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wyel2000 |
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r0ex |
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2009.01.20.0 Document HowToBuildANewMap.en.txt translated. |
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Faiomehdi |
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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 |
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Incor |
February 11, 2009, 11:54am |
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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? |
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r0ex |
February 11, 2009, 4:06pm |
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@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. |
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Incor |
February 11, 2009, 4:16pm |
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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 |
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Incor |
February 11, 2009, 4:25pm |
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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? |
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r0ex |
February 11, 2009, 5:04pm |
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@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. |
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Incor |
February 12, 2009, 9:44am |
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r0ex: How to create ABI file + integrate animations for tham? |
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r0ex |
February 12, 2009, 10:58am |
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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. |
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Incor |
February 12, 2009, 12:21pm |
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r0ex: I mean to create new 3d model like tiger, sdk... (included texture) and part of it with animations... |
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r0ex |
February 13, 2009, 4:24pm |
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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. |
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Incor |
February 14, 2009, 11:12am |
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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?
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wyel2000 |
February 14, 2009, 7:23pm |
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The .ANM files is debug version file. not action/ |
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Incor |
February 15, 2009, 2:31pm |
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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... |
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