I don't think it's the problem as several software seems to be able to do this.
To what I've understand, TW:R2 files seems to be locked. This is far more annoying that having no "free converter".
You can have a look to this thread for more informations :
Audio files .WEM
I don't think that modding the campaign map for ETW/NTW is impossible, but it need some help from CA to understand how the map is created.
Assembly Kit materials could help to understand the process and how CA build map, butTW:S2 campaign map is not exactly the same than NTW/ETW (and I don't speak about geography, but structure).
I don't know if you have looked at .max file provided with Assembly Kit, but campaign map structure is quite complex.
Then, the problem is that tool use to create game data (eg. esf, etc.) "destroy" this structure, sending data in several different fields, but without tag to know what they are.
You have to open esf data using hexadecimal editor and figure out who is what.
Sometime, it's an awful nightmare.
And then, even if you understand data structure, you will need a programmer to create tool. And it seems we have only few peoples able to do this job here.
Other example : models_naval db tables.
Up until now, nobody successfully create new ships.
One of the reason is that we have no tool to edit the models_naval tables that are the most complex of all db tables.
They contain 3d data as well as text data, so, to be able to edit them we need :
- to understand data structure (what each data field means)
- to create one or two converter :
models_naval tables <--(converter1)--> .xml <--(converter2)--> .fbx or .max
.fbx and .max files would be use to edit 3d data
.xml are an interesting file format, that can be easily reuse to create converters for other file formats or software. Moreover, logic.xml file is use by CA to store several 3d data.
We have begin to work on these tables here :
[Resource] Examining models_naval tables and CA's ship model
But again, CA didn't provide enough data to figure how each fields are structured.
I particularly think about how placing guns.
To conclude this post, my feeling is :
- we are too few modders to be really efficient
- as we are few modders, we are lacking some specific competences (mostly programming)
- we need some more examples / raw materials from CA to figure out some missing data
Peoples cannot only blame modding community for "laziness".
When you hit a wall nearly each day when trying to mod this ****** warscape based game, you finally loose heart.
It's particularly true when CA could easily help by sending some documents about file formats or even only some raw materials to help.
And, of course, I don't speak for "missing"/"removed" features. Modders can not resurrect them if no mechanisms are left in the game engine and if scripting abilities are limited.
So, if peoples think that modders should do more, please, join us, learn and try.
Two brains are better to solve problems than a poor lonely one. And plentiful brains are better than two.