XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Sun Jul 22, 2018 2:25 am

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 23 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: Argo Online map viewing
PostPosted: Mon Jun 25, 2018 5:19 pm 
Offline
veteran

Joined: Wed Jan 11, 2012 10:21 pm
Posts: 130
Has thanked: 13 times
Have thanks: 0 time














You can make the ads go away by registering

Script she posted works perfectly


Top
 Profile  
 
 Post subject: Re: Argo Online map viewing
PostPosted: Wed Jun 27, 2018 11:15 pm 
Offline
n00b

Joined: Sun Jul 23, 2017 7:03 pm
Posts: 13
Has thanked: 3 times
Have thanks: 3 times
Hi again. I did not think it would be so difficult to add textures to the map. All that I have at the moment is a list of the images from the file mortalis.xterrain, which are used on the terrain. http://www.mediafire.com/file/v73wa5kej ... xtures.zip (The texture of coartare_stone_04.xtex seems to be a 2-Planar RGBG 8 8 8 8. Looks good if reduced)
Image

What else ... I looked at the files from mortalis/celldata. There are 80 files of 5 different formats, so I tried to build a map or image to each format
*.cei files: I built an image of two colors and got it. It seems that these are the points of resurrection for two different races.
Image

*.cta files: I got this height map, taking each byte as high. It looks like a map where the character can walk on the terrain.
Image

*.coh files: This is some kind of projection of the buildings on the map
*.cth: Same, only without buildings
(Here both sets of images without an alpha channel - coh files on the left, cth on the right)
Image

*.cma files: Always empty, same in other terrains, but need to check again

Any idea what I can do with this to add textures...?


Top
 Profile  
 
 Post subject: Re: Argo Online map viewing
PostPosted: Thu Jun 28, 2018 1:54 pm 
Offline
mega-veteran
mega-veteran
User avatar

Joined: Tue Jul 05, 2016 9:37 am
Posts: 260
Has thanked: 15 times
Have thanks: 107 times
Exse wrote:
Hi again. I did not think it would be so difficult to add textures to the map. All that I have at the moment is a list of the images from the file mortalis.xterrain, which are used on the terrain...Any idea what I can do with this to add textures...?

So this is supposed to be a jigsaw puzzle? It seems you can form larger images using each texture as the component:

I guess the solution could be related with the UV scaling, and corresponding material groups. But the latter case might be a bit tricky.


Attachments:


You do not have the required permissions to view the files attached to this post. Register to gain access.


_________________
"No investigation means no right to speak."
An Imitable Workflow for Reverse Engineering a Game Model

Remember to thank people when you get helped. That's the minimum respect to their efforts.


Top
 Profile  
 
 Post subject: Re: Argo Online map viewing
PostPosted: Thu Jun 28, 2018 4:00 pm 
Offline
n00b

Joined: Sun Jul 23, 2017 7:03 pm
Posts: 13
Has thanked: 3 times
Have thanks: 3 times
Bigchillghost wrote:
I guess the solution could be related with the UV scaling, and corresponding material groups. But the latter case might be a bit tricky.

Yes, it seems so. I just did not know what it's called. This can be seen in the mortalismini.dds which I posted in the first message:
Image

Now the question is which image I should use to make a mask out of it for seven textures


Top
 Profile  
 
 Post subject: Re: Argo Online map viewing
PostPosted: Fri Jul 06, 2018 11:43 pm 
Offline
n00b

Joined: Sun Jul 23, 2017 7:03 pm
Posts: 13
Has thanked: 3 times
Have thanks: 3 times
Ok... I couldn't add textures to the map. The file mortalis.xterrain additionally contains information about the *.lpd file, which is not present inside the unpacked client. Perhaps the problem is this.

But I have other questions
I looked at getting objects here: MMO ARGO, but the finale00 plugin (Argo xgeom plugin) gives me an error in the case of objects (See case 1 and 3 below).
Here are examples of three types for which I have questions. The number of vertices and the number of faces are located after 40 00 00 00. Then the vertices (red), the normals, the texture coordinates (yellow) in each type. But after them there are bytes that I could not figure out. The faces are located at the end of the file. (Download link: https://www.mediafire.com/file/06efk3p3apajeqe/xgeoms.zip)
 I want to know if they contain something important for the models or I can skip them.

