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tappan
Joined: 06 Jan 2007 Posts: 1
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Posted: Sat Jan 06, 2007 6:43 pm Post subject: 3di 2 3do |
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I'm looking to see if anyone has made a utility to convert 3di files to 3do.
I'm trying to use some of the other 'unused' objects in DF1... but without a 3do file to accompany them, the df1med does not show an object outline(only a marker).
3do is basically 3di but with the textures stripped out of the file.
I can do it by hand, but it takes a long time.
...and I don't have the programming experience to create a utility of my own.
I would appreciate any info on a utility, and would also like some info on the 3di/3do header.
Thanks for your time,
Jon Norris aka tappan/tapkat |
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Q-dad~TAG

Joined: 07 Nov 2002 Posts: 1314 Location: Jessheim, Norway
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Posted: Mon Jan 08, 2007 12:17 am Post subject: |
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Here's the method I used...:
1. Add a castle item with an unused item number to the items.lst file, in the proper section (buildings), for instance like this...:
begin "castle"
id 103005
type building
graphic castle
end
2. Add the edited items.lst file to the PFF file(s)
3. Make a copy of CASTLE.3DI, save it as CASTLE.3do, and edit it inside a Hex editor like this...:
- Remove the textures and palettes, and change the # of textures value at offset 124 (Dec) to 0...
- Keep LOD 0, remove LOD 1, 2 and 3 if they should exist, and edit the # of LODs value at offset 20 (Dec) to 1... Also set the LOD distance values in the next 4x4 bytes to 0...
- Change the 3di version number at offset 4 (Dec) to 8...
- Add 8 bytes with value = 0 before the # of collision volumes value, now at offset 304 (Dec), so that the end of the LOD header will look like this...:
4601000000000000
5E00000000000000
FC00000000000000
0100000000000000
0000000000000000
0A00000000000000
0000000000000000
1700000000000000
4. Add the CASTLE.3do file to the PFF file(s)...
That should be it, really... works for me.
Get the castle file here...: CASTLE.3do _________________ TXP (Terrain Xpansion Pack) for DF2: txp.df2.org
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