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Thread: An early look at some of the new file names

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    Default An early look at some of the new file names

    Rooting through the demo, you can see references to large numbers of files that will presumably be available in the final game. Here's a list of some of them that I pulled out:

    (They're organised by folder and put in spoil tags so as not to create an excessively long post)

    There are some old faces - and a few new items to puzzle over.... remember this is only some of the files referenced.

    data/animations
    Spoiler Alert, click show to read: 

    data/animations/engine/basilisk_attack_idle.cas
    data/animations/engine/b_commence.cas
    data/animations/engine/basilisk_attack_idle2moving.evt
    data/animations/engine/basilisk_crank1.cas
    data/animations/engine/basilisk_crank1.evt
    data/animations/engine/basilisk_crank2.cas
    data/animations/engine/basilisk_crank3.cas
    data/animations/engine/basilisk_default.cas
    data/animations/engine/basilisk_destruct_def.cas
    data/animations/engine/basilisk_fire_commence.cas
    data/animations/engine/basilisk_fire_recover.cas
    data/animations/engine/basilisk_fire_recover.cas
    data/animations/engine/basilisk_fire_recover.evt
    data/animations/engine/basilisk_idle.cas
    data/animations/engine/basilisk_idle.evt
    data/animations/engine/bombard_crank2.cas
    data/animations/engine/bombard_destruction_def.cas
    data/animations/engine/bombard_fire_commence.cas
    data/animations/engine/bombard_fire_commence.evt_zoom
    data/animations/engine/basilisk_attack_idle2moving.cas
    data/animations/engine/basilisk_crank3.evt
    data/animations/engine/basilisk_destruction.cas
    data/animations/engine/basilisk_destruction.evt
    data/animations/engine/basilisk_fire_commence.evt
    data/animations/engine/basilisk_fire_commence.evt
    data/animations/engine/basilisk_moving2attackidle.cas
    data/animations/engine/basilisk_moving2attackidle.evt
    data/animations/engine/bombard_crank1.cas
    data/animations/engine/bombard_crank3.cas
    data/animations/engine/bombard_destruction.cas
    data/animations/engine/bombard_destruction.evt

    data/cameras
    Spoiler Alert, click show to read: 

    data/cameras/mounted_general_left_zoom.cam
    data/cameras/mounted_general_right_zoom.cam
    data/cameras/prebattle.cameragroupxml
    data/cameras/unit_front.cam
    data/cameras/unit_side.cam
    data/cameras/unit_pan.cam
    data/cameras/wall1.cam

    data
    Spoiler Alert, click show to read: 

