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Modding Community Part 1
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10-07-2005, 4:34 |
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In my effort to start Modding Black & White 2. I have ran into my share of troubles (Caesar Cipher Encryption on the Shaders, Missing info in the .ter files format, Ect.). But all Modding of a game has to start somewhere and at some stage.
This is my effort to help out the Modding Community and help it get a jump start. I have designed afew tools to make my own life abit easier for when I want to setup a new map / mission. I will release these only if there is a demand for them within the community. (Currenty I do NOT have a Working Map Editor at this time so the only Modding I have been doing is to the existing lands and where objects are placed upon them.)
Part 1 I want to explain the .bwe files found in the '\data\landscape\BW2\' folder.
[CODE]
Directory:
\Black & White 2\Data\landscape\BW2\*.bwe
What Does the File Do:
Creation of Buildings, Villagers, Objects, Towns, Tech Level.
Basic File Layout:
Version(3.100000)
I imagine this is inserted by there World Editor.
SET_LAND_NUMBER(1)
Tells the Engine What Land Number this is (aka level?)
LOAD_LANDSCAPE("data\landscape\bw2\Land1.ter")
Tells the engine what .ter file to load up for this level.
SET_DEFAULT_SOUND_SURFACE(14)
No Idea what this does yet.
START_CAMERA_POS(1041.910645, 128.266327, 883.260254, 1042.020264, 128.023911, 884.224182)
No idea why the engine needs two sets of X, Y, Z Coords.
SET_DAY_LENGTH(10.000000, 10.000000)
I would imagine this controls how many mins it takes to make a whole day in the game.
CREATE_TOWN(0, "884.05,1492.74", "NEUTRAL", "GREEK")
First number seems to be a grouping number. All belongs of one two have the same group number.
Neutral Can be replaced with Any Faction (PLAYER_ONE, PLAYER_TWO, Ect.)
Greek can be replaced with any Race Name (GREEK, JAPANESE, AZTEC, ?)
SET_TOWN_NAME(0, "BW2T_PLACENAMES_AZTECCITY_1")
Grouping Number
BW2T_PLACENAMES_AZTECCITY_1 seems to mean the first name for AZTECCITYs in some file.
SET_TOWN_TECH_LEVEL(0, 0)
Grouping Number
Tech Level (0 through ??)
CREATE_BUILDING(0, "884.05,1492.74", "Greek_ABODE_A", 2844, 1000, 0, 0, 0, 0.010000, 0)
Grouping Number
X & Y Coord for placement
Building Type / Model to use
??
0.010000 = The Status of the building as far as being built ??
CREATE_TREE(0, "820.96,1435.56", "Palm Tree", 0, 0.000000, 1.000000, 1.000000)
Grouping Number
X, Y Coords
Tree Type / Model to use
??
CREATE_FLOCK(0, "1091.13,1368.40", "Rabbit", 15, 0, -1, 0.000000, 1.000000, 122.730003, 0.000000)
Grouping Number
X, Y Coords
Model to use
Number of Creates in the Flock
??
CREATE_MICROCLIMATE("1249.85,1662.60", 2, 190.000000, 20.000000, 190.000000, 5, 16.340942, 20.000000, 0.000000, 24.000000, 0.300000, 0.000000)
X, Y Coords
Weather Type
??
[/CODE]
Anything that is marked as a ?? I have yet to figure out what it does / stands for. The above is just a *small* part of what a .BWE file looks like. The .BWE file handles all the placement of Ore, Rocks, Tree, Buildings, Villiagers, Ect so they can be very large in size if the map is very detailed.
By editing the .BWE files (Do so AT YOUR OWN RISK) you can setup some interesting maps to play around with.
Right now I am working on a Stand Alone Tool that will allow for easy creation of .BWE files via a Graphical User Interface and drop down lists. (If time permits I plan to add a little mini map to the tool that will show the 11 different maps and make finding coords abit easier to do aka point and click to get coord infomation)
My next major task is to figure out the BW2 .Ter File format and see how similar it is to a standard .ter formated terrain file. Depending on the differences and such I might / might not be able to create a Map Editor for the game.
