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  1. #1
    Hazbones's Avatar Senator
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    Default Rigid Spline

    Does anyone know how to open or view a "rigid spline" file (programs to use). It sounds like something to do with autoCAD.

    I was looking at this path: C:\Program Files (x86)\Steam\SteamApps\common\napoleon total war\data\campaign_maps\nap_europe\display\Borders

    In it I see there are rigid spline files for each of the regions. Some regions have 2 rigid splines files (IE: england).
    So does this mean that we need to create a rigid spline for each region that we create (thus my initial question)?
    Last edited by Hazbones; March 13, 2010 at 02:19 PM.

  2. #2
    S-te-Fan's Avatar Primicerius
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    Default Re: Rigid Spline

    Can't be opened (yet).

  3. #3
    Hazbones's Avatar Senator
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    Default Re: Rigid Spline

    Can't Spline files can be opened in Cinema 4D, Py4D or other comparable programs? I don't have these programs so I cannot test.

  4. #4

    Default Re: Rigid Spline

    Quote Originally Posted by Hazbones View Post
    Can't Spline files can be opened in Cinema 4D, Py4D or other comparable programs? I don't have these programs so I cannot test.
    IIUC, a spline is simply a curve, so I imagine any sort of modeling or graphics program can deal with them. What we need to do first, is to see if we can figure out how the points on the curve are represented in the file. If you're really serious about trying to figure this stuff out, let me know, and I'll try to get you more detailed info. Thanks for taking a look at it.

  5. #5

    Default Re: Rigid Spline

    In ETW the rigid_splines consisted of a header with the last 4 bytes (ulong) of the header the number of entries, then for each entry 3 floats: x,y,z, respectively for east-west, height, north-south.

  6. #6

    Default Re: Rigid Spline

    I tried to open it with WordPad and I opened it and got this:

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    I really dont know what this is and I'm a simple amateur so I could be wrong and I am 99,99% sure of that.

  7. #7
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Rigid Spline

    What you see there is wordpad opening a file it does not know how to open so it replaces all the unknowns with arbitary characters giving you the mess you see there.

  8. #8

    Default Re: Rigid Spline

    Ok, was kind of expecting that xD.

  9. #9
    Hazbones's Avatar Senator
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    Default Re: Rigid Spline

    uanime5 found some region coordinates in the POI esf HERE. I do not have a 3D program to open the spline files but is it possible for someone to check the coordinates uanime5 found and see if they match any of the region border splines? If not there has to be something that links the coordinates to the region border files.

  10. #10
    alpaca's Avatar Harbinger of saliva
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    Default Re: Rigid Spline

    A spline in one dimension is usually an interpolation of a polynomial of a certain order through a number of points. That is, a smooth line that goes through all the points. The splines in NTW aren't smooth, however, so I guess no interpolation is done.

    Editing them is probably non-trivial because to properly edit borders you have to follow the landscape or the border will be above/below ground.

    England has two borders: One to Scotland, one to Wales, so two splines.

    No thing is everything. Every thing is nothing.

  11. #11
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    Default Re: Rigid Spline

    Hate to drag this up again but there are some very definite patterns in the splines which they all share, take a look at the attatchment of the scotland spleen.
    Last edited by The Hedge Knight; November 09, 2012 at 11:41 AM.

  12. #12
    alpaca's Avatar Harbinger of saliva
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    Default Re: Rigid Spline

    The file format is simple, it's like just said a header, followed by the number of points, followed by sets of three floating point numbers that signify a point in space. Although now that you mention it, the height coordinate indeed always seems to be the same which means modifying the horizontal coordinates should be enough.

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  13. #13
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Rigid Spline

    So could they in theory be edited as hex files just by changing the coordinates?
    Last edited by The Hedge Knight; May 16, 2010 at 05:26 PM.

  14. #14
    alpaca's Avatar Harbinger of saliva
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    Default Re: Rigid Spline

    I should think so but editing it without seeing what you do is like trying to draw a picture by saying "this pixel should be black, this pixel should be white" and only being able to check the result by running a program, i.e. it's a lot of annoying work. If you really want to do it I can probably whip you up a quick converter to a text file at least

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  15. #15
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Rigid Spline

    It would be jolly interesting to try, i image ntw only accepts them on land though and would not like it if borders crossed making things more difficult.

    As they are simply coordinates would it be possible simply to write a program that turned them into a bitmap or similar using black and white squares? If so one could then use the lookup map (which i presume is correct) as a background, bring all the splines into a single .psd file and arrange them carefully and use that as a guide to edit the files manually.

    ALso it would appear that modding the heightmap is very simple.

    http://www.twcenter.net/forums/showthread.php?t=358662
    Last edited by The Hedge Knight; May 19, 2010 at 11:15 AM.

  16. #16
    alpaca's Avatar Harbinger of saliva
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    Default Re: Rigid Spline

    Modding the height map has been simple since ETW.

    Sorry, I think I can't provide anything more sophisticated right now. I've got enough things to eat my time and this is far from being a high priority thing for me.

    To convert splines, install python 3.0, make a new folder, copy all splines you want to convert into it, extract the archive to the same folder, then run "convert_all_splines_to_text.bat". This will output a text file for each spline which you can edit however you wish.

    You can add new points by adding lines and the numLines entry is just an FYI (not used when reconverting). To reconvert, simply rum "convert_all_text_to_splines.bat". This will overwrite any existing files so be careful. Then put them in the folder and check what happens.

    See the Tools and Tutorials section for the current version.
    Last edited by alpaca; May 24, 2010 at 05:27 AM.

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  17. #17
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Rigid Spline

    Thanks Alpaca!

    Ill give it a go!

  18. #18
    alpaca's Avatar Harbinger of saliva
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    Default Re: Rigid Spline

    Quote Originally Posted by Josst View Post
    Thanks Alpaca!

    Ill give it a go!
    Well actually I already gave it a go and it works. It's just not very useful

    By the way, I'd be careful with editing especially roads and rivers. Chances are it could screw up pathfinding (especially rivers).

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  19. #19
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    Default Re: Rigid Spline

    Yes, and bridges i presume. I'll have a go at borders for now, scotland is my target...
    Last edited by The Hedge Knight; May 22, 2010 at 09:47 AM.

  20. #20
    alpaca's Avatar Harbinger of saliva
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    Default Re: Rigid Spline

    Quote Originally Posted by Josst View Post
    Yes, and bridges i presume. I'll have a go at borders for now, scotland is my target...
    Bridges actually work a bit differently. There's a file defining them but I didn't really have a look at the file format.

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