    data/config_ai_battle.xml
    data/cursor_definition.xml
    data/custom_locations.txt
    data/debug_descr_advice.txt
    data/descr_aerial_map_bases.txt
    data/descr_aerial_map_ground_types.txt
    data/descr_animals.txt
    data/descr_area_effects.xml
    data/descr_arrow_trail_effects.txt
    data/descr_arrow_trail_effects.txt
    data/descr_auto_optimise_options.txt
    data/descr_auto_optimise_options.txt
    data/descr_banners_new_help.txt
    data/descr_banners_new.xml
    data/descr_banners_new.xml
    data/descr_battle_map_lighting_and_fog_control.txt
    data/descr_battle_map_movement_modifiers.txt
    data/descr_beliefs.txt
    data/descr_building_battle_enums.txt
    data/descr_building_battle.txt
    data/descr_burning_men_effect.txt
    data/descr_burning_oil_effect.txt
    data/descr_campaign_db.xml
    data/descr_campfires_brasiers.txt
    data/descr_character.txt
    data/descr_chimney_smoke.txt
    data/descr_chimney_smoke.txt
    data/descr_cliffs.txt
    data/descr_climates_lookup.txt
    data/descr_climates.txt
    data/descr_cultures.txt
    data/descr_cursor_actions_classic.txt
    data/descr_cursor_tooltips_lookup.txt
    data/descr_daytypes.txt
    data/descr_disasters.txt
    data/descr_effect_impacts.txt
    data/descr_effects.txt
    data/descr_engine_skeleton.txt
    data/descr_engine_torch_effects.txt
    data/descr_event_effects.txt
    data/descr_event_enums.txt
    data/descr_faction_standinescr_event_images.txt
    data/descr_faction_standing.txt
    data/descr_flaming_projectiles.txt
    data/descr_font_db.txt
    data/descr_formations.txt
    data/descr_ik_controller_db.txt
    data/descr_items.txt
    data/descr_lbc_db.txt
    data/descr_misc.txt
    data/descr_mount.txt
    data/descr_mounted_engines.txt
    data/descr_movies_tracks.xml
    data/descr_movies.xml
    data/descr_muzzle_flash.txt
    data/descr_offmap_models.txt
    data/descr_particle.txt
    data/descr_pathfinding.db
    data/descr_pathfinding.txt
    data/descr_quotes_lookup.txt
    data/descr_rebel_factions.txt
    data/descr_recruitment.xml
    data/descr_religions_lookup.txt
    data/descr_religions.txt
    data/descr_settlement_mechanics.xml
    data/descr_ship.txt
    data/descr_sm_resources.txt
    data/descr_solar_system.txt
    data/descr_standards.txt
    data/descr_strat_sundries.txt
    data/descr_strategy_lighting.txt
    data/descr_structure_effects.txt
    data/descr_structure_effects.txt
    data/descr_subtitles.txt
    data/descr_surface_fire.txt
    data/descr_torch_fire.txt
    data/descr_tower_crumble_effects.txt
    data/descr_transition_screen.txt
    data/descr_triumphs.txt
    data/descr_ui_animations.txt
    data/descr_ui_buildings.txt
    data/descr_ui_colour_db.txt
    data/descr_walls.txt
    data/descr_water_types.txt
    data/descr_water.txt
    data/export_descr_advice.txt
    data/export_descr_ancillary_enums.txt
    data/export_descr_character_traits.txt
    data/export_descr_faction_standing.txt
    data/export_descr_guilds.txt
    data/export_descr_prologue_enums.txt
    data/export_descr_prologue.txt
    data/export_descr_unit_enums.txt
    data/export_descr_unit.txt
    data/factionintrosubtitles_lookup.txt
    data/historic_battles_subtitles_lookup.txt
    data/packagedb.txt
    data/packageglobalconfig.txt
    data/prebattlecameras.xml
    data/prebattlecameras.xml
    data/rebel_faction_descr_enums.txt
    data/rebel_factionles_lookup.txt

    data/descr_aerial_map_tile_models.txt
    data/descr_artillery_effects.txt
    data/descr_battlefield_roads.xml
    data/descr_burning_building.txt
    data/descr_campaign_ai_db.xml
    data/descr_cursor_actions_battle_classic.txt
    data/descr_diplomacy.xml
    data/descr_engines.txt
    data/descr_event_images.txt
    data/descr_formations_ai.txt
    data/descr_geography_new.db
    data/descr_geography_new.txt
    data/descr_landscape_ambient_settlements.txt
    data/descr_landscape_general_features.txt
    data/descr_missions.txt
    data/descr_model_strat.txt
    data/descr_names_lookup.txt
    data/descr_names.txt
    data/descr_namflash.txt
    data/descr_projectile.txt
    data/descr_skeleton.txt
    data/descr_sm_factions.txt
    data/descr_terrain_blocks.txt
    data/descr_vegetation.txt
    data/descr_water_interaction_effects.txt
    data/export_descr_advice_enums.txt
    data/export_descr_advice_timing.txt
    data/export_descr_ancillaries.txt
    data/export_descr_buildings_enums.txt
    data/export_descr_buildings.txt
    data/export_descr_vnvs_enums.txt
    data/prebattle_speeches_subtitles_lookup.txt


    data/fonts
    Spoiler Alert, click show to read: 

    data/fonts/kpl_60.cuf
    data/fonts/font_10.cuf
    data/fonts/font_14.cuf
    data/fonts/kp_14.cuf
    data/fonts/kp_18.cuf
    data/fonts/sml_font_10.cuf

