Results 1 to 18 of 18

Thread: Can't convert Kingdoms meshes

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Can't convert Kingdoms meshes

    For some reason I can't convert Kingdoms meshes to ms3d. Here's what I get with GOAT 1.1:
    Attachment 85519
    GOM's converter doesn't work either.

  2. #2

    Default Re: Can't convert Kingdoms meshes

    Is that order_spearmen or a siege engine as the .dos box suggests?

  3. #3

    Default Re: Can't convert Kingdoms meshes

    It is order_spearmen from teutonic.

  4. #4

    Default Re: Can't convert Kingdoms meshes

    After some testing I've found that GOAT can convert some of my Kingdoms meshes but not the most of them. And they all seem to be siege engines even the ones that convert.

    I've tried just about everything with no luck so any help would be greatly appreciated.

  5. #5

    Default Re: Can't convert Kingdoms meshes

    The problem is "packer-unpacker" , you are trying to convert packed mesh to ms3d .
    If I do like you, I will get the same result
    Attachment 85887
    You must previously unpacker order_spearmen_lood0.mesh
    (very interesting task)
    With a order_spearmen_lod0 unpack, you "walk through" the GOAT, you will get this.
    Attachment 85888
    Your order_spearmen_lod0
    Attachment 85889Attachment 85890
    PD I've been away too long time

  6. #6

    Default Re: Can't convert Kingdoms meshes

    I too am trying to convert Kingdoms meshes to MS3D and have failed with GrumpyOldMan's converter and both KE converters (GOAT and the earlier, ASCII-producing one).

    Quote Originally Posted by Argantonio View Post
    The problem is "packer-unpacker" , you are trying to convert packed mesh to ms3d .
    If I do like you, I will get the same result

    You must previously unpacker order_spearmen_lood0.mesh
    (very interesting task)
    With a order_spearmen_lod0 unpack, you "walk through" the GOAT, you will get this.
    How do you 'unpack' a .MESH that has been unpacked from the Kingdom's data packs? The CA unpacker tool that generates the .MESH files in the first place won't further unpack what it creates, so I'm not sure what the missing step is that you talk about. Your help is appreciated!

  7. #7
    Opifex
    Join Date
    Feb 2005
    Location
    New York, USA
    Posts
    15,154

    Default Re: Can't convert Kingdoms meshes

    Welcome back Argantonio! Major developments in the 'world modified' thread.


    "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

  8. #8

    Default Re: Can't convert Kingdoms meshes

    Thank you. Now if someone would tell me what I need to do to be able to convert my mesh files.

  9. #9

    Default Re: Can't convert Kingdoms meshes

    I have personnaly requested/begged Argantonio to help me with this and he said he'll be happy to show me how to unpack the mesh files for kingdoms. Just be a little patient and he'll likely post a thread here or if it's somewhere else I'll put a link up for you! Soon my friends.......
    "A dark age indeed, no plumbing! No electricity! No nothing! Oh, hang it all." Merlin.

  10. #10

    Default Re: Can't convert Kingdoms meshes

    I try to explain how to unpack Kingdom files.
    Is a manual method that requires a hex editor, is based on knowledge of the structure of
    binary file pack.
    File packs are equal in MTWII and Kingdoms , Empire file pack are different.
    The procedure is tedious, and limited to one file at a time to unpack.
    I think it should be easy to construct a tool , but I do not have the knowledge to do.
    I want to explain the structure of a pack file , and how to unpack any packed file MTWII or
    Kingdoms .

    The construction of the file pack is simple, consisting of three initial data, two sets
    of numbers, a long string of readable text ( with names of every files packed), and all
    files packed.
    The header data are
    1) Number of files packed
    2) Length of string the legible text ( names of all packed file)
    3) Relative Offset position in every file pack "interruptions"

    The first set of numbers, is the cumulative length of the legible text .
    The total length is the second number header data .
    The second set of numbers, are what I call "interruptions".
    When a packed file is unpack at one time, just an interruption in the end, and the
    number that appears in the series is equal to the length of the packed file.
    If file pack is bigger, exe "cut" more times, as numbers appear in the series.
    For example, a file packed weighs 100.000 with four interruptions, will have four numbers
    in the serie ( Example 25000, 30000, 30000 and 15000), sum is 100.000.

    These interruptions, show the relationship between the executable and binary files, if we
    go to the subroutine 00EEDA90 ( when the files are unpacked) , we found the interruption
    is the sequence 11 00 00 (magic number).


    We Read now legible text information (names of packed files), it is known that information before the legible text are 4 numbers:
    1) Inicial Offset position of file pack.
    2) Number of interruption sequence (Important NOt number of interruptions in this file).
    3) Size of file unpack
    4) Size of file packed

    Example:
    Imagine 3 files packed of equal size ( 2000) , first with a 1 interruption (2000), second
    with 4 interruptions ( 500, 500, 500 , 500) and third with 2 interruptions (1000 , 1000).
    The haeder number of interruptions will be 7 in the second series are seven numbers ,
    2000,500,500,500,500,1000,1000 .
    And the Number of interruption sequence before the text (names of files packed) will
    appear 0 first file ,2 second file ,5 third file


    How to do it
    1) Open Teutonic.pack , search one name file , mangonel.mesh
    read 4 numbers (fig01)
    1BE4DD0E 7A1A0000 D3D30200 98B60100 ( red lines)
    mods/teutonic/data/siege_engines/mangonel.mesh
    in decimal notation
    249422875 6778 185299 112280
    Attachment 86797

    2) Go to Initial Offset, Go to Initial Offset + Size of file packed , makes a block with
    file packed , copy ,
    we are extract a packed file. easy. (fig2)

    249422875 , 249422875 + 112280 = 249535155
    Attachment 86798
    (...)

