Difference between revisions of "ETW Data"

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(<tt>ui/portraits/</tt>)
(<tt>ui/templates/</tt>)
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=== <tt>ui/templates/</tt> ===
 
=== <tt>ui/templates/</tt> ===
 +
Compiled [[Acronyms Abbreviations Shorthand|LUA]] template files for various user interface elements, from <tt>battle_chat</tt> to <tt>vslider_handle</tt>.
  
 
=== <tt>ui/units/</tt> ===
 
=== <tt>ui/units/</tt> ===

Revision as of 21:21, 10 April 2009

At the heart of any game beats a spreadsheet (the cleverer ones hide this fact well). For complex games, there are several.

Thanks to the excellent Pack File Manager by LtChambers, we can now look at (many of) the data files for Empire: Total War.

When the Steam client caches the game on your system, it tucks the data files into %ProgramFiles%\Steam\SteamApps\common\empire total war\data, as a collection of .pack files. These are archives that contain other files, much like .zip or .cab files.

There are several .pack files: the following sub-sections contain a quick look at some of the interesting things revealed.

Contents

anim.pack

6335 files in animations/, from aaa_warscapeframe to test.

battlepresets.pack

103 files in battleterrain/presets/, from afghan_mountains to wooden_fort.

battleterrain.pack

1347 files in battleterrain/: blend_maps/, cliff_maps/, colour_maps/, detail_maps/, farm_templates/, forest_underlays/, grass/, groundcover_density_maps/, groundcover_distribution_maps/, rock_maps/, surfaces/, tiled_maps/, tiles/, and walls/.

boot.pack

Front End User Interface TGA, .fx, and .dds files for Initial loading: commontextures/, fx, and ui.

groupformations.pack

1 file: groupformations.bin.

local_en.pack

1362 Localization resources, in the "en" (English) locale: advisor/, font/, and text/.

main.pack

663 files. This is the Big Kahuna, the key to most of the non-"eye candy" aspects of the game. As of version 1.11, the Pack File Manager does not decode all the contained files. But many that it can understand are quite useful.

Contains LUA scripts for episodicscripting, events, export_advice, export_ancillaries, export_historic_characters, export_historic_events, export_missions, and export_triggers. The export_ed files all note they were exported from empire.mdb, an M$ Access database.

Sub-directories contain:

campaign/

TGA, mesh, and .dds files for clouds/, coastline/, and terrain/.

commontextures/

.dds files for battle_building_brdf to velvet.

customsprites/

.dds and TGA files for general_radar_pip to water_texture.

db/

Rather than just present them in alphabetical order, we've grouped the files into (hopefully useful) categories:

Geography

The tables in these files describe elements of the strategic map.

Buildings & their Effects

Factions & Groups

Units

Governments

Economics & Trade

Technology & Research

The "tech tree."

Historical Events & News

Traits & Ancillaries

The E:TW VnV system.

effects/

.xml files for campaignmap, landbattle, and navalbattle. textures/ contains .dds and TGA files for default_pfx_packed_normal to whispy_smoke_diffuse.

fx/

.fx files for battlefieldterrain to weather, and supporting (fragment) files.

heightmaps/

1 file: default.tga.

indicators/

.dds files for move_arrow_head_diffuse to target_arrow_tail_diffuse.

multiplayer/

2 files: filter.txt and region_qos.xml.

rti/

Files for the Road To Independence mini-campaign battles. rti_battles/ contains .xml and .battle_script files for rti_{boston,smith}_battle.

scenarios/

Files for the stand-alone scenario battles. Contains TGA, .battle_script, and/or .xml files for battle_of_{brandywine,cowpens,fontenoy,lagos,leuthen,porto_novo,rossbach}, mp_battle_of_{brandywine,porto_novo}, and shannon_vs_chesapeake

sea/

Contains TGA and .dds files for bow_wave to wake_distortion.

text/

2 files: credits.xml lists the ETW people, and default_keys.xml defines the default ETW key bindings.

tutorialbattles/

Contains .battle_script and .xml files for the land and naval battle tutorials.

(End of main.pack.)

models.pack

13,596 files.

artillery/

field_cannon/

buildings/

american_bridge_basic/ to western_fort_command_hq/.

db/

battle_groundcover_density_maps_tables/ to warscape_underlay_textures_tables/.

enginemodels/

ancient_field_24lb to rocket_large_lod{1-4}.animatable_rigid_model. Sub-directories congreve/, destruction/ (includes animations), and textures/ (.dds files).

rigidmodels/

3dindicators/ to waypointmarkers/.

ships/

1deck24/ to fsteam_frigate/.

unitmodels/

african_slaver_musketeers to wild_geese_lod{1-4}.variant_weighted_mesh. Sub-directories for mounts (camel/, elephant/, and horse/), campaignpieces/ ({east,euro}_campaign_{admiralship,ship}_weighted_model.variant_weighted_mesh), and textures/ (.dds files).

