regions and seas is replaced with a zero and the Neighbouring Sea / Region ID entry is is always -1. I'm guessing this is for regions at the edge of the map.


    Entries for area without regions

    These occur at the start of the POI.esf.

    Code:
    False
    1
    8
    False
    -678952960
    39321600
    
    0
    
    0
    0
    0
    -1
    0
    0
    1
    False
    Position in POI
    1-8 (always a whole number)
    False
    World Position X Axis
    World Position Y Axis
    blank line (no region in this area)
    0 (no region id)
    blank line (no region in this area)
    0
    0 (no region id)
    -1 (no neighbouring regions or seas)
    0
    0
    Number of entries with no neighbouring regions (starts at 0 and increases every subsequent entry [skips 18, 36, and other multiples of 18])
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  15. #55
    alpaca's Avatar Harbinger of saliva
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    Default Re: Guide to the ETW map

    The entry starts with the ID, not with a bool, as you can see from the first entry. At least that's the case for NTW.

    It's interesting to note that the three 0s aren't always 0. For example here's such an entry for Piedmont in NTW:

    Code:
    411
    3
    True
    -132116890
    -44979778
    eur_piemont_liguria
    4
    eur_piemont_liguria
    4
    20.34959
    0
    -1
    1
    eur_northern_italy
    5.611352
    0
    0
    False
    This means it's probably a set of 4 UInts all signifying a number of connections or something similar. The first is most frequently used but the second seems to exist at least once for each directly accessible neighboring region (i.e. you can get from this region to the other without going through another province), while the first one exists multiple times for each neighboring region, whether you can directly go there or not. Maybe the entry type where the second UInt is non-zero defines border crossings the AI can use?

    No thing is everything. Every thing is nothing.

  16. #56

    Default Re: Guide to the ETW map

    Quote Originally Posted by alpaca View Post
    The float that looks a bit special could be the distance to the province capital, the center of the province, or something else entirely (it also has the province info, mind). The floats could be distances as you say with the UInt before them telling the game how many links the entry has. Then a last float for what?
    I am almost sure that these numbers determines the length of common borders with neighbor regions. I say this examining (always) virginia. The closest maryland has far bigger number than pennsy or kentucky. The only things that suits analogically to these numbers-relations are the length of common borders.

    In poi.esf only the settlement-capitol grids are present as in regions.esf. None of the rest grids are present in startpos or regions. Also in startpos only the settlement-capitol; grid are present in BDI which make it easy to spot. Pathfifinding.esf esf has many entries (I think more than BDI) but I searched some of them and they do not appear in startpos.

    Alpaca, though I know you have not much free time, it would be crucial to make your startpos searching tool also for poi and pathfinding esf files.

    Also any guess in answering these questions are welcome.




  17. #57
    alpaca's Avatar Harbinger of saliva
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    Default Re: Guide to the ETW map

    Quote Originally Posted by husserlTW View Post
    I am almost sure that these numbers determines the length of common borders with neighbor regions. I say this examining (always) virginia. The closest maryland has far bigger number than pennsy or kentucky. The only things that suits analogically to these numbers-relations are the length of common borders.

    In poi.esf only the settlement-capitol grids are present as in regions.esf. None of the rest grids are present in startpos or regions. Also in startpos only the settlement-capitol; grid are present in BDI which make it easy to spot. Pathfifinding.esf esf has many entries (I think more than BDI) but I searched some of them and they do not appear in startpos.

    Alpaca, though I know you have not much free time, it would be crucial to make your startpos searching tool also for poi and pathfinding esf files.

    Also any guess in answering these questions are welcome.
    It should actually work for any .esf file, you just have to rename them to startpos.esf or point main.py to another file.

    No thing is everything. Every thing is nothing.

  18. #58

    Default Re: Guide to the ETW map

    Oh, sorry do you sink about PFM or some else for M2TW ?
    Don't unpacker because hi don't import file in new pack.

  19. #59
    Libertus
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    Default Re: Guide to the ETW map

    Sooo.... how are things going, any new progress?

  20. #60

    Default Re: Guide to the ETW map

    Quote Originally Posted by detat88 View Post
    Sooo.... how are things going, any new progress?
    I'm going to assume not so much, cracking the map is a nearly impossible task.


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