From Caliban - no time to explain more at present, but I thought I'd whack it up and let the programmers amongst us at it.
NB - these are for research purposes only, you will not be able to get this stuff into game at this time
NB2 - this file is in rar format, if you can't uncompress rars then download a free programme such as IZarc.
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_____ Caliban:
Heres the assets for a .texture example and the battle_models xml setup.
I will quickly run through how the system works. At the moment it may not be that usefull but should give a little insight into how the export process has changed from RTW.
export\unit_models\battle_models.battleXml - A standard xml format file that references the different type of unit setups. When this file is built (coverter process), it goes through the list of individual xml unit configs for each unit listed ( Export\unit_models\_Units\XML ), builds lods and pieces, and copies to the corrosponding data\unit_models\_units\ folder that is specified in the unit .xml config.
The individual unit xml files contain the unit type, its bonemap reference (list of bones in order from the skeleton), attachments, mesh lods (.gr2 from 3dsmax7) , torch params, diffuse normal and sprite textures for each faction and the associated skeletons (mounts and weapon types).
*note that we use \export\ folders for source artwork and configs which are then built and to the corrosponding \data\ folder. When the battle_models.battleXml file is processed, it creates the data\unit_modelsbattle_models.modelDB database file as well as processes all the individual unit xml setups contained within.
The Attachments (and where they live)
export\unit_models\battle_models.battleXml
export\unit_models\_Units\XML\Border_Horse.xml (this folder contains all the unit types and thier individual .xml files)
export\unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_England.tga (original .tga from the source folder, this is the border horse rider)
data\unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_england.texture (the converted result. very similar to .dds, contains mip-map levels much like a .dds)
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Some examples from in the file:
border_horse.xml
Code:<Model> <Type>Border_Horse</Type> <BoneMap>unit_models\BoneMaps\soldier_bone_map_new.xml</BoneMap> <AttachmentSet>unit_models\AttachmentSets\Final Kite.attSetXML</AttachmentSet> <AttachmentGroups> <Group>Cav Spear</Group> <Group>Sword Secondary</Group> </AttachmentGroups> <Meshes> <Mesh> <FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod0.gr2</FileName> <Distance>11</Distance> </Mesh> <Mesh> <FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod1.gr2</FileName> <Distance>30</Distance> </Mesh> <Mesh> <FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod2.gr2</FileName> <Distance>50</Distance> </Mesh> <Mesh> <FileName>unit_models\_Units\EN_Peasant_Padded\EN_padded_basic_lod3.gr2</FileName> <Distance>80</Distance> </Mesh> </Meshes> <Torch> <Bone>bone_lhand</Bone> <OffsetX>-0.09</OffsetX> <OffsetY>0.0</OffsetY> <OffsetZ>0.0</OffsetZ> <WorldOffsetX>-0.35</WorldOffsetX> <WorldOffsetY>0.8</WorldOffsetY> <WorldOffsetZ>0.6</WorldOffsetZ> </Torch> <Textures> <Texture> <Diffuse>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_scotland.tga</Diffuse> <Normal>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_normal.tga</Normal> <Sprite>unit_sprites\scotland_Border_Horse_sprite.spr</Sprite> <Faction>scotland</Faction> </Texture> <Texture> <Diffuse>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_rebels.tga</Diffuse> <Normal>unit_models\_Units\EN_Peasant_Padded\textures\EN_Peasant_Padded_normal.tga</Normal> <Sprite>unit_sprites\slave_Border_Horse_sprite.spr</Sprite> <Faction>slave</Faction> </Texture> </Textures> <Skeletons> <Skeleton> <Mount>Horse</Mount> <Primary>MTW2_HR_Spear</Primary> <Secondary>MTW2_HR_Non_Shield</Secondary> <PrimaryAttachment>MTW2_HR_spear_Primary</PrimaryAttachment> <SecondaryAttachment>MTW2_Sword_Primary</SecondaryAttachment> </Skeleton> </Skeletons> </Model>
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