movies.pack

movies/ contains the .bik files, from eur_con_vic (European Conquest Victory) to sword_rvg_rk_01.

movies/audio/ contains localized audio from "actor_2," for countries ar, cz, du, fr, ge, hi, it, pe, pl, po, ru, sp, sw, tu, uk, and us.

patch.pack

3402 Files intended to replace those in the original distribution. As of the 30 Mar 09 patch, these include:

  • LUA script files for episodicscripting, events, export_advice, export_ancillaries, and export_triggers.
  • groupformations.bin
  • advisor/ .mp3 files
  • animations/
  • battleterrain/
  • buildings/
  • db/
  • fx/
  • indicators/
  • rigidmodels/
  • rti/
  • scenarios/
  • sea/
  • sfx/
  • sounds/
  • sounds_packed/
  • testdata/
  • text/
  • tutorialbattles/
  • ui/
  • unitmodels/

patch_en.pack

Patch data, localized for the "en" (English) locale.

seasurfaces.pack

The waves and cute lighting effects: wind_level_{0-4}_{sea,swell}.

sound_non_wavefile_data.pack

2 files in sounds_packed/: sound_bank_database and sound_events.

sounds.pack

73 files, sounds/ contains CSV files for movie_volumes and sound_categories (currently, only music or weather), and XML files sound_bank_ for ambient_battle_forest to unit_voice_events, and sound_settings.

sounds_animation_triggers.pack

2,602 .anim_sound_event files in animations/:

animals/

camel/, elephant/, and horse/.

horse_matched/

matched_combat/

draw/, finish/, kill/, and parry/.

men/

archer/, artillery/, axe/, camel_rider/, campaign/ agents, captain/, elephant_rider/, flag_bearer/, horse_rider/, musician/, musket/, pike/, sabre/, and sword_shield/.

sounds_campaign.pack

273 WAV files for various campaign map sounds, all following the naming convention emp_extnnn_name_v1.00_gme.wav. Presumably, the nnn_name strings correspond to event ids, and the version string v1.00 will be incremented in the future.

campaign/interface/

events/ sub-directory contains files for 150_abolition2 to 214_wardeclaration, emp_hyb_flood_campaignevent, and emp_lib_event files for exhibition, funeral, hurricane, industry2, island, plague, religion, and steam.

hud/ sub-directory contains 147_campaign_eventarrive, 148_eventscroll, and 149_campaign_eventdisregard.

campaign/map/

building_ambiences/ sub-directory contains ambient sounds for different environments:

building_ambiences/cities/ sub-directory contains 001_city_regioncapitalnortherneurope_01 to 005_city_regioncapitalnorthamericanindian_03

building_ambiences/towns/ sub-directory contains 011_towns_manufacturingcraftworkshop_01 to 060_towns_smallfishingarea_03

building_ambiences/towns/internal/ sub-directory contains 026_towns_militaryhospital_01 to 053_towns_villagehall_03

building_ambiences/villages/ sub-directory contains 006_village_regionvillagenortherneurope_01 to 010_village_regionvillagenorthamericanindian_03

environment/ sub-directory contains emp_lib_campaign_jungleambience_01 to emp_lib_campaign_woodlandambience_04

sounds_music.pack

228 .mp3 files in music/ for various parts of the game, generally (except those in fieldmusicians/) following the naming convention musnnn_name_{midi,orc,orc_[loop]}.mp3. Presumably, the nnn_name strings correspond to event ids.

music/campaign/

Contains MIDI files for 022_endturn_western, 023_endturn_ottoman, and 024_endturn_indian.

Sub-directories contain musnnn_name_v1.00.mp3 files:

american/ sub-directory contains 090_america_guitar_{1-8}

european/ sub-directory contains 088_europe_irishpipes_1 to 091_europe_guitar_8.

indian/ sub-directory contains 035_india_bansuri_1 to 038_india_rabab_8.

ottoman/ sub-directory contains 030_arabic_duduk_1 to 038_arabic_lauto_7.

tribal/ sub-directory contains 025_tribal_anasahi_1 to 028_tribal_ocarina_5.

music/fieldmusicians/

Contains WAV files, with naming convention either cus_cornet_name_v1.00_mxd.wav or emp_cus_snare_name_v1.00_gme.wav.

