Just discovered some cool stuff that cannot be changed.
I had this already in my hard disk, it looked interesting so instead of getting lost I decided to share it with you. I've added further descriptions and ordered everything a little.
This might be useful for knowing what resources are important, what to replace and what is loaded, maybe even a detail you didn't knew about or even further options of modability.
What's disclosed in here?
Everything has been discovered from Warband's engine.
The entries may be repeated.
I had this already in my hard disk, it looked interesting so instead of getting lost I decided to share it with you. I've added further descriptions and ordered everything a little.
This might be useful for knowing what resources are important, what to replace and what is loaded, maybe even a detail you didn't knew about or even further options of modability.
What's disclosed in here?
- All the
Code:
module.ini
- Hardcoded meshes (primary UI), textures, materials, colision, shaders, formats
- All the passed shader variables
- All what you cannot delete from the Module System.
So you can get out everything but this and get a barebones version without any crash, for example - Behind the scenes info (Inner workings of the engine)
- ...
Everything has been discovered from Warband's engine.
The entries may be repeated.
Code:
[b]-->VALID TEXTURE FORMATS[/b]
.dds
.jpg
.tga
[b]-->RECOGNIZED RESOURCE FORMATS[/b]
.trf - Text -> Automatically converted to binary by the engine
.brf - Binary -> faster loading, uncompressed
[b]-->HTTP REQUESTS / GAME FOOTPRINT[/b]
-accepted formats are exacly "image/gif, image/x-xbitmap, image/jpeg, image/pjpeg, application/vnd.ms-excel, application/msword, application/vnd.ms-powerpoint, */*"
-language en-us
-accept both gzip and deflate compression
-user agent is "Mozilla/4.0"
[b]-->FILES TRIED TO LOAD IN MODULE, IN ORDER[/b]
--- this is more a random copy paste than serious ref :/
Sorry for the mess, unfinished ---
/languages/*
/data/
/textures/*
\module.ini
\game_variables.txt
mb.fx -> This and the following one and more than interesting. Works also for the vanilla game without Iron Launcher
mb.fxo -> Compiled per-module effects file, in HLSL, use the uncomplicated one so the game does it on runtime.
main.bmp
language.txt
languages\<lang>\*
languages\<lang>\<files>
Data\item_modifiers.txt
Data\flora_kinds.txt
data\ground_specs.txt
data\skyboxes.txt
Data\mission_types.txt
\module.ini
\main.bmp
[b]--> EXTRA REGISTRY KEYS[/b]
last_module
module_system_folder -> Used by the in-game ****ty script debugger.
[b]--> VIDEO PLAYER COMMAND LINE[/b]
binkplay.exe
paradox.bik /P /I2 /Z /J /U1 /W-1 /H-1 /C /B2 -> 1st vid
taleworlds_intro.bik /P /I2 /Z /J /U1 /W-1 /H-1 /C /B2 -> 2nd v
[b]-->MODULE.INI RECOGNIZED DIRECTIVES[/b]
load_resource
load_mod_resource
load_module_resource
time_multiplier
armor_soak_factor_against_cut
armor_soak_factor_against_pierce
armor_soak_factor_against_blunt
armor_reduction_factor_against_cut
armor_reduction_factor_against_pierce
armor_reduction_factor_against_blunt
missile_damage_speed_power
melee_damage_speed_power
damage_interrupt_attack_treshold
damage_interrupt_attack_threshold
horse_charge_damage_multiplier
couched_lance_damage_multiplier
seeing_range
track_spotting_multiplier
blood_multiplier
skill_leadership_bonus
skill_prisoner_management_bonus
base_companion_limit
player_xp_multiplier
hero_xp_multiplier
regulars_xp_multiplier
hero_wounded_treshold
player_wounded_treshold
map_min_x
map_min_y
map_max_x
map_max_y
map_sea_direction
map_sea_speed_x
map_sea_speed_y
map_river_direction
map_river_speed_x
map_river_speed_y
map_tree_types
map_snow_tree_types
map_steppe_tree_types
map_desert_tree_types
display_wp_one_handed
display_wp_two_handed
display_wp_polearms
display_wp_archery
display_wp_crossbows
display_wp_throwing
display_wp_firearms
module_version -> interesting for savegames
compatible_module_version
scan_module_textures
scan_module_sounds
module_name -> real use apart from in-gmae ref?
