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Topic Subject: AOMEd update - improved paletted DDT creation
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posted 09 January 2005 08:26 AM EDT (US)   
AOMEd 0.6c.-1 (update: AOMEd 0.6c.-0.5). Since it took far, far too long to convert terrain textures, I made that a few hundred times faster and much better quality (thanks to code ripped out of DevIL) - it should now take fractions of a second rather than several minutes. It's quite possible that I broke other things, and I only tested it with terrains (and then only very briefly) - it's likely to be partially a downdate as well as an update, hence the -1 in the version number. It's also a slightly sidewaysdate, since it can extract ROTT WADs and FF7 LGPs too... And there are probably some other differences accumulated in the past year and a half, but I have no idea what they might be.

Anyway, it could be useful if anybody ever wants to edit terrain textures, but otherwise you should probably just ignore it

[This message has been edited by Ykkrosh (edited 01-12-2005 @ 02:10 PM).]

Replies:
posted 09 January 2005 09:00 AM EDT (US)     1 / 31  
Cool! Thanks Ykkrosh ! Submit it here in the DL section too.

Maybe we can even use AoMED for AoE3 since it uses partially the same engine...

posted 09 January 2005 09:31 AM EDT (US)     2 / 31  
Lol, AoMED isn't even 1.0

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posted 09 January 2005 09:44 AM EDT (US)     3 / 31  
I don't quite get it... So does this only convert terrains well and is worse than the last version at everything else? Or is the same as the last but now can convert terrains faster?

Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 09 January 2005 09:58 AM EDT (US)     4 / 31  
Rider, just read the topic again, it's not that hard to understand...
posted 09 January 2005 10:02 AM EDT (US)     5 / 31  

Quote:

Maybe we can even use AoMED for AoE3 since it uses partially the same engine...

I'm fairly certain they won't be using BRGs (since Havok with ragdolls need skeletal models) (although I suppose they might not have changed much for static objects (except perhaps for low-poly physics meshes, so the ragdolls wrap themselves nicely around tree trunks)), and I can't think of any useful formats that AOMEd handles other than BAR, XMB and DDT. Fortunately those are all fairly straightforward, and should be easy to update for AoE3. (Or I might get sufficiently interested to do a GeniEd-style rewriting to make the code greatly nicer and faster: the BAR Builder is already fine; a BAR Extracter would be quite trivial; I've already got a variation of XMB reading/writing code in C++ for 0 A.D. which should be easy to adapt (and much faster than Perl); and there are plenty of image libraries that can handle DDT compression/filtering better than AOMEd does. So almost all the work has already been done, and AOMEd itself is a outdated piece of junk )

Quote:

the same as the last but now can convert terrains faster?

That's what it should be, at least in theory. I just haven't tested it with non-terrain paletted image formats (of which there are 12, 15 and 16 bit variations), and other changes may have crept in that I've failed to notice.
posted 09 January 2005 12:19 PM EDT (US)     6 / 31  
*hugs Ykkrosh*

Thanks dude!


posted 09 January 2005 01:43 PM EDT (US)     7 / 31  
This is awsome...As slow as my machine is anyways, before when converting terraigns it took for ever...Not any more...This trully is going to be a great year..

Thanks Ykkrosh.

Gonna go test it out on UI textures, specially god icons whome seem to always give me trouble.


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posted 09 January 2005 03:38 PM EDT (US)     8 / 31  
Very well done!

I may be going to hell, but that doesnt mean I cant enjoy sending others there first.
posted 09 January 2005 06:43 PM EDT (US)     9 / 31  
Gooddii Long time i been waiting for diz woot woot

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posted 09 January 2005 07:56 PM EDT (US)     10 / 31  
Yes! My plans for world domination proceed, and this one seemingly insignificant piece of code will serve only to bolster my efforts in the terrainal conquering of this puny reality! MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHAHAHAHAHAHAHAHAHAHAHAH!!!!!!!!!!!!!!!!!!

Or, just allow my Lava textures to be streamlined in production. Whichever comes first. Awesome man, thanks alot...muahahahahahahahahahaha...

EDIT: Well, looks like it won't be doing any of that soon. It converted my new lava textures (18 of them) all without any red or green values; instead of orange and red, they are now bright blue... Pretty, but not exactly "burn for eternity" quality. Too bad. However, one would assume it may be easy to fix.


Practice safe foruming by not posting tired.
On my todo list of mods (meaning stuff I really want to do but can't get around to yet):

Editor Modpack of some sort
Project Excelsior
Always keep in mind, all my posts are a stream of consciousness, so don't take anything I say too literally.

[This message has been edited by Lord Zorinthrox (edited 01-09-2005 @ 10:38 PM).]

posted 10 January 2005 02:32 AM EDT (US)     11 / 31  
That's great! And I'm glad to know you'll be moving on to AoE3.