    data/globallighting
    Spoiler Alert, click show to read: 

    data/globallighting/custom_france.lighting
    data/globallighting/custom_france2.lighting
    data/globallighting/daytime_light.lighting
    data/globallighting/env_maps/environment_midday.texture
    data/globallighting/morning_cloudy.lighting
    data/globallighting/cloudtile_stormy.texture
    data/globallighting/dynamiclights/dynamic_light_blob.texture
    data/globallighting/env_maps/environment_morning_cloudy.texture
    data/globallighting/env_maps/environment_morning_storm.texture
    data/globallighting/meshes/skydome.mesh
    data/globallighting/midday/textures/custom_rain.texture
    data/globallighting/midday/textures/midday_clear_no_bloom.texture
    data/globallighting/midday/textures/midday_clear.texture
    data/globallighting/morning_cloudy_low_tile.texture
    data/globallighting/morning/textures/morning_cloudy_no_bloom.texture
    data/globallighting/morning/textures/morning_cloudy_nobloom.texture
    data/globallighting/morning/textures/morning_cloudy.texture

    data/graphics
    Spoiler Alert, click show to read: 

    data/graphics/graphics_config.xml

    data/loading_screen
    Spoiler Alert, click show to read: 
    data/loading_screen/loading_bar.tga
    data/loading_screen/loading_logo.tga
    data/loading_screen/loading_screen_demo.tga

    data/menu
    Spoiler Alert, click show to read: 

    data/menu/text_select.tga
    data/menu/_m2_buttons1.tga
    data/menu/_m2_options_video_panels.tga
    data/menu/_m2_selection_glow.tga
    data/menu/border_4pix_black_gold_black.tga
    data/menu/border_4pix_black_gold_selected.tga
    data/menu/border_4pix_black_gold.tga
    data/menu/border_4pix_black_gold2.tga
    data/menu/border_alpha.tga
    data/menu/border_black.tga
    data/menu/border_composite.tga
    data/menu/border.tga
    data/menu/buttons_composit.
    data/menu/buttons_composite.tga
    data/menu/flag.tga
    data/menu/mtw2_pieces.txt
    data/menu/rome_pieces.txt
    data/menu/slider_composite.tga
    data/menu/splash_demo.tga
    data/menu/symbols/fe_buttoga.
    data/menu/symbols/fe_buttons_48/symbol48_byzantium_grey.tga
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    data/menu/symbols/fe_buttons_48/symbol48_denmark_grey.tga
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    data/menu/textures/backdrop.tga
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    data/menu/white.tga
    data/menu/yellow_highlight.tga

    data/menu/_m2_2_button_panel.tga
    data/menu/_m2_border.tga
    data/menu/_m2_demo_options_panels.tga
    data/menu/_m2_historical_battle_armies_panels_v2.tga
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    data/menu/demo.lnt
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    data/menu/menu_text_descr.txt
    data/menu/slider_alpha.tga
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    data/menu/symb48_hre_select.tga
    data/menu/symbga.
    data/menu/symbols/fe_b_roll.tga
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    data/menu/symbols/fe_buttons_48/symbol48_aztecs_grey.tga
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    data/menu/symbols/fe_buttons_48/symbol48_byzantium_select.tga
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    data/menu/symbols/fe_buttons_48/symbol48_france_select.tga
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    data/menu/symbols/fe_buttons_48/symbol48_russia_roll.tga
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    data/menu/symbols/fe_buttons_48/symbol48_venice_select.tga
    data/menu/symbols/fe_buttons_48/symbol48_venice.tga
    data/menu/symbols/fe_buttotga.
    data/menu/textures/fe_texture1.tga
    data/menu/textures/fe_texture2.tga
    data/menu/unit_card_guides.tga
    data/menu/unit_card.tga

    data/models_effects
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    data/models_effects/textures/glow.texture
    data/models_effects/textures/slingshot_trail.texture
    data/models_effects/torch_glow.cas
    data/models_effects/torch.cas
    data/models_effects/torch4.cas

    data/message_text_lookup.txt
    data/models_effects/cannon_muzzle_flash_elephant.cas
    data/models_effects/dead_cow_splatter.cas
    data/models_effects/explosive_flash.cas
    data/models_effects/fire_dust_debri.cas
    data/models_effects/fire_dust_debri.cas
    data/models_effects/fireball.cas
    data/models_effects/mortar_muzzle_flash.cas
    data/models_effects/textures/#fireball_smoke.texture
    data/models_effects/textures/boulder.texture
    data/models_effects/textures/boulder01.texture
    data/models_effects/textures/cloud_sprite3.texture
    data/models_effects/textures/cloud_sprite7.texture
    data/models_effects/textures/dirt_explode_sprite.texture
    data/models_effects/textures/explosion_2_backing.texture
    data/models_effects/textures/explosion_impact.texture
    data/models_effects/textures/napthabomb_common_01.texture
    data/models_effects/textures/rao_torch01.texture
    data/models_effects/textures/siege_rocket_launcher.texture
    data/models_effects/textures/torch.texture

    data/models
    Spoiler Alert, click show to read: 

    data/models/battlefield_arrow.cas
    data/models/cannon_ball.cas
    data/models/cannon_ball2.cas
    data/models/cannon_ball2.cas
    data/models/cannon_ball3.cas
    data/models/cannon_ball4.cas
    data/models/dirt_01.texture
    data/models/flag_test.cas
    data/models/greek_main_banner.cas
    data/models/ground.
    data/models/main_general.cas
    data/models/main_infantry_glow.cas
    data/models/main_missile.cas
    data/models/main_spear.cas
    data/models/marker_ally.cas
    data/models/marker_enemy.cas
    data/models/marker_extra.cas
    data/models/marker_no_one.cas
    data/models/marker_no_one.cas
    data/models/marker_waypoint.cas
    data/models/mini_cavalry.cas
    data/models/mini_greek.cas
    data/models/mini_missile.cas
    data/models/mini_spear.cas
    data/models/textures/arrow_red.tga
    data/models/textures/cannon_ball.texture
    data/models/textures/dead_cow_normal.texture
    data/models/textures/dead_cow_overlay.texture
    data/models/textures/vertex_pinter.tga
    data/models/textures/vertex_po.
    data/models/weapon_hoplite_pike_high.cas
    data/models/weapon_hoplite_pike_low.cas

    data/models/attack!.€
    data/models/dead_cow_splatter.mesh
    data/models/greek_main_infantry.cas
    data/models/main_cavalry.cas
    data/models/main_infantry.cas
    data/models/main_royal_france.cas
    data/models/main_royal.cas
    data/models/royal_den_test.cas
    data/models/stakes_bump.texture
    data/models/stakes.mesh
    data/models/stakes.texture
    data/models/standard_general_macedonia.cas
    data/models/textures/##bran18si.tga
    data/models/textures/bark05.tga
    data/models/textures/waypoint_marker.tga
    data/models/textures/weapon_phalanx_spear.tga
    data/models/textures/weapons_spears.tga
    data/models/tree_large_high.cas

    data/overlaytextures
    Spoiler Alert, click show to read: 

    data/overlaytextures/burnt_sprite.texture
    data/overlaytextures/character_overlay_base.texture
    data/overlaytextures/dirtnblood_02.texture
    data/overlaytextures/dirtnblood_03.texture
    data/overlaytextures/snownblood_02.texture
    data/overlaytextures/snownblood_03.texture

    data/overlaytextures/blood_01.texture
    data/overlaytextures/blood_02.texture
    data/overlaytextures/blood_03.texture
    data/overlaytextures/burning_01.texture
    data/overlaytextures/burning_02.texture
    data/overlaytextures/dirt_01.texture
    data/overlaytextures/dirt_02.texture
    data/overlaytextures/dirt_02.texture
    data/overlaytextures/dirt_03.texture
    data/overlaytextures/dirt_03.texture
    data/overlaytextures/dirtnblood_01.texture
    data/overlaytextures/dirtnblood_01.texxtures/dirt_01
    data/overlaytextures/snow_01.texture
    data/overlaytextures/snow_02.texture
    data/overlaytextures/snow_03.texture
    data/overlaytextures/snownblood_01.texture

    data/scripts
    Spoiler Alert, click show to read: 
    data/scripts/show_me/advanced_stats.txt
    data/scripts/show_me/advise_construct.txt
    data/scripts/show_me/advise_recruit.txt
    data/scripts/show_me/build_siege_equipment.txt
    data/scripts/show_me/cantabrian_circle.txt
    data/scripts/show_me/construction.txt
    data/scripts/show_me/decrease_taxation.txt
    data/scripts/show_me/deploy_siege_equipment.txt
    data/scripts/show_me/find_college_of_cardinals.txt
    data/scripts/show_me/find_diplomacy_scroll.txt
    data/scripts/show_me/find_faction_ranking_scroll.txt
    data/scripts/show_me/find_faction_scroll.txt
    data/scripts/show_me/find_family_tree_scroll.t

    data/new_vegetation
    Spoiler Alert, click show to read: 

    data/new_vegetation/grass/temperate_deciduous_forest/ground_cover_summer.texture
    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

  2. #2
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: An early look at some of the new file names

    data/export_descr_faction_standing.txt
    data/export_descr_guilds.txt
    data/descr_campaign_ai_db.xml
    data/descr_diplomacy.xml

    these four interest me the most... hopefully you'll really be able to edit diplomacy and maybe even add new guilds!!

    thanks ER
    GMM

  3. #3
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: An early look at some of the new file names

    Awesome stuff. Thanks ER. Hopefully MTW2 wont require too much new learning.

  4. #4

    Default Re: An early look at some of the new file names

    Quote Originally Posted by GiantMonkeyMan
    data/export_descr_faction_standing.txt
    data/export_descr_guilds.txt
    data/descr_campaign_ai_db.xml
    data/descr_diplomacy.xml

    these four interest me the most...
    Personally, I'm most taken with:

    data/models_effects/dead_cow_splatter.cas

    Quote Originally Posted by shifty157
    Hopefully MTW2 wont require too much new learning.
    To be honest, the more I see, the more similar it appears.
    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

  5. #5

    Default Re: An early look at some of the new file names

    did you find this in the data file the one that in Pack format if so how did you open it

  6. #6

    Default Re: An early look at some of the new file names

    Yes, and you can look inside with a hex editor:
    http://www.chmaas.handshake.de/delph...2.htm#download
    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

  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: An early look at some of the new file names

    Interesting. It looks more like an expansion of what we're used to rather than an entirely new creation - but with some tantalising new file names...can't wait to see what they control
    "One of the most sophisticated Total War mods ever developed..."

  8. #8
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: An early look at some of the new file names

    Well seeing as how they used RTW as a base from which to expand upon it isnt very surprising that most everything is very similar.

  9. #9
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: An early look at some of the new file names

    Indeed, and it shall make the modding learning curve and porting less strenuous perhaps.
    "One of the most sophisticated Total War mods ever developed..."

  10. #10

    Default Re: An early look at some of the new file names

    thank you good sir

  11. #11

    Default Re: An early look at some of the new file names

    Hm, fascinating stuff to be sure... IF ONLY THE DARN DEMO WOULD DOWNLOAD! Oh, well....

  12. #12
    Shadow Senior Member Kagemusha's Avatar
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    Default Re: An early look at some of the new file names

    Thanks a lot ER.It seems that the file structure is very similar with RTW and im happy to notice that the models are still .cas and the textures are .tga. It looks like this wont be too big bite for the modders afterall.
    Ja Mata Tosainu Sama.

  13. #13
    It was a trap, after all. Member DukeofSerbia's Avatar
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    Thumbs up Re: An early look at some of the new file names

    Epistolary Richard

    excellent work.
    Watching
    EURO 2008 & Mobile Suit Gundam 00

    Waiting for: Wimbledon 2008.