  11. #11

    Default Re: Can't convert Kingdoms meshes

    Patience...
    The number of interruptions of a packed file , is the second number before text name of
    packed file , rest the second number before text name of BEFORE packed file.
    in mangonel.mesh 7A1A0000h 6778
    Attachment 86799
    We need read same number in next text name file packed
    ...mangonel.modelreferncepoints ( fig1 , blue line) 7D1A0000 6781
    Easy only rest , 6781-6778= 3
    !!!3 are the interruptions of mangonel.mesh packed file!!!
    We need to discover the position of them , there are in the second set of numbers , in
    position 6778-6779-6780 The numbers are ordenated , every 4 bytes.
    Attachment 86800
    Go to Header of teutonic.pack remenber second number 00D00600 ( 446464) (fig3)
    length of string the legible text ( names of all packed file) is 446464 , run for first
    set of numbers (acumulative string length of the text legible) till most nearly lenght,
    Attachment 86801
    (fig4) 446364 offset 18476 is the position of first interruption ( yellow circle)( begining of second
    set)
    Attachment 86802
    The numbers are ordenated , every 4 bytes. In position 6778-6779-6780 we read (fig 5)
    46820000 D7AB0000 7B880000
    in decimal
    33350 43991 34939
    Obviously 33350 + 43991 + 34939 = 112280 size of packed file.


    Attachment 86926
    4)Use file "custom" pack ,UUP.pack,paste the packed file ( mangonel.mesh) at the end
    after data/unppackedfile/fileunppack.bin offset 3511. (fig 6)
    Attachment 86804
    Go to Offset 872 , ( end number 0-165 serie, UUP permits 166 interruptions) , cut 3 x4
    bytes =12 bytes (fig7)
    Attachment 86805
    paste the numbers 46820000 D7AB0000 7B880000 (Relative Offset position of
    interruptions).(fig8)
    Attachment 86806
    Modified the size of unpack and pack file D3D30200 98B60100 ( fig9)
    Attachment 86807
    And change number of interruption A5 ( 1 interruption) for A3 ( 3 interruptions)
    Finish.
    in UPP.rar ( UUP.pack)
    5) Put the UUP.pack , custon pack in packs folder of MTWII ( let alone this file in
    folder)
    6) Open your tools folder/unpacker ,run list_contents
    7) in pack_contents.txt appear data/unppackedfile/fileunppack.bin
    7) run unpack_certain_files
    8) Open folder new data/unppackedfile/, your file unppack is here , change name file....
    GOAT and mangonel.ms3d
    Attachment 86808
    Last edited by Argantonio; May 02, 2010 at 06:52 AM.

  12. #12

    Default Re: Can't convert Kingdoms meshes

    Thanks Argantonio!
    Everyone should rep Argantonio until he can't get up for 10 minutes!
    "A dark age indeed, no plumbing! No electricity! No nothing! Oh, hang it all." Merlin.

  13. #13

    Default Re: Can't convert Kingdoms meshes

    Thanks for taking the time to explain that. Might take a bit to work through it all, but you've laid it out very clearly. Much appreciated! I'm sure I'll be back with any questions as needed, or to give more thanks once I've had success. Once I'm able to toss around 'rep', some will be on your way, Argantonio.

  14. #14

    Default Re: Can't convert Kingdoms meshes

    For Argantonio
    Last edited by colesy606; May 01, 2010 at 12:34 PM.
    "A dark age indeed, no plumbing! No electricity! No nothing! Oh, hang it all." Merlin.

  15. #15

    Default Re: Can't convert Kingdoms meshes

    Here's my complete ms3d mangonel file! All credit to Argantonio, we've worked at various times throughout the day on this.
    Thanks Argantonio!
    "A dark age indeed, no plumbing! No electricity! No nothing! Oh, hang it all." Merlin.

  16. #16

    Default Re: Can't convert Kingdoms meshes

    I have the exact same problem. Could use some help too.
    Attachment 87134
    Last edited by Damphair; May 02, 2010 at 03:30 AM.

  17. #17

    Default Re: Can't convert Kingdoms meshes

    You are right.
    colesy606 has been achieved. He showed to me that I have different numbers in my pack.
    But never mind, make these corrections

    But the essential are equal.
    The offset of your
    mods/teutonic/data/siege_engines/mangonel.mesh is 147072
    and mine
    mods/teutonic/data/siege_engines/mangonel.mesh is 146988
    84 bytes difference
    Try this
    go to offset 1876 + 84 = 18560
    you must see the first interruption C5A10000
    right
    The interruption are 3 , Ok (-3) colesy606 Good Observation
    6781 (7D1A) x 4= 27124
    Go to Offset , current position 27124

    The interruptions must be there ,
    46820000D7AB00007B880000

  18. #18

    Default Gotland_footmen mesh exam

    For the one, the only.........Argantonio!
    Last edited by colesy606; May 09, 2010 at 03:13 PM. Reason: Gran Argantonio
    "A dark age indeed, no plumbing! No electricity! No nothing! Oh, hang it all." Merlin.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •