» Welcome, Guest.
Please login or register.
February 27, 2010, 11:54pm

Forum Login
Login Name: Create a new account
Password:     Forgot password

Commandos HQ    Commandos Series    Modding & Mods  ›  Commandos Developing Toolkit

Commandos Developing Toolkit Print
8 Pages 1 2 3 4 5 6 7 8 All Recommend Thread
r0ex
July 3, 2007, 1:31am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
Commandos Developing Toolkit

F.R.C.

Source Package http://files.cnblogs.com/Rex/CommDevToolkitSrc.rar
Binary Package http://files.cnblogs.com/Rex/CommDevToolkit.rar



1 General Introduction

The toolkit is mainly used in modification in Comm2 or Comm3.
See "UpdateLog.en.txt" for version and newest changes.
As there is a lack of time, I do not do much exception handling. Sorry.
If there is someone who want to write help or translate the toolkit, then do it. If you contact me, I'll be very happy.
If someone want to join the project, or have found a bug, or have some suggestions, please contact me at the following URL.
http://www.cnblogs.com/Rex/Contact.aspx?id=1



2 File Format List

Supported File Format

Y64Manager         Y64
PCKManager         Comm1_DIR PCK CSF_PAK
SECConverter       SEC
ImageConverter     Comm1_RLE GRL
BsmbDecoderShell   BSMB(AN2 ANI BAS BIN BRI DAT GSC MIS MSB)

Public File Format

Text File          Comm1_SCR Comm1_TIL Comm1_TIP Comm1_VOL CFG DAT FAC GMT LIS MAC MAN OGC ROL STR TXT TUT CSF_FLI CSF_PRP
Image File         BMP JPG PNG
Sound File         WAV CSF_rws(need Vorbis Codec)
Video File         POP(need Indeo Codec) BIK(need RAD Video Tools)
D3DX Texture File  DDS(Photoshop)

Not Supported

Encoded Text File  CSF_CSSFBS(BDD CFG FBS TXT)
Image File         Comm1_RLC Comm1_WAD ABI ARLC DES
Others             Comm1_FNT Comm1_ZOM FNC FNM MA2 MBI PK CSF_FNT

All file formats above refer to files in resource folders or packages.
File formats without a version belong to Comm2 or Comm3, or for all versions, or public formats.
There are some repetition, as there are different formats share the same name. (ex. encoded and not encoded text files)



3 System Requirement

The software needs Microsoft .Net Framework 2.0.
http://download.microsoft.com/download/5/6/7/567758a3-759e-473e-bf8f-52154438565a/dotnetfx.exe

This framework will not be able to be installed on older operation systems such as Win98 or Win2k, for lack of WindowsInstaller 3.1.



4 License

The software is freeware without charge, the main license is in FFPL.txt, but in Chinese.
The main meaning is that you can do all(copy, modify(except for the license), translate,  etc) but you can not publish it in the original name when it's not the original software, and that we promise nothing.
There is an aditional restriction as follows:
The software and softwares which use codes from the software are not put it into commercial use directly or indirectly.

The copyright of the library Firefly.Core.dll shipped with the software is held by me. And I permit it use the same license of the software. The library is separately published, see http://www.cnblogs.com/Rex/archive/2008/11/08/1329759.html
The copyright of the library zlib.net.dll shipped with the software is held by ComponentAce. Refer to zlib.net-license.txt for its license.
The copyright of the documents obj_format.en.txt and mtl.en.txt are held by Wavefront, Inc.



5 Reference

Source Code of the Toolkit               Src\

Documents of the Toolkit                 Src\Doc\

URF's Website(Chinese)                   http://www.faqy.cn

neoragex2002's BLOG(Chinese)             http://neoragex2002.cnblogs.com

My BLOG(Chinese)                         http://rex.cnblogs.com

Sina Commandos Forum(Chinese)            http://bbs.games.sina.com.cn/?h=http%3A//bbs.games.sina.com.cn/g_forum/00/92/08/&g=15

Commandos Editing Center(Russian)        http://cec.h1.ru/files



The Current Version is 2007.06.28.0 with a tool called MA2Handler.
It supports exporting MBI's internal images and MA2's data dumping.
It's not globalized 'cause it may be cancelled later on.

If someone want to know the file formats, see Src\Doc\.
Logged Offline
E-mail Private Message
r0ex
July 29, 2007, 10:25am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
The toolkit is updated.
wyel2000 has released a mission with my toolkit in http://bbs.cga.com.cn/BBS_content/65/2007/7/27/908269.asp?tid=908269
(Chinese)
------------------------------------
Source Package http://www.cnblogs.com/Files/Rex/NDGrapherAndCommDevToolkitSrc.rar
Binary Package http://www.cnblogs.com/Files/Rex/CommDevToolkit.rar
------------------------------------
2007.07.29.0
Merged in NDGrapher solution, which is my first project since I started programing, to prepare for the following SECEditor.
Changed the licence of NDGrapher and its sub-projects to FFPL to open soure.
Enhanced Comm3_MBI->Comm2_MBI, by removing exceptional objects like sunshine.
Enhanced Comm3_Y64->Comm3_Y64, by adding an option "Replace with Comm2 Palette".
Hint: You can adjust the colors of the target Y64 by change this option and the Lightness Factor, the Saturation Factor below.

2007.07.21.0
Fixed a problem in SECConverter with the target file dialog displaying "Open".
Fixed a bug in PCKManager with canceling readonly attribute when opening PAK files of CSF.

2007.07.20.0
Found a new version 1010 for Comm2_ABI. Refreshed document Comm2_ABI.zh.htm and the program.
Modified Y64Manager and corrected the errors. Canceled the limitation in converting and creating Y64 files in Comm3. But I haven't decoded the unknown data in Comm3_Y64 yet. I am sure that it contains MA2 data by converting it to Comm2_Y64 and back.
Moved the MBI convertion into ImageConverter.
Separated the source pack from the binary pack again. With the source pack you can quickly create binary files quickly by Build.cmd.

2007.07.10.0
Corrected a problem with MBI convertion.

2007.07.07.0
Added MBI file analysis for Comm3. Refreshed document Comm2_MBI.zh.htm. Added auto convertion when handling MBI files of Comm3 to MA2Handler.

2007.07.03.0
Modified the analysis of ABI format in Comm2_ABI.zh.htm. Finished the unpacking the images in ABIs of Comm2 and Comm3. Other information in ABI (such as .max, .o) are not handled. Added ABI->Gif in ImageConverter.

2007.06.29
Found a bug in Comm3's Y64 format analysis. It affects the handling of Comm3 in Y64Manager.
The newest available version without the bug is 2007.02.10.0.
Logged Offline
E-mail Private Message Reply: 1 - 114
Rayz
August 3, 2007, 6:36am Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
nobody replys u...
WO DING!
Logged Offline
E-mail Private Message Reply: 2 - 114
ENV
March 31, 2008, 2:40pm Report to Moderator
Private
Posts: 2
Posts Per Day: 0.00
I am having trouble converting .mbi files from commandos 3 to commandos 2 with multiconverter.exe, the new files do not work propperly =[

thanks for the tools! =]
Logged Offline
E-mail Private Message Reply: 3 - 114
Rayz
April 3, 2008, 1:51pm Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
i gta contact rex to help u...
Logged Offline
E-mail Private Message Reply: 4 - 114
r0ex
April 3, 2008, 2:42pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
@ENV
Can you describe it in detail? Or give some screenshots?

Check if the SEC file with the same main name is also converted and used. It's coupled with the MBI. Without the same SEC, the terrain will be weird.

I think I should notice you that there are tools from NeoRAGEx2002 which can be used to examine ABIs and MBIs.