  14. #14
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: An early look at some of the new file names

    I see CA finally adopted the approach of using xml files for organising their description files. Good move.

    descr_recruitment.xml? Hmm...

  15. #15
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: An early look at some of the new file names

    Quote Originally Posted by Kagemusha
    Thanks a lot ER.It seems that the file structure is very similar with RTW and im happy to notice that the models are still .cas and the textures are .tga. It looks like this wont be too big bite for the modders afterall.
    I'm not so sure about this question.
    If we look at the models_unit (in RTW) and banners now the file structure is like this:

    data/banners/main_cavalry.mesh
    data/banners/main_general.mesh
    data/banners/main_infantry.mesh
    data/banners/main_missile.mesh
    data/banners/main_royal.mesh
    data/banners/main_spear.mesh
    data/banners/mini_cavalry.mesh
    data/banners/mini_infantry.mesh
    data/banners/mini_missile.mesh
    data/banners/mini_spear.mesh
    data/banners/textures/faction_banner_england.texture
    data/banners/textures/faction_banner_france.texture
    data/banners/textures/faction_banner_hre.texture
    data/banners/textures/faction_banner_spain.texture
    data/banners/textures/faction_banner_saxons.texture
    data/banners/textures/royal_banner_england.texture
    data/banners/textures/royal_banner_france.texture
    data/banners/textures/royal_banner_hre.texture
    data/banners/textures/royal_banner_spain.texture
    data/banners/textures/royal_banner_saxons.texture
    (this seems to explain the variety of banners seen in battlefield).

    Units:
    data/unit_models/_units/en_lmail_hmail/armored_sergeants_lod0.mesh (there are also lod1, lod2 and lod3)

    There are several folders in data/unit_models/_units, namely:
    en_lmail_hmail (example crossbowmen)
    en_peasant_padded (example archer_militia_lod0.mesh)
    en_pplate_plate (example dismounted_ne_late_bodyguard_lod0.mesh)
    ln_3qplate_halfplate (example heavy_billmen_ug1_lod0.mesh)
    ln_gothic_rn_plate (example gendarmes_lod0.mesh)
    ln_peasant_padded (example halberd_militia_ug1_lod0.mesh)
    rn_half_3q_plate (example sword_and_buckler_men_ug1_lod0.mesh)
    rn_light_lmail (example arquebusiers_ug1_lod0.mesh)

    The textures are again files with the .texture extension.

    Other folders:
    data/unit_models/attachmentsets (only ***.texture files in it)
    data/unit_models/mounts/barded_horse
    data/unit_models/mounts/european_armoured_horse
    data/unit_models/mounts/heavy_horse
    data/unit_models/mounts/mailed_horse

    I hope that .mesh and .texture files will be "moddable" with the normal software, although I fear that new scripts or tools will be required.

  16. #16
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: An early look at some of the new file names

    Quote Originally Posted by Monkwarrior
    I hope that .mesh and .texture files will be "moddable" with the normal software, although I fear that new scripts or tools will be required.
    Most likely.

  17. #17
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: An early look at some of the new file names

    All those folders in the models_unit folders ties into what CA said in one of the previews, that weaposn and shields are now assigned seperately from the bodies, and those folders could represent the different body types, with more variety in the folders.

  18. #18
    Shark in training Member Keba's Avatar
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    Default Re: An early look at some of the new file names

    Actually, I am most fascinated by these:

    data/descr_formations_ai.txt
    data/config_ai_battle.xml
    data/descr_campaign_ai_db.xml

    I've not had RTW installed in a few months, now, and off the top of my head I can't remember seeing files named like that there.

    Could it be? Could it be that we can edit the AI?

    Maybe I'm just getting ahead of myself, but I can hope.

  19. #19

    Default Re: An early look at some of the new file names

    If you open the system log file you can see alot of "Warning XXX File is missing from XXXXXXXX" which shows alot of what you just said in first post.

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