Modding Community Part 2 I plan to cover the walk.xml file and possibly the .pat (Pathing Files).
The biggest Hurrdle I see right now is figureing out how to decompress the everything.stuff file to gain access to the scripts, models, ect. for editing the missions design and such. If anyone has any infomation on the everything.stuff file please post a reply here.
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10-07-2005, 4:41 |
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Re: Modding Community Part 1
Just like good ol' B&W1...
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10-07-2005, 4:42 |
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Re: Modding Community Part 1
Heh 2 days to get this far. Seems kinda slow :P .
Hehe I'm kidding.
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10-07-2005, 4:47 |
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Re: Modding Community Part 1
Two Days :/ I have only had the game for about a day and already I have spent about half the day playing the game. The other half was spent on the creation of 3 different tools for modding and trying to decode there .ter format.
A Sub-forum would be nice to have. Who knows maybe the mods will make us one.
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10-07-2005, 5:38 |
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Re: Modding Community Part 1
 Quoting: ThomasOliver START_CAMERA_POS(1041.910645, 128.266327, 883.260254, 1042.020264, 128.023911, 884.224182) No idea why the engine needs two sets of X, Y, Z Coords.
Tilt, perhaps? X, Y, Z, vertical axis tilt, horizontal axis tilt? That seems unlikely with the numbers being so similar.
Or movement? Start the camera at this set of coordinants, and move it to that set? Then again, that seems a bit strange, because this example would just shift the camera a little.
All in all, it doesn't look radically different from BW1. You're right, though, that everything.stuff file is going to be a *delight* to deal with.
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10-07-2005, 5:50 |
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Re: Modding Community Part 1
 Quoting: DavrosTilt, perhaps? X, Y, Z, vertical axis tilt, horizontal axis tilt? That seems unlikely with the numbers being so similar.
Or movement? Start the camera at this set of coordinants, and move it to that set? Then again, that seems a bit strange, because this example would just shift the camera a little.
All in all, it doesn't look radically different from BW1. You're right, though, that everything.stuff file is going to be a *delight* to deal with.
Actually I think It is a Camera point and then the target point.
Like say this
XXXXXXX
XXCXXXX
XXXXTXX
XXXXXXX
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10-07-2005, 7:33 |
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Re: Modding Community Part 1
Great work
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10-07-2005, 8:34 |
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Re: Modding Community Part 1
i was looking at the C:\Program Files\Lionhead Studios\Black & White 2\Data\Balance files, there all .txt and im shure pritty easy to figure out.
i just have to play with them a little.
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10-07-2005, 8:37 |
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10-07-2005, 8:45 |
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10-07-2005, 8:47 |
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10-07-2005, 9:12 |
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10-07-2005, 9:24 |
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Re: Modding Community Part 1
So...does this mean that I can force my people to be Japanese? I prefer their building and unit/people style than the greeks. I suppose I'd need to start a new game to have them from the start, but once I get my tiger and the patch is released, I'll be doing that anyway.
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10-07-2005, 9:26 |
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10-07-2005, 9:31 |
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Re: Modding Community Part 1
Not sure myself. I only know that once I captured a race's town, I could drag blueprints off their towns and expand as their race, but anything I built from the menu was greek.
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10-07-2005, 10:24 |
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Kalev
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Joined on 03-22-2005
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Junior Member
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old karma : 53
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Re: Modding Community Part 1
Sam is demoing the game in London today. I'll make him make you all a forum next work day (Monday). On Monday we'll also have a better idea of what Mod tools we'll be releasing and when, so I'll let you all know then.
-Kalev
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10-07-2005, 10:31 |
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Re: Modding Community Part 1
 Quoting: KalevSam is demoing the game in London today. I'll make him make you all a forum next work day (Monday). On Monday we'll also have a better idea of what Mod tools we'll be releasing and when, so I'll let you all know then.
-Kalev
very cool.