ABI Viewer
http://www.cnblogs.com/neoragex2002/archive/2007/08/20/863005.html [Chinese]
http://www.cnblogs.com/Files/neoragex2002/Comm_3D_Abi.rar

MBI Viewer
http://www.cnblogs.com/neoragex2002/archive/2007/08/15/856505.html [Chinese]
http://www.cnblogs.com/Files/neoragex2002/Comm_3D_Mbi.rar

Notice: Managed DirectX Runtime(2.23M) is needed.
http://www.cnblogs.com/Files/Rex/MDX_Runtime.rar
http://files.cnblogs.com/neoragex2002/mdx_redist_11.rar


And some update log for the Commandos Developing Toolkit:
If you download from the previous link recently. You need not to download it again.

2007.11.02.0
A bug in MultiConverter relating INI file is fixed.

2007.11.01.0
Auto environment variable appending and file convertion from inside PCK is applied to MultiConverter.

2007.10.31.0
Finished MultiConverter, which is made for creating batch files to convert Comm3 mission resources to Comm2.

2007.10.28
SECConverter is renamed to MultiConverter, and its functions are partially moved to SECEditor.

2007.10.13.0
An improvement has been applied to the determination of to-be-deleted Comm3 polygons in MBI program.

2007.10.12.0
A rouding error in the determination of to-be-deleted Comm3 polygons has been removed from the MBI program.

2007.10.11.0
Refreshed something in MBI document and program relating the semi-transparence of the floor in the hall in Berlin mission.
Fixed a bug in MBI's program where textures are wrongly supposed to be 256*256.
The binary package doesn't contain formats documents any more, see http://www.cnblogs.com/Rex/archive/2007/10/03/913427.html
for documents.

2007.09.30
Refactored SECEditor and GraphSystem to get more extensiablity for pickable objects.

2007.09.18.0
SECEditor
With the delayed loading technic, it's possible to use the GDI+ interface without Managed DirectX Runtime.
Added the right mouse button rotation function following "Homeworld".
Adjusted the colors of some kinds of districts.
Added status bar info. Hided the debug info, which can be shown with F1 button.

2007.09.15.0
Refreshed some info about SEC in Comm2_SEC.zh.htm.

2007.09.12.0
Fixed the error relating maximize and minimize the window.
Added the district picking ablity. Added the district attributes editing function.

2007.09.07.0
Fixed some bugs relating the SECEditor controls.
Ensured to run SECEditor with Comm2 main program simultaneously.
Improved the performance of SECEditor.

2007.09.06.0
Added supports for Direct3D graphics interface to SECEditor refering 3D .Sec Viewer by NeoRAGEx2002. And the painting scheme is also used.
Modified some structures in GraphSystem to reduce coupling.
Added cubic display of districts to SECEditor. Improved the keyboard control system.

2007.08.15.2
Found a special data in MA2, and added handling for it.

2007.08.15.1
Fixed a big mistake that ImageConverter is missing. It's because of the failure in conditional compiling and the neglect of checking automatic compiling result.
Modified Comm2_MBI.zh.html following NeoRAGEx2002's opinion.

2007.08.15.0
Fixed a out-of-bound error in the Bmp file reading and writing when the horizontal offset is not zero.
Added *EX.MA2->Gif & Bmp and Y64<->Bmp in ImageConverter.
Notice: *EX.MA2->Gif & Bmp will be changed to *EX.MA2->Gif in future release. It's not realized now because the results of Bmp->Gif in .Net Framework is awful, and that I haven't understood the fast DCT (a good quantization algorithm).
Fixed the SEC problem in fixing it in 2007.07.31.0.

2007.08.14
Fixed a problem in Comm2_Y64->Comm3_Y64.

2007.08.13
Finished the decompression of the sub render data of MA2.
Fixed a bug relating creating new files with Y64Manager.
Fixed many problems with the reading and writing dismatch in ini file entries.

2007.08.04
Modified the graphic algorithm of NDGrapher, and made fps the priority. Some suppositions are added to speed up the graphics.

2007.08.03
Tested and found that in a flame of a typical SEC graph, the world transformation needs 40-60ms, and the clipping, perspective transformation and drawing cost 1000-2000ms.

2007.08.02
Optimized the calculation sequence of the congruence transformations.
Added the MA2 write-to-file functions.

2007.07.31.0
Started the SECEditor project.
Fixed a bug with opening the Comm3\DATA\MISIONES\ST1\ST1_03.SEC.

2007.07.30.0
Enhanced Comm3_MBI->Comm2_MBI, by recovering some normal objects like ladders. But all enterable doors in all walls will show something purple(#FF00FF), which means transparent. Now I can only turn them black.
Logged Offline
E-mail Private Message Reply: 5 - 114
r0ex
June 9, 2008, 6:34am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
Hi guys.
After a long time, we can finally create complete new maps in Commandos 2.


Although only the interior 3D scenes are fully supported currently, we can expect something new.

The toolkit is released at
http://www.cnblogs.com/Rex/archive/2008/05/31/1211298.html

Direct download link

Source Package
http://www.cnblogs.com/Files/Rex/NDGrapherAndCommDevToolkitSrc.rar

Binary Package
http://www.cnblogs.com/Files/Rex/CommDevToolkit.rar


Maybe it's too late as it's nearly 7 years since Commandos 2 released, and 10 years since the original Commandos came out.

Usage:
The example under Bin\Examples\ is the main part. Drag them onto ImageConverter.exe and you'll get a SEC and a MBI.
Obj files in the example can be imported into and exported from the 3DSMAX.
The procedures are stated at Src\Doc\OBJ_ConvertProcedure.zh.htm, which will later be localized to English. But only the images in it will give a lot of information.

Feel free to contact me.
http://www.cnblogs.com/Rex/contact.aspx?id=1
Logged Offline
E-mail Private Message Reply: 6 - 114
GMC.Phantom
June 10, 2008, 4:32pm Report to Moderator
'Sex ist eine Schlacht Liebe ist Krieg' -Rammstein
Administrator Group
Posts: 35
Gender: Male
Posts Per Day: 0.03
Reputation: 100.00%
Time Online: 618 days 17 hours 15 minutes
Location: Right Here
Age: 23
this is great! Nice Work Rex. If you manage to create maps, we can start making new commandos stories. Fans would surely appreciate. Maybe Pyro will release a new version of the Commandos 2 engine so that it can be much more interesting to play..

It is never too late...
Logged Offline
Site E-mail Private Message Reply: 7 - 114
Rayz
July 15, 2008, 6:18am Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
since we have already had c3 missions converted into c2 mission...i think we should update the c2 version number...1.34 is not enough...at present we can play 48 missions in c2..
Logged Offline
E-mail Private Message Reply: 8 - 114
wyel2000
August 16, 2008, 4:48am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes



Logged Offline
E-mail Private Message Reply: 9 - 114
Rayz
August 16, 2008, 5:53am Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
hey...im late...
Logged Offline
E-mail Private Message Reply: 10 - 114
GMC.Phantom
September 23, 2008, 5:26am Report to Moderator
'Sex ist eine Schlacht Liebe ist Krieg' -Rammstein
Administrator Group
Posts: 35
Gender: Male
Posts Per Day: 0.03
Reputation: 100.00%
Time Online: 618 days 17 hours 15 minutes
Location: Right Here
Age: 23
If you could include all the missions in one file, we could start making a new mod with a new name and version, something like Commandos Chronicles, featuring all the missions from C1 to C3. I could fill each level with enemies like I did with DP.
Logged Offline
Site E-mail Private Message Reply: 11 - 114
wyel2000
September 25, 2008, 4:29pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes


moding........
Logged Offline
E-mail Private Message Reply: 12 - 114
GMC.Phantom
September 27, 2008, 11:08pm Report to Moderator
'Sex ist eine Schlacht Liebe ist Krieg' -Rammstein
Administrator Group
Posts: 35
Gender: Male
Posts Per Day: 0.03
Reputation: 100.00%
Time Online: 618 days 17 hours 15 minutes
Location: Right Here
Age: 23
very nice, my compliments :OK!:
Logged Offline
Site E-mail Private Message Reply: 13 - 114
Rayz
September 29, 2008, 7:33am Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
up
Logged Offline
E-mail Private Message Reply: 14 - 114
Sooslik
October 1, 2008, 7:03am Report to Moderator
Private
Posts: 5
Posts Per Day: 0.00
Time Online: 3 hours 35 minutes
Quoted from wyel2000


moding........