Case 1 (10_g_b_21_b_10_g_b_21_b_1.xgeom) - 8 extra bytes:
ImageImage

Case 2 (f_animist_202_00_00.xgeom) - 16 extra bytes:
Image

Case 3 (1_g_b_2__1_g_b_2_c.xgeom) - 24 extra bytes:
ImageImage

You can get objects in a flat view if you put the beginning of the vertices after the texture coordinates in case 2 and 3. However, I think that this information is unnecessary and takes extra place in the file.
Image


Top
 Profile  
 
 Post subject: Re: Argo Online map viewing
PostPosted: Sat Jul 07, 2018 12:05 pm 
Offline
mega-veteran
mega-veteran
User avatar

Joined: Tue Jul 05, 2016 9:37 am
Posts: 260
Has thanked: 15 times
Have thanks: 107 times
Exse wrote:
I want to know if they contain something important for the models or I can skip them.

Well, both are correct.

For case 1, the extra two floats are just the UV atlas coords.
You can use it as an extra UV channel. Related info here.

UV:
Image

UV atlas:
Image

So fo case 1, where FVFsize = 40, the structure is like:
Code:
struct
{
   float   v[3]
   float   vn[3]
   float   uv1[2]
   float   uvAtlas[2]
}

For case 2, where FVFsize = 48, there's a second UV channel which seems to be the same as the first one:
Code:
struct
{
   float   v[3]
   float   vn[3]
   float   uv1[2]
   float   uvAtlas[2]
   float   uv2[2]
}

While for case 3, where FVFsize = 56, probably that's the tangent or binormal vector following the UV atlas, both of which have something to do with the UV. But the remain 1 float is still unknown.
Code:
struct
{
   float   v[3]
   float   vn[3]
   float   uv1[2]
   float   uvAtlas[2]
   float   tangent[3]
   float   unknown
}

Though you can't preserve these extra data through obj format, you can import them into any 3D app that supports them.
But you can skip them if you need only the basic features.

_________________
"No investigation means no right to speak."
An Imitable Workflow for Reverse Engineering a Game Model

Remember to thank people when you get helped. That's the minimum respect to their efforts.


Top
 Profile  
 
 Post subject: Re: Argo Online map viewing
PostPosted: Sat Jul 07, 2018 1:25 pm 
Offline
n00b

Joined: Sun Jul 23, 2017 7:03 pm
Posts: 13
Has thanked: 3 times
Have thanks: 3 times
Bigchillghost wrote:
For case 1, the extra two floats are just the UV atlas coords.
You can use it as an extra UV channel. Related info here.

Wherever I looked for the contents of 3D objects, only vertexes, normals, and faces are mentioned. This is information I was looking for, thanks!


Top
 Profile  
 
 Post subject: Re: Argo Online map viewing
PostPosted: Wed Jul 11, 2018 2:44 pm 
Offline
n00b

Joined: Sun Jul 23, 2017 7:03 pm
Posts: 13
Has thanked: 3 times
Have thanks: 3 times
Hi, I'm having problems again
I'm trying to add an xml parser to the * .xgeom files in the finale00 script. I'm trying to import ElementTree like this:
Code:
from xml.etree import ElementTree
But it gives me "ImportError: No module named pyexpat"
Then I created the DLLs folder as written in __NPReadMe.txt and put the pyexpat.pyd library from the full version of Python 3.2.1 there. And the following errors that I received: ImportError: DLL load failed: The specified module could not be found and "ImportError: No module named expat; use SimpleXMLTreeBuilder instead". Then I added:
Code:
from xml.etree.ElementTree import SimpleXMLTreeBuilder
etree.XMLTreeBuilder = SimpleXMLTreeBuilder.TreeBuilder
But again I catch the error: "ImportError: can not import name SimpleXMLTreeBuilder".

I use ElementTree only once:
Code:
tree = ElementTree.parse(dirpath + filename + ".xgeom")


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 23 posts ]  Go to page Previous  1, 2

All times are UTC + 1 hour


Who is online

Users browsing this forum: Google [Bot] and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group