The cornet (bugle) and snare (drum) sounds are each charge_01 to run_04.

music/frontend/

2 files: mus015_empire_theme_orc.mp3 and mus092_credits_orc.mp3.

music/land/

The musnnn_name_midi.mp3 files are: 044_deployment_tribal, 053_deployment_tribal, 054_deployment_tribal, 056_deployment_ottoman, 057_deployment_ottoman, 059_deployment_indian, 060_deployment_indian, 063_deployment_indian, and 066_deployment_ottoman.

musnnn_name_orc.mp3 files are: 049_deployment_western, 050_deployment_western, and 051_deployment_western.

musnnn_name_orc_[loop].mp3 files are: 045_battle_tribal, 047_battle_tribal, 048_battle_western, 058_battle_western, 061_battle_western, 065_battle_tribal, 067_battle_ottoman, 068_battle_ottoman, 069_battle_ottoman, 070_battle_indian, 071_battle_indian, and 072_battle_indian.

music/loadscreens/

6 WAV files, emp_hyb_ambience_loadingscreen{1-6}_v1.00_gme.wav.

music/looptest/

1 file: mus046_battle_pirates_orc_[loop].mp3.

music/naval/

3 mus0{40-42}_deployment_naval_orc.mp3 files.

6 battle mus0nnbattle_{naval,pirates}_orc_[loop].mp3</tt> files: 043, 052, 055, and 064 are naval, 046 and 062 are pirates.

music/prebattle/

6 pre-battle mus0nnprebattle_faction_midi_[loop].mp3 files: 016 (indian), 017 (western), 018 (tribal), 019 (ottoman), 019 (ottoman editied), and 020 (naval).

music/results/

5 mus0nnresults_faction_midi_[loop].mp3 files: 073 (indian), 074 (western), 075 (tribal), 076 (ottoman), and 077 (naval).

sounds_other.pack

25 WAV files, borrowed from M2:TW -

other/med ii/arrows/med2_arrow_flyby_{01-25}_gme.wav

sounds_placeholder.pack

1 file: placeholder/silent placeholder/empty.wav.

sounds_sfx.pack

3592 WAV files in sfx/ for various special effects noises, generally following the naming convention emp_{cus,hyb,lib}_name_v1.00_gme.wav.

sfx/ambiences/

6 files emp_cus_ambience_lakelapping. 5 files emp_hyb_ambience_loadingscreen. 10 files emp_lib_ambience_areacountryside_0{1,2}, for american, european (winter), europeansummer, middleeastern, and northafrican. 6 files emp_lib_ambience_riversidevarious. 2 files emp_lib_ambience_tropical. 4 files lib_atmos_cricketchirps

sfx/animal vocalisations/

Sub-directories for each mount type (camel/, elephant/, and horse/). The 1st two have 10 files for emp_lib_mount_idling and 8 files for emp_lib_mount_injured. Horses have 11 snortgrunt and 9 whinnies files.

sfx/elements/

Sub-directories for fire/, thunder/<tt>, <tt>water/, and wind/ contain various _gme.wav files.

sfx/hud/

Sub-directory campaign/ contains _gme.wav files for info droppings, clicks and buttons.

Sub-directory front_end/ contains _gme.wav files tab mouseovers and selections, and other click and button press sounds.

sfx/land/

Sub-directories for birds/, buildinginstructions/<tt>, <tt>idletroops/, and wildlife/ contain various _gme.wav files.

sfx/movement/

Sub-directories for {animal,human}_falls/, {animal,human}_foley/<tt>, <tt>{anumal,human}_footsteps/, cannons_carriages/ combat/ grappling_hook/, and groupmovement/ contain various _gme.wav files.

sfx/ocean/

19 emp_lib_seagull_seagullsounds _gme.wav files.

Sub-directories for flags/, sails/, and ships/.

sfx/weapons/

Sub-directories for airgun/ to tomahawk/ contain various _gme.wav files. The various hit and stab sounds vary by what they hit (shield, sword, flesh, etc).

subtitles.pack

120 subtitle text string files in movies/<tt>, in CSV format, for various <tt>.bik files, localized to 7 countries: cz, de, en, fr, it, po, and ru.

The Campaign files follow the naming convention {eur,ind,ott}_{con,mon,rep}_vic.bik_lc.csv, corresponding to the culture and Government type at victory.

The RTI files follow the naming convention rti_cs{1-6}_v0n_bink_sound.bik_lc.csv, where the "cs" number identifies each episode, the n is presumably a version id, and the lc is the country (locale) code.

supertexture.pack

2 files: world_.stpd and world_.stpi. Presumably, the 1st one contains data and the 2nd one contains index information to find the data.

terrain_templates.pack

509 TGA files in battleterrain/templates/.

The file readme.txt describes the "warscape frame" terrain template system.