interesting... :Clap:
Logged Offline
E-mail Private Message Reply: 15 - 114
AndrewT
December 9, 2008, 5:42pm Report to Moderator
Specialist
Posts: 78
Posts Per Day: 0.17
Time Online: 12 hours 42 minutes
i would like to ask you guys question about bsmb decoder. is this the right tool to extract (textures from) .abi files? (to tell the truths i didn't find any other tools to decrypt stuff). following the instructions wasn't successful while trying to decrypt panzer3.abi.
i saw skin modifications, for example a greenberet, so i guess there must be a way to extract the bmp from .abi files. (opening the original one with abi workshop makes the textures very noisy)
any suggestions would be greatly appreciated

Logged Offline
E-mail Private Message Reply: 16 - 114
wyel2000
December 10, 2008, 3:34am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
me can't open the link......

The tools:
Commandos Developing Toolkit (by rex)
http://www.cnblogs.com/Rex/archive/2007/02/11/647203.html (old ver.)
http://www.cnblogs.com/Rex/archive/2008/05/31/1211298.html (new ver.)

Now supporting:
PCK <-> extracting and creating of Comm2 or Comm3
Y64 <-> Bmp
RLE <-> Gif
GRL <-> Gif
ABI -> Gif
MBI <-> Obj + Mtl + Gif
SEC <- Obj
MA2 -> Gif & Bmp
SEC -> Change districts attributes
*.MIS, *.GSC, *.BAS, *.ANI/2, *.BRI, *.MSB *.DAT *.MAC etc -> decode all the script files

Commandos2&3 abi files view (by neoragex2002)
http://www.cnblogs.com/neoragex2002/archive/2007/08/20/863005.html

Commandos2&3 mbi files view (by neoragex2002)
http://www.cnblogs.com/neoragex2002/archive/2008/11/25/856505.html

Commandos2&3 sec files view (by neoragex2002)
http://www.cnblogs.com/neoragex2002/articles/Commandos_3D_Sec_WIP.html


Commandos2&3 moding tutorials (by wyel2000)
http://bbs.cga.com.cn/BBS_content/65/2007/9/2/939824.asp?tid=939824




Logged Offline
E-mail Private Message Reply: 17 - 114
AndrewT
December 10, 2008, 2:29pm Report to Moderator
Specialist
Posts: 78
Posts Per Day: 0.17
Time Online: 12 hours 42 minutes
hi
wooow, strange to see those planes at paris :)
well, now i have another question. i already had this toolkit, now i know that image converter will be the tool i need, and for .vb files i have to use visual basic. thats where i'm stucked :S i can't get those vb files work. when i run it, it says compile error, invalid outside procedure, which doesn't tell me too much.
as a programming analphabete i would like to request some help again, what should i do to be able to extract a clean image from abi files to skin it (thats the part where i won't have problems with photoshop :) ), then use the modified stuff ingame.
all beginnings are difficult  :'(
Logged Offline
E-mail Private Message Reply: 18 - 114
wyel2000
December 10, 2008, 3:39pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Those planes is me moding.
more to see http://hi.baidu.com/wyel2000/album


Commandos Developing Toolkit----------System Requirement

1.Install Microsoft .Net Framework 2.0(22.4MB).
http://download.microsoft.com/download/5/6/7/567758a3-759e-473e-bf8f-52154438565a/dotnetfx.exe

This framework will not be able to be installed on older operation systems such as Win98 or Win2k, for lack of WindowsInstaller 3.1.

2.Install DirectX October 2006 Redistable(55.6MB)
http://download.microsoft.com/.....x_oct2006_redist.exe
[http://download.microsoft.com/download/d/4/6/d46cc24d-33df-4727-aa89-9512513c67d3/directx_oct2006_redist.exe]

3.OS with DirectX 8.0 or DirectX 9.0


.ABI files moding tool: ABI_Workshop
http://commandoshq.net/Files/2MOC/ABI_Workshop.zip
Logged Offline
E-mail Private Message Reply: 19 - 114
AndrewT
December 10, 2008, 5:38pm Report to Moderator
Specialist
Posts: 78
Posts Per Day: 0.17
Time Online: 12 hours 42 minutes
hi
yeah, i read these in the readme, the pc meets the requirements, i have .net framework 3.0 (2.0 is required), directx 9.0c from september 2007 (october 2006 is required), and windows xp sp2 which of course supports both directx8 and 9.

so the skins look like this with the original abi files extracted right from the package.

noisy like hell, thats why i thought there has to be a way to decrypt/decode/convert them to get a clear texture, free from those little colored stuffs.
imageconverter seemed to be the right choice, but in the source pack there is the developer file with .vb extension, which i can't handle. i opened it with visual basic studio, but when i try to run it, it tells me about compilation errors, and due to lack of programming knowledge i don't know how to solve it.
the binary package, which i hoped i'm gonna find executable versions of the vb files are only object examples.
the pages with the tutorial you linked here don't seem to load in, it takes many many time and end usually with a time out :(
so again: i would like to extract a clean texture from an abi file, edit it, and pack back to abi.
now i feel myself a dumbass, but still don't get it.  :B
so now what? :)
Logged Offline
E-mail Private Message Reply: 20 - 114
wyel2000
December 11, 2008, 2:36am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Logged Offline
E-mail Private Message Reply: 21 - 114
AndrewT
December 11, 2008, 9:47am Report to Moderator
Specialist
Posts: 78
Posts Per Day: 0.17
Time Online: 12 hours 42 minutes
many thanks, mate, that's exactly what i needed!  :o
Logged Offline
E-mail Private Message Reply: 22 - 114
Sgt.Schnitzel
December 13, 2008, 2:48am Report to Moderator
Private
Posts: 16
Posts Per Day: 0.01
Reputation: 0.00%
Time Online: 43 minutes
Are those planes flyable by the player?
Logged Offline
E-mail Private Message Reply: 23 - 114
Rayz
December 18, 2008, 12:51am Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
;D
Logged Offline
E-mail Private Message Reply: 24 - 114
Coagent
December 28, 2008, 6:58am Report to Moderator
Private
Posts: 12
Posts Per Day: 0.03
Time Online: 5 hours 29 minutes
hi can u guys do me a favour... plz help me to add maps of commandos men of courage in commandos 3 (destinition berlin) for death match.....
Logged Offline
E-mail Private Message Reply: 25 - 114
Coagent
December 28, 2008, 10:59am Report to Moderator
Private
Posts: 12
Posts Per Day: 0.03
Time Online: 5 hours 29 minutes
hello i use developers kit and use the tool named (Y64Manager) to change the map of commandos 3 tutorial to commandos 2 tutorial the map was changed and displayed as well but the mission was same and the position of the nazi offices is of the previous tutorial..... i neec help
i want to play death match in commandos 3 but on the maps of commandos 2 plz help me guys............
Logged Offline
E-mail Private Message Reply: 26 - 114
wyel2000
December 28, 2008, 4:06pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Every last mission configuration is:
EXTERIOR *.Y64 + *.SEC + *.MA2
INTERIOR *.SEC + *.MBI
all the enemy and other content by the script files (*.BAS *.MIS *.GSC *.MSB *.STR)
so need moding the script files.

examples: [Playing C3 on C2] Tutorial 1, 2 script files
http://bbs.cga.com.cn/UploadFiles/65/2008-8-15/1134582/2008122906526038920081229065252932.rar

re.

