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@ross-g The problem i currently have is that the normal values computed in blender don't match the values in the .mesh file i previously imported
so the shading is quite off cause the tangent and normal maps are incorrect.

Have you accounted for the fact that Blender uses right-handed Z-up space by default, whereas the Clausewitz models will be in left-handed Y-up space?

I don't think getting the file format specs will help you to solve that. As far as I can tell the general format of the .mesh files goes ...
@@b@ (header)
then either of the following ...
! (indicates property data to follow)
[ (indicates object data to follow)

objects just consist of an object name, an object has properties.
properties consist of a property name and array of values.
you can read the data type character (either: i-integer, f-float, s-string) and data length (integer) from the binary.

so you might get
[object[[shape[[[mesh!pf60 followed by a series of sixy float values, indicating that this mesh has property p with 60 float values (ie a mesh with 20 vertices)
 
@ross-g oh well that yould be the problem thanks i didn't take that into consideration
And you're right the file format specs won't help with that :)
So well thanks for the tipp.

I basically would just like the complete specs the make the parser i wrote fit the specs and not only the structure i reconstructed by looking at the binary file.

And btw the first version of my parser was derived from the jorodox source.
 
@Guraan Do you have any news concerning the file format specs?
It exists and i have the document, just need some more time to make sure it can be published (crap like layout, copyright etc)
 
still waiting... i will let you guys know when i know
 
Thank you very much for doing this, I hope you have good luck getting it to work!
No i have no luck... but I will give you this (c attachment), this is the raw draft for the spec you are waiting for so remember that it is still pdx that has copyright, etc to it O;)
 

Attachments

  • Assetfilestructure.pdf
    84,3 KB · Views: 450
this is the raw draft for the spec

Thanks for that! It's confirmed everything I had managed to reverse engineer so far. :)

If you're able to provide a similar spec for the .anim format then it would save me a lot of time. Even just a list of objects, properties and descriptions ... as the actual binary layout looks the same as the .mesh format.
Cheers.
 
Thanks for that! It's confirmed everything I had managed to reverse engineer so far. :)

If you're able to provide a similar spec for the .anim format then it would save me a lot of time. Even just a list of objects, properties and descriptions ... as the actual binary layout looks the same as the .mesh format.
Cheers.
Yeah that is the problem, i am not the one writing these things... and since it is stilll draft i do not know the coverage of it, i just assumed it had anim as well...
Will bother the engine team about this
 
Im trying to export a file with a skeleton, but i can't figure out how exactly to create the matrix. Wich Vectors in what format do i need? What exactly does the Matrix describe? Bone Direction? Joint Positions? Why a Matrix and not just a joint position?
 
You don't need to create the matrix yourself, whatever 3D software you are using will already be storing the bones transform as a matrix. You just need to access it.

The matrix describes the joints transform - that is to say it's a combination of scale, rotation and translation all stored in one data structure. You cannot just store joint position, this is not sufficient as the rotation of a joint is very important for animation.
 
Not going good, atm i have not been able to find anyone that can explain how the bones/skins etc is exported... as far as i know right now it is very much the same as what maya3d stores it
 
Well last friday i had the pleasure to meet @Joror IRL, we discussed it a bit and tbh the best practice right now should be to take inspiration of his exporter/importer O;)
 
I am reasonably far along in writing a Blender addon ... but it's unlikely to be finished this year now as I'm only working on it a few hours a week as a hobby project.

Hoping to get a few modders who already know Blender to test it out before I put it up for general download. If anyone would like to volunteer? :)

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