brush on 18/10/2016 at 01:31
Yes, what's about the E PARTS?
Quote:
E Files - need to be converted into a .bin AND .cal to be used as an AI. An AI has joints and motions, therefore you will need the additional .cal file. The .bin file tells Dromed what shape, color and mapping an object or mesh has, the .cal file tells it where the joints are and how they move. This is why an AI will "collapse" in Dromed if no .cal file exists.
To create a .cal file you will need to have .map and .mjo files for the AI you are using.
(
http://thiefmissions.com/lpg/Tut/ImportMesh.html)
(
http://www.thiefmissions.com/lpg/AxlesTut/TutorialCabinet.zip)
4,N,
303, 2,(218,216,202);
303 = PART_MAPPING?
PinkDot on 19/10/2016 at 20:59
Quote:
Updated the basic spec of .e and .bin
It's definitely a good idea to have the file formats documented. I once wanted to make an interactive website documenting all the file formats and tools (both - LGS' and fanmade) used with Dark Engine, but it's a project on its own and I never had time to do that.
I know the format of all the AI mesh and animation related formats, if you want: bin, cal, mc, mi, map, mjo (these last two are rather straightforward).
Regarding your .bin documentation - you should distinguish between different .bin formats:
1) 3D models (objects)
2) AI meshes
3) other, probably less important stuff, like .bin files that can be found in books.crf or intrface.crf archives
Also 1) and 2) have two versions each. The difference between them is not huge, but Thief 2 introduced more material properties, which are not present in Thief 1 versions of the same files.
Yandros on 19/10/2016 at 23:49
Version 2 of AI meshes is required to replace textures in the Renderer > Mesh textures property.
thecube on 20/10/2016 at 20:47
PinkDot:
Everything you know would help. Can you post what you know directly here?. I will sort it and update the site this weekend with the new stuff.
Yandros
I noticed today that i do not even have a version of Thief 2 anymore :rolleyes:. Time to get it on steam or GOG :cool:
thecube on 21/10/2016 at 22:09
I did a chunk reader to dump all the chunks of a .gam and .mis files but i always get a chunk length of 0 :(. Used the thief and ss2 files. Anyone know if that's the case that the chunk length is not written down and one need to be aware of the type of the chunk always to get the size?
PinkDot on 22/10/2016 at 07:52
Quote:
I did a chunk reader to dump all the chunks of a .gam and .mis files but i always get a chunk length of 0
Not sure exactly what you mean by 'did a chunk reader', but this is how you can find out where each chunk starts and what size it is:
Code:
struct HEADER {
int inv_offset;
int zero;
int one;
char zeros[256];
int dead_beef;
} header;
struct INVENTORY {
FSeek (header.inv_offset);
int size;
struct CHUNK {
char name[12];
int start;
int size;
} chunk[size];
} inv;
The inventory is at the very end of the file, and you get its starting offset from the first four bytes of the .MIS or .GAM files.
Some of the chunks can be indeed of a length of 0. (if this particular kind of information is not used), however there would always be a chunk header (name) present, within the body of the file.
---
BTW. I'll post structure of other file formats soon - just need some spare moment to do that!
thecube on 22/10/2016 at 16:56
Then i might be on the right track i guess, i did get the names at least :).
Anyone know a way to see the current game version in any of the dark engine games?
voodoo47 on 22/10/2016 at 17:02
check the exe properties, view the process in taskman, run windowed to see the top of the window..
PinkDot on 22/10/2016 at 19:39
@thecube - do you use 010 Editor, by any chance? If so, I would just send you Templates for these files. Otherwise I'd have to clean them up a bit...
thecube on 22/10/2016 at 20:03
Thanks voodoo47, never thought of that :D.
Pinkdot, never used that editor but it has a free trail so might be worth to check it out :D. Downloading now :).
Done, seems to work well. Hit me with the templates :).