Play death match mode in C2 need waiting all commando fans to perfect..............
Logged Offline
E-mail Private Message Reply: 27 - 114
Coagent
December 28, 2008, 4:16pm Report to Moderator
Private
Posts: 12
Posts Per Day: 0.03
Time Online: 5 hours 29 minutes
thx but how about add maps of commandos 2 in commandos 3 bcoz in commandos 3 we can play death match...
i only want more maps in it.. is it possible?
Logged Offline
E-mail Private Message Reply: 28 - 114
wyel2000
December 28, 2008, 5:08pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
have possible.
but the death match mode need change program.
and the people attribute.

you can see the c3 .mis files (*_MP.MIS)
Logged Offline
E-mail Private Message Reply: 29 - 114
Coagent
December 29, 2008, 8:30am Report to Moderator
Private
Posts: 12
Posts Per Day: 0.03
Time Online: 5 hours 29 minutes
ok thx
all u mean to say i have to done it by my self through creating script in it and stuff like that or useing some language skills to create maps for death match in commandos 3 ...

and u guys working on creating death match in commandos 2 or the commandos  developer...................
Logged Offline
E-mail Private Message Reply: 30 - 114
wyel2000
December 29, 2008, 8:46am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
At least it's not me.
Logged Offline
E-mail Private Message Reply: 31 - 114
two
December 29, 2008, 5:48pm Report to Moderator
Guest User
THANK YOU
Logged
E-mail Reply: 32 - 114
two
December 29, 2008, 6:13pm Report to Moderator
Guest User
I also this programme no to operate help pls !!!!
Logged
E-mail Reply: 33 - 114
wyel2000
December 30, 2008, 1:03am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Quoted from wyel2000


Commandos Developing Toolkit----------System Requirement

1.Install Microsoft .Net Framework 2.0(22.4MB).
http://download.microsoft.com/download/5/6/7/567758a3-759e-473e-bf8f-52154438565a/dotnetfx.exe

This framework will not be able to be installed on older operation systems such as Win98 or Win2k, for lack of WindowsInstaller 3.1.

2.Install DirectX October 2006 Redistable(55.6MB)
http://download.microsoft.com/.....x_oct2006_redist.exe
[http://download.microsoft.com/download/d/4/6/d46cc24d-33df-4727-aa89-9512513c67d3/directx_oct2006_redist.exe]

3.OS with DirectX 8.0 or DirectX 9.0


.ABI files moding tool: ABI_Workshop
http://commandoshq.net/Files/2MOC/ABI_Workshop.zip


Logged Offline
E-mail Private Message Reply: 34 - 114
Rayz
December 31, 2008, 8:15am Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
gta have vacation soon!!!
Logged Offline
E-mail Private Message Reply: 35 - 114
two
December 31, 2008, 1:21pm Report to Moderator
Guest User
thank you ! :) :) :)
Logged
E-mail Reply: 36 - 114
Coagent
January 1, 2009, 9:37am Report to Moderator
Private
Posts: 12
Posts Per Day: 0.03
Time Online: 5 hours 29 minutes
hello guys
i want to know how can i edit in the map of commandos 3... like more buildings, pol, tree, etc.....
is it possible?????
useing this toolkit????????????
Logged Offline
E-mail Private Message Reply: 37 - 114
wyel2000
January 2, 2009, 3:46pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Commandos Developing Toolkit

F.R.C.

Source Package http://files.cnblogs.com/Rex/NDGrapherAndCommDevToolkitSrc.rar
Binary Package http://files.cnblogs.com/Rex/CommDevToolkit.rar

1 General Introduction
The toolkit is mainly used in modification in Comm2 or Comm3.
See "UpdateLog.en.txt" for version and newest changes.

2 File Format List

Supported File Format

Y64Manager         Y64
PCKManager         Comm1_DIR PCK CSF_PAK
SECConverter       SEC
ImageConverter     Comm1_RLE GRL ABI MBI MA2
BsmbDecoderShell   BSMB(AN2 ANI BAS BIN BRI DAT GSC MIS MSB)

Public File Format

Text File          Comm1_SCR Comm1_TIL Comm1_TIP Comm1_VOL CFG DAT FAC GMT LIS MAC MAN OGC ROL STR TXT TUT CSF_FLI CSF_PRP
Image File         BMP JPG PNG
Sound File         WAV Comm3_OGC CSF_rws(need Vorbis Codec)
Video File         POP(need Indeo Codec) BIK(need RAD Video Tools)
D3DX Texture File  DDS(Photoshop)

Not Supported

Encoded Text File  CSF_CSSFBS(BDD CFG FBS TXT)
Image File         Comm1_RLC Comm1_WAD ARLC DES
Others             Comm1_FNT Comm1_ZOM FNC FNM PK CSF_FNT

All file formats above refer to files in resource folders or packages.
File formats without a version belong to Comm2 or Comm3, or for all versions, or public formats.
There are some repetition, as there are different formats share the same name. (ex. encoded and not encoded text files)


Logged Offline
E-mail Private Message Reply: 38 - 114
Coagent
January 4, 2009, 5:04am Report to Moderator
Private
Posts: 12
Posts Per Day: 0.03
Time Online: 5 hours 29 minutes
yes i have this toolkit already but i don,t know how to use this..... :(:(:(
i just need little help
like how i add new building, where i find it...
i try to find but most of stuff in chines so i cant read it :(:(
THX............ for ur help
Logged Offline
E-mail Private Message Reply: 39 - 114
r0ex
January 4, 2009, 10:42am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
Sorry. This toolkit is not fully documented, as it is mainly focused on the file formats.
Adding new buildings requires modifications in many places.
You need to modify:
(1) textures in Y64 files (for exterior scenes) or MBI files (for interior scenes).
(2) depth info in MA2 files (for exterior scenes, not realized now) or graphical models in MBI files (for interior scenes).
(3) physical models in SEC files.
(4) MIS/BAS scripts.

For (1)(2)(3), you can use ImageConverter.exe.
For (4), any text editor, or if it's compiled, use BsmbDecoderShell to decompile. For this part, I think there must be some tutorials out there.

Now, only the interior scenes can be fully moded.
MBI files tranlate to Obj + Mtl + Gif files. And they can be handled by 3DSMAX, or some other 3D tools.
Follow the instructions in Src\Doc\OBJ_ConvertProcedure.en.htm.
Logged Offline
E-mail Private Message Reply: 40 - 114
Coagent
January 4, 2009, 4:17pm Report to Moderator
Private
Posts: 12
Posts Per Day: 0.03
Time Online: 5 hours 29 minutes
thx brother!!
i will try to edit in map surly....
Thx again....
Logged Offline
E-mail Private Message Reply: 41 - 114
two
January 17, 2009, 4:01pm Report to Moderator
Guest User
Commandos Dev Toolkit Problem Help Please!!!
http://img407.imageshack.us/my.php?image=commdevtoolkiterrorprobtf4.png
??????
Logged
E-mail Reply: 42 - 114
AndrewT
January 17, 2009, 6:18pm Report to Moderator
Specialist
Posts: 78
Posts Per Day: 0.17
Time Online: 12 hours 42 minutes
well, i really would like to help, but i don't understand too much of the text. is this turkish windows?
Logged Offline
E-mail Private Message Reply: 43 - 114
two
January 17, 2009, 6:54pm Report to Moderator
Guest User
Yes I'm Windows Turkish
error that : Application building straight not...
So writer...
Logged
E-mail Reply: 44 - 114
wyel2000
January 18, 2009, 6:55am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Quoted from wyel2000
Commandos Developing Toolkit----------System Requirement

1.Install Microsoft .Net Framework 2.0(22.4MB).
http://download.microsoft.com/download/5/6/7/567758a3-759e-473e-bf8f-52154438565a/dotnetfx.exe

This framework will not be able to be installed on older operation systems such as Win98 or Win2k, for lack of WindowsInstaller 3.1.