num_hints
starting_year
starting_month
starting_day
enable_quick_battles
disable_food_slot
limit_hair_colors
show_faction_color
show_quest_notes
show_party_ids_instead_of_names
main_menu_font_color_red
main_menu_font_color_green
main_menu_font_color_blue
works_with_version_min
works_with_version_max
[b]-->HARDCODED STUFF[/b]
[i]CORE RESOURCES (in order)[/i]
core_shaders -> cannot be unloaded or overridden at all, the last serious limitation :/
core_textures
core_materials
core_ui_meshes
core_pictures
[i]SKELETONS[/i]
skel_horse -> its hardcoded due the terrain alignment code for the horse legs, that dynamically changes the anim on determinated bones. So the horse is always horizontal even in cliffs and stuff
[i]MESHES[/i]
flying_missile
entry_arrow
_mesh_passage
def_trousers
sun
slider_hor
handle_hor
map_legend
scrollbar
scrollbar_handle
medium_button
medium_button_down
progressbar
handle_hor
progressbar_handle
button_drop
button_drop_clicked
button_drop_hl
button_drop_child
button_drop_child_clicked
button_drop_child_hl
party_button
party_button_down
battle_icon -> crossed swords in the strateg. map
map_legend_outline
warrider_logo
mission_window
meeting_window
button5_up
button5_down
button5_hl
message_window
party_button
party_button_down
longer_button_down
longer_button
medium_button_down
medium_button
pic_mercenary -> legacy? still used at all? main menu mesh of the displayed picture
load_window -> bg
debrief_window
options_window
slider_hor
handle_hor
button_drop
button_drop_clicked
button_drop_hl
button_drop_child
button_drop_child_clicked
button_drop_child_hl
medium_button_down
medium_button
meeting_window
ini_pic_mb_warrior_1
ini_pic_mb_warrior_2
ini_pic_mb_warrior_3
ini_pic_mb_warrior_4
progressbar
progressbar_handle -> i hate the red vertex coloring, cannot be changed without retouching core_res
[i]MATERIALS[/i]
matte
background
river -> note the shder inheritances
river_mud
agent_name
[i]TEXTURES[/i]
cursor
[i]SHADERS[/i]
default
[i]SHADER MB.FX/O PASSED VARIABLES[/i]
fFogStart
fFogEnd
fFogStart
fFogEnd
fFogDensity
vFogColor
vPointLightColor
vSkyLightDir
vSkyLightColor
vLightPosDir
vLightDiffuse
vSunDir
vSunColor
shadowmap_texture
matSunViewProj
vSkyLightColor
vSunColor
vAmbientColor
vCameraPos
matView
matViewProj
time_var
diffuse_texture
diffuse_texture_2
normal_texture
specular_texture
env_texture
env_texture
iLightIndices
iLightPointCount
vMaterialColor
vMaterialColor2
diffuse_texture
texture_offset
matWaterWorldViewProj
matWorld
matWorldView
matWorldViewProj
matBoneOriginArray
matWorldArray
matBoneOriginArray
matWorldArray
[i]RESERVED KEYWORD[/i]
none -> it's "none", not none of none :)
[i]COLLISION MESHES [BODY OBJECT][/i]
boshield
bo_mesh_passage
[i]SOUNDS[/i]
snd_click -> You can change the sound itself of all those, this is only the reference name
snd_gong
snd_quest_taken
snd_quest_completed
snd_quest_succeeded
snd_quest_concluded
snd_quest_failed
snd_quest_cancelled
[i]SCRIPTS[/i]
game_start
game_event_party_encounter
game_event_simulate_battle
game_get_item_buy_price_factor
game_get_item_sell_price_factor
game_event_buy_item
game_event_sell_item
game_get_troop_wage
[i]PRESENTATIONS[/i]
prsnt_game_start -> Much more than interesting, using it in SWC
prsnt_game_escape -> Same than the other one.
prsnt_game_credits -> Well known
[i]PARTICLE SYSTEMS[/i]
psys_game_rain
psys_game_snow
psys_game_blood
psys_game_blood_2
psys_game_hoof_dust
psys_game_hoof_dust_snow
psys_game_hoof_dust_mud
psys_game_water_splash_1
[b]-->GAME VARIABLES[/b]
save_b_save_x -> incomplete list, looks like game_variables.txt is showing the full one.
save_b_save_y
save_b_save_x_a
save_b_save_y_a
save_b_save_size_y
save_b_save_button_h
restore_game_panel_down
restore_game_panel
save_b_save_t_s
save_b_save_t_s
save_b_save_t_c
save_b_save_t_h_c
save_t_name_x
save_t_name_y
save_t_info_x
save_t_info_y
save_t_error_x
save_t_error_y
...