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Thread: For programmers: sample texture file from Caliban

  1. #1

    Default For programmers: sample texture file from Caliban

    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.

    DOWNLOAD

    _____ 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)

    ___

    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>
    Last edited by Epistolary Richard; 12-07-2006 at 03:20.
    Epistolary Richard's modding Rules of Cool
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  2. #2
    Member Member the_mango55's Avatar
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    Default Re: For programmers: sample texture file from Caliban

    Very cool. It's good to know that all the variations of a unit are in one file.

    Is the tool used to convert to .texture going to be included with the upcoming patch/unpacker?
    "You're drunk again!"
    "Na Im just exhausted from staying up all night drinking!" - Family guy

  3. #3

    Default Re: For programmers: sample texture file from Caliban

    server dont work for me :(

  4. #4

    Default Re: For programmers: sample texture file from Caliban

    This all makes a lot of sense. It is, to be honest, exactly what I was expecting to see. It is a fairly common approach to use a text file to 'assemble' various mesh elements together. BF1942, for exaple, does this.

    The flexibility it gives you allows the varioations in mesh to be done by changing the references for the added parts.

    The texture layout is also interesting. There are a lot of variations on that texture for the units, which was not expected. I was expecting different textures to be referenced to change the look of the unit was it was upgraded, but it now looks more like different meshes referenced but using common texture files. 1024x1024 means there is a whole lot more texture for the artists to play with though. Beats 256x256 by....er....lots of pixels!

    Methoz... right click and 'save as' worked for me.
    Last edited by Bwian; 12-07-2006 at 21:40.
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  5. #5

    Default Re: For programmers: sample texture file from Caliban

    Server no work for me

    Thanks

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  6. #6
    Member Member sjohund's Avatar
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    Default Pack Filez?

    What about Medieval 2 and pack files. How to unpack it to enter the world of textures??

  7. #7
    Member Member scsscsfanfan's Avatar
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    Default Re: For programmers: sample texture file from Caliban

    hi, now we have the unpack and there is "battle_models.modeldb" file there in the data\unit_models, but how how can I edit this file? use note pad or word/excel to open it dose not give an ordered text, do I need another tool?

    thanks.

  8. #8

    Default Re: For programmers: sample texture file from Caliban

    Quote Originally Posted by Epistolary Richard
    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.
    You dont.

  9. #9

    Default Re: For programmers: sample texture file from Caliban

    Just looking through the files that came with the unpacker, it seems the games supports normal mapping. Sorry if this was already known, didnt notice it with my crappy pc. Means a hell of a lot more work for modellers though

    how do you edit your posts here?

  10. #10

    Default Re: For programmers: sample texture file from Caliban

    You should get the ability soon.
    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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