2.Install DirectX October 2006 Redistable(55.6MB)
http://download.microsoft.com/.....x_oct2006_redist.exe
[http://download.microsoft.com/download/d/4/6/d46cc24d-33df-4727-aa89-9512513c67d3/directx_oct2006_redist.exe]

3.OS with DirectX 8.0 or DirectX 9.0
Logged Offline
E-mail Private Message Reply: 45 - 114
two
January 18, 2009, 8:04am Report to Moderator
Guest User
This programs I also anyway loaded :D...
why no openeng lack of understanding :(
Logged
E-mail Reply: 46 - 114
wyel2000
January 18, 2009, 8:08am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
ImageConverter.exe

The software is used to translate Commandos image files.
Now supporting:
Y64 <-> Bmp
RLE <-> Gif
GRL <-> Gif
ABI -> Gif
MBI <-> Obj + Mtl + Gif
SEC <- Obj
MA2 -> Gif & Bmp

Drag the files or directories onto the application file
- Or -
Use console mode like: ImageConverter file1 file2 file3 ...
will run it.
But you can't drag too much at a time, as there is a limit in Windows that may cause some troubles.
Don't change the last two extended filename of exported file or directory (ex. ".rle.gif", ".grl.files").
For GRL files, when you change the name of the files under the directory, reserve the last extended filename(".gif"), and change the corresponding filename in "Description.ini" and scripts which are related to the file.
Notice: The gif files being exported out may have some problem when you draw new colors on it. (It's not the color you want.) It's caused by the palette. You CAN change the palette. What you need is to save the image as gif at last, then it's OK to be re-imported.
Developing...
Logged Offline
E-mail Private Message Reply: 47 - 114
two
January 18, 2009, 8:23am Report to Moderator
Guest User
I image conventer how to operateno to understand...
Logged
E-mail Reply: 48 - 114
AndrewT
January 19, 2009, 10:58am Report to Moderator
Specialist
Posts: 78
Posts Per Day: 0.17
Time Online: 12 hours 42 minutes
to quite honestly say i'm also having difficulties trying to use image converter.



do have microsoft frame network
do have directx9
do have windows xp pro sp2

the results are the same even if i try to use from console or drag'n drop onto the program
Logged Offline
E-mail Private Message Reply: 49 - 114
two
January 19, 2009, 11:01am Report to Moderator
Guest User
:( :( :( :(
I windows xp service pack 1 :(:(:(:(:(
Logged
E-mail Reply: 50 - 114
Rayz
January 19, 2009, 2:42pm Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
contacted rex for help
Logged Offline
E-mail Private Message Reply: 51 - 114
two
January 19, 2009, 2:49pm Report to Moderator
Guest User
I windows no orginal...
Logged
E-mail Reply: 52 - 114
Rayz
January 19, 2009, 3:00pm Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
Quoted from 119
I windows no orginal...


can not understand....??
Logged Offline
E-mail Private Message Reply: 53 - 114
two
January 19, 2009, 3:44pm Report to Moderator
Guest User
I windowns not orginal...
Logged
E-mail Reply: 54 - 114
Rayz
January 19, 2009, 4:22pm Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
Quoted from 119
I windowns not orginal...


still cannot understand...omg my poor english
Logged Offline
E-mail Private Message Reply: 55 - 114
Rayz
January 19, 2009, 4:26pm Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
Logged Offline
E-mail Private Message Reply: 56 - 114
two
January 19, 2009, 4:32pm Report to Moderator
Guest User
OK rayz,... thank you!...
Logged
E-mail Reply: 57 - 114
Rayz
January 19, 2009, 4:37pm Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
it's by ZhouYouCai VIP
Logged Offline
E-mail Private Message Reply: 58 - 114
Rayz
January 19, 2009, 4:38pm Report to Moderator
Private First Class
Posts: 55
Posts Per Day: 0.06
Time Online: 5 hours 52 minutes
Logged Offline
E-mail Private Message Reply: 59 - 114
wyel2000
January 19, 2009, 4:44pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Quoted from 119
I windows no orginal...


.Install Microsoft .Net Framework 2.0(22.4MB).
http://download.microsoft.com/download/5/6/7/567758a3-759e-473e-bf8f-52154438565a/dotnetfx.exe
Can use the ImageConverter.exe

----------------------------------------------------
your OS can is ghost ver. or other. no problem
Logged Offline
E-mail Private Message Reply: 60 - 114
r0ex
January 21, 2009, 1:53pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
2009.01.20.0
Document HowToBuildANewMap.en.txt translated.
Logged Offline
E-mail Private Message Reply: 61 - 114
Faiomehdi
January 31, 2009, 1:51pm Report to Moderator
Private
Posts: 17
Posts Per Day: 0.04
Time Online: 8 hours 24 minutes
how to open the fonts files in PCK archives with the extension FNC and FNM and I'd like to know how to compil the modified images into Grl file
Logged Offline
E-mail Private Message Reply: 62 - 114
Incor
February 11, 2009, 11:54am Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Hello, I am a new one and my english is very bad... sorry))
Any body know how to rechange .ma2 file, or can we modify (create) it in Photoshop in layers mode?
r0ex can do that?
Logged Offline
E-mail Private Message Reply: 63 - 114
r0ex
February 11, 2009, 4:06pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
@Faiomehdi
I have not studied FNC and FNM, thus have little knowledge on them.
For GRL files, just drag the exported directory "xxxx.grl.files" onto ImageConverter and it will import modified images back into the original GRL files.

@Incor
It's hard to create a new ma2 file.
A format specification for ma2 in Chinese exists.
But now there is only the ImageConverter to export some masked images out from ma2 files.
Additional designing and programming are needed to finally make ma2 file convertible.
Logged Offline
E-mail Private Message Reply: 64 - 114
Incor
February 11, 2009, 4:16pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
To R0ex: How many polygons we can place in one interior?
Or can we  create hi-detailed place and replace it to commandos 2 or 3
Logged Offline
E-mail Private Message Reply: 65 - 114
Incor
February 11, 2009, 4:25pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
to r0ex: Can you mobilize all yours commandos dev toolkit in one big and easy program?
And how to create sec files for ready 3d location?
Logged Offline
E-mail Private Message Reply: 66 - 114
r0ex
February 11, 2009, 5:04pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
@Incor

5. The MBI format restricts the number of vertices and textures.
   Maximum number of vertices is 32768;
   Maximum number of textures is 256.

See HowToBuildANewMap.en.txt and OBJ_ConvertProcedure.en.htm provided with my toolkit for details on dealing with SECs.

