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Thread: Settlements: File Format Investigations

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  1. #1
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Format Investigations

    Haven't had a chance to digest the information so I'm
    also a little vague on what they mean by occlusion.
    Re code blocks versus html block let me try that to see
    if one works better than the other.

    Code wrappers:
    Code:
    serialization::archive
    3 4 4 4
    264 0
    267 0 0 0
    2 0 184.550750732 0
    40 0 -7.09150409698 1.21208238602 -2.87348890305
    Trying html wrappers:
    HTML Code:
    serialization::archive
    3 4 4 4
    264 0
    267 0 0 0
    2 0 184.550750732 0
    40 0 -7.09150409698 1.21208238602 -2.87348890305
    Both looked ok in preview so I'll post and see how it looks.

    Edit: Naw, it's still messed up either way. Am I the only one
    who can't put tags around code that work?

    Edit the second: Tried over at TWCenter and code tags work
    ok there. Could someone try it here and if no go, reboot the
    servers? Just a thought.
    Last edited by alpaca; 07-08-2007 at 10:01.

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Settlements: File Format Investigations

    Hmm that's weird alright. It could have to do with the wiki thing; I'll ask Tosa what's up when I next see him.

    Edit: Hmm
    Code:
    serialization::archive
    3 4 4 4
    264 0
    267 0 0 0
    2 0 184.550750732 0
    40 0 -7.09150409698 1.21208238602 -2.87348890305
    The problem seems to be particular to this thread... Might want to open another one lol
    Last edited by alpaca; 07-08-2007 at 14:15.

  3. #3
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Format Investigations

    @Alpaca,
    Thanks for the test I'll try here and if still borked try a new thread.

    Doing a code block:

    Code:
    serialization::archive
    3 4 4 4
    264 0
    267 0 0 0
    2 0 184.550750732 0
    40 0 -7.09150409698 1.21208238602 -2.87348890305
    Edit: Looked OK, I'll log out and come back and see.
    .

    Edit the second: Naw, same thing, linefeeds are gone.
    Last edited by KnightErrant; 07-09-2007 at 05:17.

  4. #4

    Default Re: Settlements: File Format Investigations

    Holy cow, I didn't realize KE you were already on settlements! Please don't think your work is unneeded! I've been away from the TW scene a little bit, if the animations and model importing already got finished, then the settlements are the last frontier. You don't understand, if it were possible for me to bring over Roman buildings into the M2 ground engine (with its impassable terrain and gorgeous texturing)...

  5. #5
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Format Investigations

    Hi SignifierOne,

    I haven't given up on settlements; it's just that this is like the mesh
    format times 91 (the number of independent meshes I've seen so far
    in just the village world model.) The village.world file is 3.9 Mbytes
    and I'm at 3.85 Mbytes which sounds like I'm almost done except that
    the meshes seem to be over and there are a bunch of strings here.
    Maybe a few more days then its like, ok, now I've read it, what now?

    As a first cut, maybe just something that lets a user mod an existing
    settlement (have to come up with new terminology, the format seems
    to define complexes of multiple structures) but not add new ones.
    I.e. store all the granny strings I can't make heads or tails of in a
    template file and then recreate the .world file with modified meshes.

    Really ugly, though, save a template and then write out 91 .ms3d
    meshes for every independent village model. Still haven't even thought
    about what to do with the lighting information. Present for every mesh
    but can't be stored or manipulated in a .ms3d file.

    Oh well, if it was easy, it wouldn't be fun!

    Just going to try a quick posting experiment, if this doesn't work I'll
    start over in a new thread like alpaca suggested when I get to the
    end of the .world file:

    Code:
    serialization::archive
    3 4 4 4
    264 0
    267 0 0 0
    2 0 184.550750732 0
    40 0 -7.09150409698 1.21208238602 -2.87348890305

    KE

    Edit: Still no line feeds, I'll start a new thread when I've got something.
    Last edited by KnightErrant; 07-27-2007 at 05:19.

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Settlements: File Format Investigations

    Doesn't Milkshape support any lighting info?

  7. #7
    Member Member Andromachus Theodoulos's Avatar
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    Default Re: Settlements: File Format Investigations

    Keep up the exceptional work KE. I agree with S1, if I can bring over the many greek and roman buildings as well as make new ones, that would be awesome.

    Keep it up and don't give up, we are depending on your hard work and your genius.

    Take care,

    AT

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