Sub-directories each contain 3 .tga template files (attribute, deployment, and terrain) for various situations:

  • ambush/ -- default/ and 6 variations (2-7)
  • bridge/ -- default/ and 6 variations (02-07)
  • fort_sally_out/ -- default/ and 12 variations
  • fort_siege_relief/ -- default/ and 12 variations
  • fort_standard/ -- default/ and 12 variations
  • fortified_settlement_sally_out/ -- default/ and 13 variations
  • fortified_settlement_siege_relief/ -- default/ and 13 variations
  • fortified_settlement_standard/ -- default/ and 13 variations
  • naval_blockade_breakout/ -- default/
  • naval_blockade_relief/ -- default/
  • naval_normal/ -- default/ and 11 variations (02-12)
  • normal/ -- default/ and 17 variations (02-14, 2-5)
  • region_slot_normal/ -- default/ and 13 variations
  • unfortified_settlement_normal/ -- default/ and 11 variations (02-12)
  • unfortified_settlement_sally_out/ -- default/ and 11 variations (02-12)
  • unspecified/ -- default/ and 1 variation (02)

testdata.pack

TGA, mesh and .dds files for animations/, buildings/, campaignflags/, clouds/, coastline/, diplomat/, euroline/, fence/, gun/, legs/, loki/, musketman/, overlays/, ranger/, splines/, terrain/, trees/, victory/, wakes/ and water/, and XML files for the world/.

Very important -- start here before modding!

ui.pack

17430 TGA and compiled LUA files in ui/ for various User Interface elements.

The top-level directory contains compiled LUA code for:

  • agents
  • army
  • construction
  • coreutils
  • file_requesters
  • horizontal_mousewheel_script
  • huds
  • labels
  • optionsmanager
  • panelmanager
  • recruitment
  • siegeequipment
  • technology_common
  • technology_researching
  • technology_stealing
  • theatre_map
  • utilities
  • vertical_mousewheel_script

Sub-directories contain TGA and LUA files for various things:

ui/achievements/

achievement_name.tga files for all_techs, assassinations, complete_grand_campaign_{easy,medium,hard}, complete_us_independence, conquer_{america,europe,india}, duels, kill_{100k,500k,1m}, missions, mp_battles_played_{1,1_quick,1_ranked}, mp_battles_won_10{_classic,_naval,_siege_att,_siege_def}, mp_battles_won_50, region_{1,10,100}, ship_capture, tech_theft, threaten, and treason.

ui/battle ui/

Compiled LUA files for the tactical battle system.

ui/buildings/

TGA files for each building and level. Two sub-directories for each image type, icons/ (small) and info (large).

ui/campaign ui/

Compiled LUA files for the strategic (campaign map) system.

ui/common ui/

Compiled LUA files common to both the tactical battle and strategic (campaign map) systems.

The skins/ sub-directory contains TGA files for the advice panel and other common UI elements.

ui/eventicons/

TGA files for the info droppings. Campaign map: army, building, character, crown, desaster [sic], gravestone, message_placeholder, missions, money, navy, news, prestige, rebellion, and tech.

Battle map (all battle_): building, building_enemy (building captured), death, death_enemy (commanding general's death), reinforcements, reinforcements_delayed (start of battle), routing, and routing_enemy (unit routs off the field).

ui/eventpics/

TGA files for each event. Some file names appear to be typos ("exhibiotion2", "pre-battle-indina", "otoman", "surender").

Sub-directories for each major "culture group":

european/

Events from abolition2 to war declaration.

indian/

Events from captured-indian to surrender-indian.

middle_east/

Events from admiral appointment-otoman [sic] to terror -asian [including the space].

ui/flags/

Various size TGA files for each country, and accompanying Windoze thumbs.db file, from afghanistan/ to wurttemberg/.

ui/frontend ui/

Compiled LUA files for the main menu and multi-player screeens.

ui/loading_screen_pictures/

Pairs of TGA and .dds files for the animations while the game is loading. 6 pairs are named simply 1 through 6, while 3 pairs have the names barcos_december, fireships_september, and mortars_september. Presumably, the month names reflect when (in 2008) the asset files were delivered.

ui/portraits/

TGA files for each person.

Sub-directories for each major "culture group" (european/, indian/, middle_east/, and tribal/), and each has two sub-directories for each image type, cards/ (small) and info (large). Each "culture group" further divides the files in these sub-directories by person "type", as appropriate: admiral/, assassin/, brahmin/, general/, imam/, king/, minister/, missionary_{catholic,orthodox,protestant}/, queen/, rake/, and scholar/.

The custom/ sub-directory contains files for george_washington and john_smith.

The ancillaries/ sub-directory contains only the smaller files, from army_officer to youth.

ui/templates/

Compiled LUA template files for various user interface elements, from battle_chat to vslider_handle.

ui/units/

ui/warscapetwin/

ui_movies.pack

Gentlemen shooting themselves in the face, etc.

voices.pack

24,055 .mp3 files, for events from armies_generic_response (for each Government type) to unit_type_selection on the generals_unit, from 7 actors, localized to 17 countries: ar, cz, du, fr, ge, hi, it, pe, pl, po, ru, sp, sw, tu, uk, us, and us_trib).



--MikeV 7 April 2009