I have little time to further develop the kit now. It costs too much time to build an integrated GUI program.
Logged Offline
E-mail Private Message Reply: 67 - 114
Incor
February 12, 2009, 9:44am Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
r0ex: How to create ABI file + integrate animations for tham?
Logged Offline
E-mail Private Message Reply: 68 - 114
r0ex
February 12, 2009, 10:58am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
The ABI workshop in the previous posts may help you deal with some of the ABIs.
My toolkit has included a image export functionality for ABI, but the ABI is still something that remains a document.
Logged Offline
E-mail Private Message Reply: 69 - 114
Incor
February 12, 2009, 12:21pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
r0ex: I mean to create new 3d model like tiger, sdk... (included texture) and part of it with animations...
Logged Offline
E-mail Private Message Reply: 70 - 114
r0ex
February 13, 2009, 4:24pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
I understand. A new 3d object like tiger need to be converted into ABI.
A ABI file contains one or more animations for 3d objects.
A specification exist (which needs a little adjusting for about 5 version of ABI formats).
No converter available.
Logged Offline
E-mail Private Message Reply: 71 - 114
Incor
February 14, 2009, 11:12am Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Have you see this file before?
PS_CZE26_01.ANM
{

*ABIPATH  "C:\Comm2\Data\Anims\ABI\ps_cze26_02.abi"     

*MODELO  {
     *ESQUELETO  {
          *JOINT  {
               *PIVOTE  0.000000     0.000000     0.000000     
               *ROTACION  0.000000     0.000000     0.000000     1.000000     
               }
          *JOINT  {
               *NOMBRE  "pi_czm17_00"     
               *PIVOTE  0.000000     0.000000     0.000000     
               *ROTACION  0.000000     0.000000     0.000000     1.000000     
               *PIVOTE_BASE  0.000000     0.000000     0.000000     
               *ROTACION_BASE  0.000000     -0.700000     0.000000     -1.000000     0.000000     0.000000     0.000000     0.000000     1.000000     
               *PIVOTE_PADRE  0.000000     0.000000     0.000000     
               *ROTACION_PADRE  1.000000     0.000000     0.000000     0.000000     1.000000     0.000000     0.000000     0.000000     1.000000     
               }
          }
     *GEOMETRIA  {
          *NOMBRE  "ps_cze26_02.max"     
          *VERTICES  {
               *NUMVERT  8     
               *VERTICE  0.541855     -3.759262     236.903687     
               *VERTICE  150.651337     -3.759260     237.435181     
               *VERTICE  150.651337     -3.759255     0.000008     
               *VERTICE  0.000000     -3.759257     0.000000     
               *VERTICE  0.541855     3.759265     236.903687     
               *VERTICE  150.651337     3.759267     237.435181     
               *VERTICE  150.651337     3.759272     0.000008     
               *VERTICE  -0.000008     3.759271     0.000000     
               }
          *POLIGONOS3D  {
               *NUMPOLI  10     
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  6     0.492291     0.999500     
                         *VERTICE  1     0.492291     0.167553     
                         *VERTICE  2     0.492291     0.999500     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  5     0.492291     0.167553     
                         *VERTICE  1     0.492291     0.167553     
                         *VERTICE  6     0.492291     0.999500     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  4     0.995022     0.169416     
                         *VERTICE  3     0.996837     0.999501     
                         *VERTICE  0     0.995022     0.169416     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  7     0.996837     0.999501     
                         *VERTICE  3     0.996837     0.999501     
                         *VERTICE  4     0.995022     0.169416     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  3     0.497515     0.999500     
                         *VERTICE  2     0.000500     0.999500     
                         *VERTICE  0     0.495728     0.169416     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  2     0.000500     0.999500     
                         *VERTICE  1     0.000500     0.167553     
                         *VERTICE  0     0.495728     0.169416     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  4     0.991358     0.169416     
                         *VERTICE  6     0.507962     0.999500     
                         *VERTICE  7     0.993103     0.999501     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  4     0.991358     0.169416     
                         *VERTICE  5     0.507963     0.167553     
                         *VERTICE  6     0.507962     0.999500     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  0     0.995022     0.169416     
                         *VERTICE  1     0.492291     0.167553     
                         *VERTICE  5     0.492291     0.167553     
                         }
                    }
               *POLIGONO3D  {
                    *FLAGS  5     
                    *MATID  0     
                    *NUMVERT  3     
                    *VERTICES  {
                         *VERTICE  4     0.995022     0.169416     
                         *VERTICE  0     0.995022     0.169416     
                         *VERTICE  5     0.492291     0.167553     
                         }
                    }
               }
          *JOINTLINKS  {
               *JLINK  "pi_czm17_00"     0     8     
               }
          }
     }

*MATERIALES  {
     *MATERIAL  {
          *NOMBRE  "k_pts_c4.bmp"     
          *BITMAP  "E:\ZZZ TEMPORAL EDU\CZ(puertasGpatiointerioramedias)\CZE26\k_pts_c4.bmp"     
          *EXTERNAL  0     
          }
     }

*JOINTANIMS  {
     *JANIM  {
          *NAME  "cze26_02"     
          *JOINTNAME  "pi_czm17_00"     
          *KEYS  {
               *TIMEDKEY  {
                    *TIME  0.000000     
                    *JOINTKEY  {
                         *FLAGS  3     
                         *ROTACION  0.000000     0.000000     0.000000     1.000000     
                         *TRASLACION  0.000000     0.000000     0.000000     
                         *ANCLAJE  0.000000     0.000000     0.000000     
                         }
                    }
               }
          }
     }

*LISTSECS  {
     *SEC  {
          *NOMBRE  "cze26_02"     
          *BANDERAS  0     
          *PROXIMA  ""     
          *ANTERIOR  ""     
          *JANIM  "cze26_02"     "pi_czm17_00"     
          *AVANCE  0.000000     0.000000     0.000000     
          }
     }
}
maybe its will help you?
Logged Offline
E-mail Private Message Reply: 72 - 114
wyel2000
February 14, 2009, 7:23pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
The .ANM files is debug version file. not action/
Logged Offline
E-mail Private Message Reply: 73 - 114
Incor
February 15, 2009, 2:31pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Yes, but it can be like this .ini file, that includes all data about file// for example an2 or y64...
We must work with each of 5 versions of ABI file...
... But I dont know what is that versions like...
Logged Offline
E-mail Private Message Reply: 74 - 114
r0ex
February 16, 2009, 4:47am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
I plan to translate all the existing documents in my project into English.
Logged Offline
E-mail Private Message Reply: 75 - 114
Incor
February 16, 2009, 8:25am Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
It's would be great!!!))
Logged Offline
E-mail Private Message Reply: 76 - 114
Incor
February 16, 2009, 12:42pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
to r0ex: How to help you with yours dev toolkit? And can you teach me to create the program like yours?
Have you wrote the mail to pyro studios?... Sorry for my errors... my english is very bad)))
Logged Offline
E-mail Private Message Reply: 77 - 114
Incor
February 16, 2009, 12:50pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
r0ex: can you show me a structure of ABI file or algoritm of opening ABI file?  
Logged Offline
E-mail Private Message Reply: 78 - 114
r0ex
February 17, 2009, 2:22am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
@Incor

"How to help you with yours dev toolkit?"
My toolkit is built with VB.Net with a BSD license, you can download the sourcecode from my blog.
Once you can modify my codes and add something new, you can contact me and send me the patch. Then I may consider to host the project on a website like Google Codes.

"And can you teach me to create the program like yours?"
My toolkit is built with VB.Net, so you need to be able to use at least one of the .Net languages.
I'll send you my email address.
If you have any problem of all this, please contact me.

"Have you wrote the mail to pyro studios?"
No. Neither do I think it's appropriate. Further more, it seems Pyro is focusing on something else.

"can you show me a structure of ABI file or algoritm of opening ABI file?"
The structure of ABI file is specified in "Src\Doc\Comm2_ABI.zh.htm" in my toolkit source package. It's in Chinese and is what I'm translating.
Its code is at "Src\FileSystem\Comm2\ABI.vb", which need further work.
Logged Offline
E-mail Private Message Reply: 79 - 114
Incor
February 18, 2009, 8:18pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Thanks a lot for your help!!!))) I'll try to do my best in developing new things in old but greatest game ever created!))))
Lets create one project which will consist of our all ideas and yours (r0ex) research and work... The Destination Paris project
was good incitement to create something own and new. What do you think?
Logged Offline
E-mail Private Message Reply: 80 - 114
two
June 7, 2009, 1:25pm Report to Moderator
Guest User
HOW CAN I RUN THE COMMANDOS DEV TOOL KÄ°T ?
I CAN'T RUN COMMANDOS DEV TOOL KÄ°T...
Logged
E-mail Reply: 81 - 114
wyel2000
June 8, 2009, 6:44am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Quoted from wyel2000

Commandos Developing Toolkit----------System Requirement

1.Install Microsoft .Net Framework 2.0(22.4MB).
http://download.microsoft.com/download/5/6/7/567758a3-759e-473e-bf8f-52154438565a/dotnetfx.exe

This framework will not be able to be installed on older operation systems such as Win98 or Win2k, for lack of WindowsInstaller 3.1.

