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Thread: Settlements: File Formats; Take 2

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  1. #18
    Member Member KnightErrant's Avatar
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    Default Re: Settlements: File Formats; Take 2

    Re: animinstances

    Here's what surfaced Friday. I've seen .anim and .animinstances in the
    village.world file. Friday I hit the same bit in the town.world file. Going to
    try and post the section here:


    Code:
    # ------------------------------------------
    #      Beginning of .anim strings Section   
    # ------------------------------------------
      0   0 
    nentries = 12
      0   0 
    ntrans = 3
    17 DamageTransition0
    106BlockSet/North_European/Animations/Wall_Animations/Town_Wooden_Palisade/palisade_straight_animation_a.anim
    17 DamageTransition1
    106BlockSet/North_European/Animations/Wall_Animations/Town_Wooden_Palisade/palisade_straight_animation_b.anim
    17 DamageTransition2
    106BlockSet/North_European/Animations/Wall_Animations/Town_Wooden_Palisade/palisade_straight_animation_c.anim
    ntrans = 1
    17 DamageTransition0
    119BlockSet/North_European/Animations/Tower_Town_Animations/Wooden_Palisade_Animations/palisade_arrow_tower_animation.anim
    ntrans = 1
    17 DamageTransition0
    124BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Stone_Tower_Animations/stone_tower_4m_E_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    124BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Stone_Tower_Animations/stone_tower_4m_B_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    124BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Stone_Tower_Animations/stone_tower_4m_G_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    126BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Thatch_Tower_Animations/thatch_tower_4m_B_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    126BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Thatch_Tower_Animations/thatch_tower_4m_G_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    126BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Thatch_Tower_Animations/thatch_tower_8m_B_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    126BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Thatch_Tower_Animations/thatch_tower_4m_E_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    124BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Stone_Tower_Animations/stone_tower_4m_D_animation_a.anim
    ntrans = 1
    17 DamageTransition0
    126BlockSet/North_European/Animations/Tower_Ambient_Animations/Ambient_Thatch_Tower_Animations/thatch_tower_4m_K_animation_a.anim
    ntrans = 8
    17 DamageTransition0
    120BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_damage_impact.anim
    17 DamageTransition1
    123BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_damage_destroyed.anim
    14 DoorCloseAnim0
    112BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_close.anim
    14 DoorCloseAnim1
    119BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_damage_close.anim
    15 DoorImpactAnim0
    113BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_impact.anim
    15 DoorImpactAnim1
    120BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_damage_impact.anim
    13 DoorOpenAnim0
    111BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_open.anim
    13 DoorOpenAnim1
    118BlockSet/North_European/Animations/Gate_Animations/Wooden_Palisade_gate_anims/NE_wooden_palisade_gate_damage_open.anim
    79 settlements/North_European/Settlements/Town/north_european_town_A.animInstances
    This stuff comes after all the "complex" and "structure" data (my made-up names). The animInstances file always comes last after the .anim files.
    Have not looked at any of these other than to see, yes, they are more
    binary files. If luck holds then they should have a structure like the .cas
    files but I don't know this.

    I'll just post this and see how the code tags work for me now. If not this will
    just be another code posting with no line breaks.

    Edit: Couldn't find a smiley with crossed fingers but this looked ok after
    posting. As usual, I'll log out and log back in.

    Edit2: Still working!!! Holy moly, I've got a posting jones working here.
    Too late tonight for a discussion but I'll shoot for tomorrow.
    Last edited by KnightErrant; 08-26-2007 at 05:43.

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