Argo Online map viewing
Posted: Fri Jun 15, 2018 12:32 pm
Hey, despite the fact that five years have passed since the last post of post about Argo Online viewtopic.php?f=16&t=6393, I wanted to recognize the other files of this game. I took out my dusty disk with the Russian client of the game and installed it.
I found many useful scripts for bones, 3d models, textures and animations here, which still work. But now I have stopped on maps. It's not about "3D / 2D models", but I don't know where to write.
1) Folder .. \ Resources \ World \ mortalis ("mortalisWorld" in the archive below)
First I tried to get a map from the points that could be represented by float bytes from the *.xRaw file with the title "TERRAIN HEIGTH MAP", but the program gave it:

The normal map *.tnm with the title "TERRAIN NORMAL MAP" looks like an image, but I do not know how the map data is stored and I can not extract it.

The EXTRACTED folder contains the texture files * .dds and * .ptobj (I think this is the game engine data) from the internal folder archives that I got using a simple script
(UPD: The script didn't handle the names correctly. I modified the script from chrrox for the *.tbl2 file to *.tbl files):
2) The folder .. \ resources \ world \ mortalis ("mortalis world" in the archive below), which I got using the chrrox script
The celldata folder contains five file types: Empty *.cei, *.cma, *.cta, and similar to *.xRaw: *.coh, *.cth.
And also other files that make up the map.
3) The folder .. \ resources \ ui \ texture contains mortalismini.dds. Perhaps it will be necessary too.
My goal is to recreate the map of the game so that I can work with it.
I hope for any help (scripts, advices or tutorials)
Here is the link to the archive: http://www.mediafire.com/file/2ygv3jqs1 ... rtalis.zip
I found many useful scripts for bones, 3d models, textures and animations here, which still work. But now I have stopped on maps. It's not about "3D / 2D models", but I don't know where to write.
1) Folder .. \ Resources \ World \ mortalis ("mortalisWorld" in the archive below)
First I tried to get a map from the points that could be represented by float bytes from the *.xRaw file with the title "TERRAIN HEIGTH MAP", but the program gave it:

The normal map *.tnm with the title "TERRAIN NORMAL MAP" looks like an image, but I do not know how the map data is stored and I can not extract it.

The EXTRACTED folder contains the texture files * .dds and * .ptobj (I think this is the game engine data) from the internal folder archives that I got using a simple script
(UPD: The script didn't handle the names correctly. I modified the script from chrrox for the *.tbl2 file to *.tbl files):
Code: Select all
#quickbms script
#ARGO
open FDDE tbl 1
get idName long 1
get archiveSize long 1
get someValue long 1 #???
get filesNumber long 1
goto 0x004018 1
for i = 0 < filesNumber
get null long 1
get offset long 1
get zsize long 1
get arcnum long 1
get name string 1
print "%arcnum%"
set NAME1 string "file"
set MYEXT string arcnum
strlen MYEXTSZ MYEXT
if MYEXTSZ == 1
string NAME1 += "00"
endif
if MYEXTSZ == 2
string NAME1 += "0"
endif
if MYEXTSZ == 3
string NAME1 += ""
endif
string NAME1 += MYEXT
string NAME1 += .data
open FDSE NAME1 0
Padding 4 1
log name offset zsize The celldata folder contains five file types: Empty *.cei, *.cma, *.cta, and similar to *.xRaw: *.coh, *.cth.
And also other files that make up the map.
3) The folder .. \ resources \ ui \ texture contains mortalismini.dds. Perhaps it will be necessary too.
My goal is to recreate the map of the game so that I can work with it.
I hope for any help (scripts, advices or tutorials)
Here is the link to the archive: http://www.mediafire.com/file/2ygv3jqs1 ... rtalis.zip