2.Install DirectX October 2006 Redistable(55.6MB)
http://download.microsoft.com/.....x_oct2006_redist.exe
[http://download.microsoft.com/download/d/4/6/d46cc24d-33df-4727-aa89-9512513c67d3/directx_oct2006_redist.exe]

3.OS with DirectX 8.0 or DirectX 9.0

Logged Offline
E-mail Private Message Reply: 82 - 114
Incor
August 11, 2009, 1:17pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Boys help: In any way can not activate the ax of co-ordinates Z (to lift some picture up (2D))!!!!
[
                .TOKEN *
                .POS
                [
                    .XYZ
                    (
                        -133.57 -305.0 290.0
                    )
                    .ESC EXTERIOR
               ]
                
                .BANDO NEUTRAL
                .ANIMADOR
                (
                    Animador2d
                    [
                        .VOL
                        (
                            Cilindro
                            [
                                .RADIO 10.0
                                .ALTURA  290.0
                            ]
                        )
                        .ANI *.an2
                    ]
                )
                .ANGULO 0
                .LISTAS
                (
                    CHOC FLAS EJEC
                )
                
            ]
somewhere I could do it a year ago (before my HDD broke). Can not guess now - tried almost everything!! Remember that I script one line and everything work. Will expect reviews!!!!
Logged Offline
E-mail Private Message Reply: 83 - 114
wyel2000
August 12, 2009, 1:36am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Quoted from Incor
Boys help: In any way can not activate the ax of co-ordinates Z (to lift some picture up (2D))!!!!
somewhere I could do it a year ago (before my HDD broke). Can not guess now - tried almost everything!! Remember that I script one line and everything work. Will expect reviews!!!!

you can reference following code:


                .ANIMADOR
                (
                    AnimadorSimple#3D. load *.ani->*.abi
                    [
                        .VOL
                        (
                            Cilindro
                            [
                                .RADIO 20.0
                                .ALTURA 30.0
                            ]
                        )
                        .ANIM CAJAMETALICA.ANI #box
                    ]
                )
   --------------------------------------------------------
                .ANIMADOR
                (
                    Animador2d #2D. load *.an2->*.grl
                    [
                        .VOL
                        (
                            Cilindro
                            [
                                .RADIO 20.0
                                .ALTURA 30.0
                            ]
                        )
                        .ANI TABACO.AN2 #tobacco
                    ]
                )

by the way: all the items is 3d on c3.

Logged Offline
E-mail Private Message Reply: 84 - 114
Incor
August 12, 2009, 12:21pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21


.ANIMADOR
                (
                    Animador2d #2D. load *.an2->*.grl
                    [
                        .VOL
                        (
                            Cilindro
                            [
                                .RADIO 20.0
                                .ALTURA 30.0
                            ]
                        )
                        .ANI TABACO.AN2 #tobacco
                    ]
                )
It's only specifies on visualization of object (3D or 2D object)
I need to activate Z-coordinate!!!!
Logged Offline
E-mail Private Message Reply: 85 - 114
wyel2000
August 13, 2009, 1:54am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
o. i'm sorry. i don't know。:)

but if the Z-coordinate without high.the default coordinate is 0.0
Logged Offline
E-mail Private Message Reply: 86 - 114
Incor
August 13, 2009, 1:45pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21

it is more difficult method, but main is a result...
who will interest - will explain ( probably you guessed how to do it)
Logged Offline
E-mail Private Message Reply: 87 - 114
wyel2000
August 14, 2009, 2:09am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
The grl and .CHUMINADAS is c3 code. but me not test on c2.
or use other code. only replace the .an2->.grl

    Banderaslocomotora.grl
    Banderast.grl
    Banderasvagonacorazado.grl
    Banderasvagondelestado.grl
    Banderasvagondelestado2.grl


[
    .MUNDO
    [
        .CHUMINADAS
        (
            (
                ANIM_2D #c3_oriflamme
                [
                    .CORRIGE_ALTURA 0
                    .XYZ
                    (
                        2250.0 1444.0 178.0
                    )
                    .ESC EXTERIOR
                    .ANG 0
                    .FRAMEINICIAL  5.0
                    .RADIO 91.0
                    .ALTURA 37.0
                    .AN2 Banderaslocomotora.grl
                    .SECUENCIA BASE
                    .DE_TREN  1.0
                ]
            )
            (
                ANIM_SIMPLE #c3_wire
                [
                    .XYZ
                    (
                        -383.0 -78.0 145.0
                    )
                    .ESC EXTERIOR
                    .ABI GANCHOGRUAPT.ABI
                    .SECUENCIA TAMBALEANDOSE
                    .ANG 18.0
                    .RADIO 24.0
                    .ALTURA 228.0
                    .FRAMEINICIAL 0
                    .SOMBRA SINSOMBRA
                ]
            )
            (
                CAIDITA_AGUA #c3_rain water
                [
                    .POS
                    (
                        -221.8 173.6 260.3
                    )
                    .ESC EXTERIOR
                    .DENSIDAD 480.0
                    .DURACION 50.0
                    .COLOR_INICILAL
                    (
                        160.0 140.0 100.0
                    )
                    .COLOR_FINAL
                    (
                        255.0 255.0 255.0
                    )
                ]
            )
            (
                DUCHA #c2_swab down
                [
                    .POS
                    (
                        -101.0 -16.0 75.0
                    )
                    .ESC SBE08
                ]
            )
            (
                ANIM_2D #c2_seaweed
                [
                    .XYZ
                    (
                        182.0 -1168.0 -154.0
                    )
                    .ESC MAR_IS33
                    .ANG 0
                    .FRAMEINICIAL 0
                    .RADIO 11.0
                    .ALTURA 78.0
                    .AN2 ALGAS_B.AN2
                ]
            )
        )
    ]
]

you too the means?
Logged Offline
E-mail Private Message Reply: 88 - 114
Incor
August 15, 2009, 11:20am Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
It' doesn't work! Or I making errors
Logged Offline
E-mail Private Message Reply: 89 - 114
r0ex
August 16, 2009, 4:58am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
2009.08.16.0
The Y64 reading and writing is improved.
The image conversion bug in Y64 is fixed.

2009.08.15
Document BSMB.zh.txt is added.
A new native .Net implementation for BSMB -- DeBsmb is employed to replace BsmbDecoderShell.
Oslo MGrammar file for BSMB -- Src\FileSystem\Comm2\BSMB.m is added.

2009.08.11
FileSystem\Common is removed. Instead, a reference to another project of mine, the "Firefly Localization Framework" is added.
http://www.cnblogs.com/Rex/archive/2008/11/08/1329759.html
The main part involved are Firefly.Core, Firefly.Imaging and Firefly.Packaging. These code derive from the CommDevToolkit project, but now consists a new system, which is hugely upgraded.
This Firefly framework is also BSD licensed.
The removal caused many imports correction in the source code.

NDGrapher, MagicCube, 3DMine are removed. Only the GraphSystem among the NDGrapher subprojects are preserved.
The source package are renamed back to CommDevToolkitSrc.rar.
Y64Manager is obsoleted and will be removed in some future release.