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posted 10 January 2005 06:03 AM EDT (US)     12 / 31  

Quote:

UI textures, specially god icons

Those are probably the most likely to have broken, being paletted but never tested. The next time I make a file-converting program, I'll make sure I set up an automated testing system...

Quote:

MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHAHAHAHAHAHAHAHAHAHAHAH!!!!!!!!!!!!!!!!!!

It is my pleasure to be of assistance.

Quote:

It converted my new lava textures (18 of them) all without any red or green values

Er... that's not quite what I wanted to happen. But since I'm too lazy to investigate in much detail and find something which breaks like that, would it be possible for you to send me one of your offending textures (and what settings it should be converted with)?
(It's probably just a problem in one of the supposedly-trivial palette conversion functions, except I don't know which, and may ES suffer for eternity a slight reduction of my happiness for using so many darned palettes.)
posted 10 January 2005 09:48 AM EDT (US)     13 / 31  

Quote:

I'm fairly certain they won't be using BRGs (since Havok with ragdolls need skeletal models)


Hm... They used AoM objects in the AoE3 screenshots, I've at least recognised two of them. Don't you think they'll still use (maybe somehow more complicated) *.brg? Or maybe only human models will use skeletal models?
posted 10 January 2005 10:07 AM EDT (US)     14 / 31  
With cannonballs "possibly uprooting trees" and buildings that "destruct dynamically as they're fired upon" (from the PC GAMER article), it seems like AoM's BRG format (which just stores a mass of polygons for the whole model, plus vertex positions for each frame) won't be sufficient for efficient collision detection or for collapsing. And it's apparently "a brand-new graphics engine", so they wouldn't have any reason to retain support for old file formats. As for reusing AoM models, they could easily have exported the original models from 3ds max (?) with a new exporter.
Their new model format might still be called BRG, and might sometimes still store vertex/face data similarly to AoM's BRGs (since there's not much more than one way anybody could possibly store that data), but I think it's unlikely that it'll have any more resemblance than that.

But I could, of course, be completely wrong - I don't know any more than anybody else

posted 12 January 2005 02:11 PM EDT (US)     15 / 31  
Version 0.6c.-0.5 now available, which might no longer make red textures blue and blue textures red.
posted 12 January 2005 03:03 PM EDT (US)     16 / 31  
Good good .
posted 12 January 2005 03:19 PM EDT (US)     17 / 31  
Thank you, you modding god you......you.

Practice safe foruming by not posting tired.
On my todo list of mods (meaning stuff I really want to do but can't get around to yet):

Editor Modpack of some sort
Project Excelsior
Always keep in mind, all my posts are a stream of consciousness, so don't take anything I say too literally.
posted 12 January 2005 08:04 PM EDT (US)     18 / 31  
Methinks Ykkrosh is the god father of the AoM community. Lets just hold thumbs for ES making a model format we can use.

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posted 12 January 2005 10:51 PM EDT (US)     19 / 31  

Quote:

Those are probably the most likely to have broken, being paletted but never tested. The next time I make a file-converting program, I'll make sure I set up an automated testing system...

Well the next time you ever make another conversionprogram and need a bta tester just let me know.

I havnt had a chance to test the god icons conversions yet but hopefully by this week end I will have more time.

Quote:

Methinks Ykkrosh is the god father of the AoM community. Lets just hold thumbs for ES making a model format we can use.

Amen to that,


£¿ïþß첩û £¤® ~ ¿ïØûîÐ £í® §üÐ줧
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Gravity is a myth, the Earth sucks.
posted 15 January 2005 11:26 PM EDT (US)     20 / 31  
It says I need MSVCR71.dll to run it.
posted 18 January 2005 11:01 AM EDT (US)     21 / 31  
Oops. Try this, and unzip it into the same place as aomed.exe. (I ought to have used the right compiler, but I'm too lazy to set it up...)
posted 19 January 2005 06:02 PM EDT (US)     22 / 31  
works now. Thank you sooooooo much. Is awesome!!
posted 12 March 2005 12:49 PM EDT (US)     23 / 31  
Hey Ykkrosh i've sent an email to your ykkrosh[at]zaynar.demon.co.uk inbox.

Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 03 June 2007 01:11 AM EDT (US)     24 / 31  
I am very confused...

"Lets say you want to make a dark green-ish coloured water. First of all find the Age Of Mythology data folder and run it through AOMed (read data file). Now you should get a file called waterbodies.xml. Open that up and you might find a code for a water that looks like this:"

I am very confused

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posted 03 June 2007 11:45 AM EDT (US)     25 / 31  
Terrain textures do take forever to convert! (So does the protox, but I just do all the editing of that in one edit). Thanks!

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