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Argo Online map viewing
Re: Argo Online map viewing
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)

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.

*.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.

*.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)

*.cma files: Always empty, same in other terrains, but need to check again
Any idea what I can do with this to add textures...?

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.

*.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.

*.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)

*.cma files: Always empty, same in other terrains, but need to check again
Any idea what I can do with this to add textures...?
- Bigchillghost
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Re: Argo Online map viewing
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.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...?
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May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
when you get helped.Re: Argo Online map viewing
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: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.

Now the question is which image I should use to make a mask out of it for seven textures
Re: Argo Online map viewing
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/06efk3p3 ... 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:


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

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


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.

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/06efk3p3 ... 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:


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

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


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.

- Bigchillghost
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Re: Argo Online map viewing
Well, both are correct.Exse wrote: I want to know if they contain something important for the models or I can skip them.
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:

UV atlas:

So fo case 1, where FVFsize = 40, the structure is like:
Code: Select all
struct
{
float v[3]
float vn[3]
float uv1[2]
float uvAtlas[2]
}Code: Select all
struct
{
float v[3]
float vn[3]
float uv1[2]
float uvAtlas[2]
float uv2[2]
}Code: Select all
struct
{
float v[3]
float vn[3]
float uv1[2]
float uvAtlas[2]
float tangent[3]
float unknown
}But you can skip them if you need only the basic features.
Last edited by Bigchillghost on Sat Feb 23, 2019 10:57 am, edited 1 time in total.
May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
when you get helped.Re: Argo Online map viewing
Wherever I looked for the contents of 3D objects, only vertexes, normals, and faces are mentioned. This is information I was looking for, thanks!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.
Re: Argo Online map viewing
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: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:But again I catch the error: "ImportError: can not import name SimpleXMLTreeBuilder".
I use ElementTree only once:
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: Select all
from xml.etree import ElementTreeThen 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: Select all
from xml.etree.ElementTree import SimpleXMLTreeBuilder
etree.XMLTreeBuilder = SimpleXMLTreeBuilder.TreeBuilderI use ElementTree only once:
Code: Select all
tree = ElementTree.parse(dirpath + filename + ".xgeom")Re: Argo Online map viewing
Hi
I'm sorry that I didn't answer for so long. I didn't find a solution to the problem with importing third-party libraries into Noesis, so I moved to Blender. Now I'm supplementing the Szkaradek123 import script for Argo and War of Dragons models for other formats in the game. At the moment, I rewrote the finale00 script for *.xgeom models and wrote a parser for *.xcd and *.xgeom models that use XML.
I'm sorry that I didn't answer for so long. I didn't find a solution to the problem with importing third-party libraries into Noesis, so I moved to Blender. Now I'm supplementing the Szkaradek123 import script for Argo and War of Dragons models for other formats in the game. At the moment, I rewrote the finale00 script for *.xgeom models and wrote a parser for *.xcd and *.xgeom models that use XML.