The zlib.net library is used to replace the native zlib library.
Logged Offline
E-mail Private Message Reply: 90 - 114
Incor
August 17, 2009, 1:50pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Good work!!! Finally!!! thank's alot!!!
Logged Offline
E-mail Private Message Reply: 91 - 114
Incor
August 25, 2009, 3:26pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Thanking r0ex we can do such things now...



to due to poly3D a picture take visualization volume
Logged Offline
E-mail Private Message Reply: 92 - 114
wyel2000
August 31, 2009, 2:40am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
Quoted from Incor
to due to poly3D a picture take visualization volume

you can add to ma2? or more message.
thanks.
Logged Offline
E-mail Private Message Reply: 93 - 114
two
August 31, 2009, 7:46am Report to Moderator
Guest User
please help
Logged
E-mail Reply: 94 - 114
Incor
August 31, 2009, 1:36pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Work of such scale is very trouble and hard. It is a not direct action of ma2 format it's only his imitation, that by sight it reminds this format exactly...

If you want to know how to do it - will explain gladly!!!

to r0ex: How to convert .sec {-} .max ... Thanks!!!
Logged Offline
E-mail Private Message Reply: 95 - 114
two
August 31, 2009, 1:46pm Report to Moderator
Guest User
I not open image converter ???
Logged
E-mail Reply: 96 - 114
r0ex
September 1, 2009, 5:27am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
@Incor
SEC -> OBJ -> MAX is not supported now. When we were trying to create new map last year, we get the sec's obj from mbi's obj.
It will be added in some coming version.

@Jackson
I can't see your picture, but I think your problem may be that you have not installed .Net Framework 2.0, or that you do not use ImageConverter by draging files to it.
Logged Offline
E-mail Private Message Reply: 97 - 114
wyel2000
September 1, 2009, 5:40am Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
How to export OBJ from 3DS Max 8.0 for SEC
http://commandoshq.net/cgi-bin/forum/Blah.pl?m-1251783049/s-0/

reference.
Logged Offline
E-mail Private Message Reply: 98 - 114
two
September 1, 2009, 9:39am Report to Moderator
Guest User
I Frame Work 3.1 sp1 :D I not open Image Converter ????

Logged
E-mail Reply: 99 - 114
r0ex
September 1, 2009, 11:07am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
I don't think there is a .Net Framework 3.1
.Net Framework 2.0/3.0/3.5 are OK.
Logged Offline
E-mail Private Message Reply: 100 - 114
two
September 1, 2009, 11:15am Report to Moderator
Guest User
I  tutorial 1 instead target:burma I want to do how will ? - YES MY FRAME WORK 3.5 BUT NOT OPEN IMAGE CONVERTER ???
Logged
E-mail Reply: 101 - 114
two
September 1, 2009, 11:45am Report to Moderator
Guest User
error :

           Image Converter
            F.R.C

          The software is used to translate commandos image files.

          drag the files or directories  onto the application file

         -Or-
      
         use console mode like ImageConverter file1 file2 file 3

         will run it

          see readme.en.txt for more information               -             I ENGLÄ°SH BAD :(((((
          
Logged
E-mail Reply: 102 - 114
r0ex
September 1, 2009, 12:25pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
ImageConverter is not a GUI program, it is a console program.
To use ImageConverter, you should drag a image file (.Y64, .MBI, ...) and drop it onto the ImageConverter.exe.
You push the left mouse button on the image file, move mouse cursor to ImageConverter.exe, and release the button.
Logged Offline
E-mail Private Message Reply: 103 - 114
two
September 1, 2009, 12:32pm Report to Moderator
Guest User
yes I said thanks rex
Logged
E-mail Reply: 104 - 114
two
September 1, 2009, 12:34pm Report to Moderator
Guest User
hehe :):):):) very thanksss
Logged
E-mail Reply: 105 - 114
Pvt.Thomas
September 4, 2009, 8:05am Report to Moderator
Guest User
Tool Pro... THANKS !!! :)
Logged
E-mail Reply: 106 - 114
r0ex
November 1, 2009, 12:51pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
2009.11.01.0
A bug in MBI exportation in Comm2Demo is fixed.
MA2<->Xml is introduced for temporary use.
Logged Offline
E-mail Private Message Reply: 107 - 114
wyel2000
November 1, 2009, 3:10pm Report to Moderator
Master Sergeant
Posts: 321
Posts Per Day: 0.29
Reputation: 100.00%
Time Online: 3 days 3 hours 36 minutes
UP.

me all the moding bases by the tools.
thanks.
Logged Offline
E-mail Private Message Reply: 108 - 114
Incor
November 1, 2009, 4:47pm Report to Moderator
Specialist
Posts: 68
Gender: Male
Posts Per Day: 0.18
Time Online: 2 days 20 hours 27 minutes
Location: Ukraine
Age: 21
Good job! Continue in that way, r0ex!
Logged Offline
E-mail Private Message Reply: 109 - 114
r0ex
November 2, 2009, 8:59am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
2009.11.02.0
Image exported from MA2 are put into seperate files, and are referenced by path in the Xml file.
---
Now MA2 can be edited using text editors and image editors.
It's not very convenient, but at least there is a way.
Logged Offline
E-mail Private Message Reply: 110 - 114
r0ex
February 22, 2010, 5:16pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
2010.02.23.0
gif files in Examples\EX01.MBI.files with the version which is not "GIF89a" that caused troubles on converting are fixed.
SEC->OBJ supports added. Notice that SEC<->OBJ is not a back and forth conversion, as SEC->OBJ which cause the loss of TerrainInfo.

2010.02.22
Codes involving Xml has been updated in Firefly.Core, to make it easier for custom Xml serialization. All <float>s in Xml output are changed to <Single>s. Byte arrays are no longer using base64 encoding. Importing will be affected to some extent.
To solve the problem with old data, please import them with old version toolkit and re-export them with the current version. If it's not possible to import, you may do some find-replace.
Some codes are updated to cope with Firefly.Core's changes.
After the release of .Net Framework 4.0 RTM, I will target to that version instead of 2.0/3.5.
All newly supported formats will get their Xml exporting format.

Source Package http://files.cnblogs.com/Rex/CommDevToolkitSrc.rar
Binary Package http://files.cnblogs.com/Rex/CommDevToolkit.rar
Previous Binary Package http://files.cnblogs.com/Rex/CommDevToolkitOld.rar
Logged Offline
E-mail Private Message Reply: 111 - 114
sniper frank
February 22, 2010, 11:15pm Report to Moderator
Specialist
Posts: 75
Posts Per Day: 0.55
Time Online: 1 days 1 hours 50 minutes
i have a question:
Source Package that is helpful?
Logged Offline
E-mail Private Message Reply: 112 - 114
r0ex
February 23, 2010, 9:14am Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
It may be useful as all the file format documents are included in the Source Package.
The Binary Package only contains executables and the readme.
Logged Offline
E-mail Private Message Reply: 113 - 114
r0ex
February 23, 2010, 12:11pm Report to Moderator
Private First Class
Posts: 38
Posts Per Day: 0.04
Reputation: 100.00%
Time Online: 14 hours 20 minutes
Location: China
2010.02.23.1
XmlConverter added, to convert the commandos formats with Xml.
MA2<->Xml moved to XmlConverter.
The directories exported by XmlConverter are marked with ".xfiles" extension, to avoid ambiguousity with what ImageConverter exports.
SEC<->Xml supports added.
Logged Offline
E-mail Private Message Reply: 114 - 114
8 Pages 1 2 3 4 5 6 7 8 All Recommend Thread
Print

Commandos HQ    Commandos Series    Modding & Mods  ›  Commandos Developing Toolkit



Powered by E-Blah Forum Software 10.3.6 © 2001-2008