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10-07-2005, 10:32 |
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10-07-2005, 10:34 |
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10-07-2005, 10:43 |
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10-07-2005, 11:16 |
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Derobrash
Rep Whore
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Reading, UK
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Junior Godlike Member
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Derobrash
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old karma : 1147
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Re: Modding Community Part 1
Oh wait, you're right, he's the one I asked about the mod tools in the first place ![Happy [:)]](/Emoticons/happy.gif)
silly me for forgetting.
kalevtait: Any more mod questions?
derobrash: will I be able to write a plugin for the map editor, or just make a complete map generation tool?
kalevtait: So far, I've just been working on the script language side of the mod development.
kalevtait: I'm meeting with Jonty and Sam on Monday to start figuring out the rest of it.
derobrash: Well if you want any help, you know where to call ![Wink [;)]](/Emoticons/wink.gif)
kalevtait: I'll certainly bring that up as something that we will try and let people do.
Whatever happens, I need the full map file format for what I'm planning, so either they release it, or we work it out.
(I haven't got the game yet, so I can't look at anything, the plain text stuff is 'meh', not interested, but I want the real meat of it, like the heightmap etc)
I have no idea what I am talking about
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10-07-2005, 11:36 |
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Kalev
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Joined on 03-22-2005
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Junior Member
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old karma : 53
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Re: Modding Community Part 1
And for those of you can't wait till we release official tools and need to start editing the .bwe now, now, now, here are some of the blanks filled in:
[code]
START_CAMERA_POS(1041.910645, 128.266327, 883.260254, 1042.020264, 128.023911, 884.224182)
As was suggested, this is both the position and the focus (position first)
SET_DAY_LENGTH(10.000000, 10.000000)
Day Length and Night Length (in minutes I believe)
CREATE_TOWN(0, "884.05,1492.74", "NEUTRAL", "GREEK")
Greek can be replaced with any Race Name (GREEK, JAPANESE, AZTEC, INDIGENOUS, NORSE)
(I'm not actualy sure if indigenous works)
SET_TOWN_TECH_LEVEL(0, 0)
Grouping Number
Tech Level (0 through 2 (I believe))
CREATE_BUILDING(0, "884.05,1492.74", "Greek_ABODE_A", 2844, 1000, 0, 0, 0, 0.010000, 0)
Grouping Number
X & Z Coord for placement <- in the BW2 world, y is up...
Building Type / Model to use
Angle
Scale
Food (not sure if this actually does anything)
Wood (not sure if this actually does anything)
Ore (not sure if this actually does anything)
0.010000 = The Status of the building as far as being built
Level (deprecated, now always 0)
CREATE_TREE(0, "820.96,1435.56", "Palm Tree", 0, 0.000000, 1.000000, 1.000000)
Grouping Number
X & Z Coord for placement <- in the BW2 world, y is up...
Tree Type / Model to use
Whether or not this is a 'scenic' tree.
Angle
Scale
Final Scale (not sure what this does)
CREATE_FLOCK(0, "1091.13,1368.40", "Rabbit", 15, 0, -1, 0.000000, 1.000000, 122.730003, 0.000000)
Grouping Number
X & Z Coord for placement <- in the BW2 world, y is up...
Model to use
Number of Animals in the Flock
Whether or not there is a flock 'leader' (not sure if this does anything now)
Town ID (town's grouping Number)
Angle (not sure if this does anything)
Scale (not sure if this does anything)
Radius
Altitude
CREATE_MICROCLIMATE("1249.85,1662.60", 2, 190.000000, 20.000000, 190.000000, 5, 16.340942, 20.000000, 0.000000, 24.000000, 0.300000, 0.000000)
X & Z Coord for placement <- in the BW2 world, y is up...
Weather Type
X radius
Y radius
Z radius
point count
height
reposition rate
time on
time off
follow
scale variation
[/code]
With that last one, I'm not too sure what most of the values actually do, but I hope the names gives you some help.
I hope that keeps you busy till Monday when I'll have more information for you.
-Kalev
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10-07-2005, 11:43 |
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Re: Modding Community Part 1
I like your work people, +rep.
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10-07-2005, 13:45 |
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Re: Modding Community Part 1
I just wanted to think Kalev for taking the time to post all the missing infomation and helping out by pointing out that I was wrong on the X, Y Coords (Its X & Z cause Y is considered UP in BW2).
*Goes back under his rock to continue working on his BWE Editing Tool (tBWE) and trying to decode the .ter format.
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