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Thread: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

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    SorBlade15, God's Grace Member The Spartan (Returns)'s Avatar
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    Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    now assuming you know how to use the IDX extractor, you can still extract sound files from Medieval 2 data/sounds and do anything you like with em and even add em to RTW. (i added the Euro_Battle song to RTW)
    you can even extract skeletons from data/animations.
    unfortunatly you cant for some reason extract animations from data/animations disabling you from adding great M2 animations to RTW.
    Last edited by The Spartan (Returns); 10-20-2006 at 22:49.
    *The Spartan, temporarily for the Swords in the Moon game.

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    Insanity perhaps is inevitable Member shifty157's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Good find. You couldnt extract the animations because they most likely use a different file format. The .mesh format perhaps?
    Last edited by shifty157; 10-19-2006 at 03:56.

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    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Quote Originally Posted by shifty157
    Good find. You couldnt extract the animations because they most likely use a different file format. The .mesh format perhaps?
    I don't think so.
    Looking at pack.idx with xvi32 all the animations are .cas.

    Some examples:

    data/animations/CR_Spear/CR_spear_run_to_walk.cas

    data/animations/CR_arquebus/CR_arquebus_shuffle_backward.cas

    data/animations/HR_Crossbow/HR_Crossbow_horse_req/HR_Crossbow_fs_horse_die_forward_2.cas

    data/animations/MTW2_Mace/MTW2_Mace_defend_lostab.cas

    data/animations/MTW2_Musket/MTW2_Musket_knockback_from_right.cas


    Up to 190 pages of pdf file

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    SorBlade15, God's Grace Member The Spartan (Returns)'s Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    so any ideas on extracting animations?
    or maybe the new demo will allow us?
    *The Spartan, temporarily for the Swords in the Moon game.

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    Just driving-by Senior Member Epistolary Richard's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Moved to M2TW modification.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

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    Junior Member Junior Member DreadMaster's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Will it be able to mod new factions

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    SorBlade15, God's Grace Member The Spartan (Returns)'s Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Quote Originally Posted by DreadMaster
    Will it be able to mod new factions
    well this is about using the IDX extractor. once M2 is out, im sure there will be a turorial perhaps to mod new factions. (adding new factions right?)
    *The Spartan, temporarily for the Swords in the Moon game.

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    Shaidar Haran Senior Member Myrddraal's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    I think this deserves a research wiki?
    The Modding Questions Forum is for asking Modding Questions
    The Mod Discussion Forum is for Discussions on mods and modding
    The Forge is for Mods in Development
    The Scriptorium is for Guides, Tutorials and Tools
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Hi All

    The animation files are in a bit of a different format from RTW ( as well as all biped figures having different skeletons - no cloak bones and additional bones for jaw, eyebrow and two clavicles between torso and upperarms).

    The initial part of the animation files are the same, with no. of frames, no. of bones, frames x bones x quat values for rotations, but then there frames x bones x local translations (but this also includes the 'Y' or perpendicular to ground plane movement of the pelvis bone). After this there are frames x 'X' and 'Z' values for movement across the ground plane by the pelvis.

    Without having to understand all the above, the short answers are, it's pretty unlikely you'll be able to use MTW2 animations in RTW and unless you can set up new skeletons in MTW2, you won't be able to use RTW animations in MTW2. All the meshes designed for RTW will have to be reskinned to fit MTW2 skeletons.

    The CAS extracter won't work on the new animations without being modified.

    Sorry for being the bearer of bad news

    cheers

    GrumpyOldMan

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    Harbinger of... saliva Assistant Moderator alpaca's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Well I guess we'll have even more problems with models. I hope CA will tell us something about modding tools so that we can see if we have to work that stuff out ourselves.

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    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    And what about all these so-called XML files? where are they?

    why do I get the feeling like we've just been had?


    "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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    Insanity perhaps is inevitable Member shifty157's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Quote Originally Posted by Shigawire
    And what about all these so-called XML files? where are they?
    Everything is contained within the pack files. Though once unpacked .xml files can be editted with notepad.

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    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Excellent..

    Then all we need is animation/model/settlement tools..


    "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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    Member Member Maculio's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    bah, here comes the wait for proper tools. time to get a campaign map ready.
    CA better release some tools cos were lost with the models,settlements and encrypted export_descr... files.I feel like crying.
    But thx for this it helped alot m8. i love medieval soundtrack. It rocks

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    Member Member lismore's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Quote Originally Posted by Maculio
    CA better release some tools
    Is there no way to unpak those files yet in M2TW?
    WE WILL RIDE INTO ROME!

  16. #16
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Not yet, an unpacker is being released with CA to come with the first patch. and(more than likely) more tools to come after that.

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    Member Member lismore's Avatar
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    Re: Medieval 2 Modding Research I: Using Vercengetorix's IDX Extractor

    Quote Originally Posted by Lusted
    Not yet, an unpacker is being released with CA to come with the first patch. and(more than likely) more tools to come after that.
    Thanks

    DFid they give any indication as to when that would be released? There are a couple of things I really want to change!
    WE WILL RIDE INTO ROME!

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