September 2, 20251 yr comment_107679 Hello! I'm staff from W3Dhub which is a community based on W3D engine games based on Command And Conquer Renegade. I've recently began writing a program for reading and editing .w3d files directly. I have a function that allows me to run a report on an entire folder of .W3D files. I downloaded the EnB demo from the net7 site but I wanted to make sure there aren't other .w3d files that I may have missed. Thank you! Report
September 2, 20251 yr comment_107681 I will be the first to ask, Why? EnB Emu is not Command And Conquer Renegade. What are you trying to achieve? Report
September 3, 20251 yr comment_107684 and I'll be the second to say once you get everything installed, you'll have all the w3ds, these are deployed local to the game client and are patched if/when we make changes that require it. I will say that C&C ties into assets for this game, but I'm not 100% it's Renegade, It could be Tiberium Sun as well. At any rate, I'd be interested to know more, as we've always been limited for what we could do with graphics as a result of not having original tools or original server source code (all that stuff is self-created and/or reverse engineered to the best of our abilities) Report
September 5, 20251 yr comment_107687 EA recently released the C&C: Renegade source code and it contains references to EnB. EnB is the game released by Westwood immediately prior to C&C: Renegade. Unfortunately the C&C: Renegade source does not contain all of the EnB client code. It would be nice if EA would release all the EnB client and server code since it's even older than other code they've already released. Report
September 5, 20251 yr comment_107696 Something else to be aware of is the .w3d file formatting. Some make the mistake thinking its Web 3D format, which it is not. Its actually Westwood 3D. When they were living, Westwood, like many indie companies back when, made their own format to fit their engines. We did the same thing for our companies games back then as well. You'll have to get/round up the tools to work on/import/edit them. Probably need to find someone who knows 3DS Max script to get the converters working in the newer versions of Max. Report
September 5, 20251 yr comment_107697 Well if you read his initial post, he's staff from W3D Hub, and he's working on writing a modern program to read and write .w3d's, so he's obviously well aware it's Westwood 3D and he doesn't need to find tools, he's making one. Having something that works with Blender would be vastly superior to an aging proprietary tool like 3DS Max. Report
September 5, 20251 yr comment_107698 @caseychaos1212 if there were any other .w3d assets created for this project you should be able to get them by also downloading the Net-7 Installer and running the update, however I'm skeptical that there will be much if anything in the way of 3D assets changed/added, probably limited to 2D .dds files. Report
September 9, 20251 yr comment_107703 Yeah I would agree with that, anything open source supported and free is best if we can get something to edit those of that sort. We were considering trying to do something with the renegade code a little while back but hadn't actually cracked into it yet but we knew EA had released. We wanted to see if we could get it to work to let us update this stuff more natively, anyway. Report
September 14, 20251 yr comment_107712 Code, many people over the years have mistook the w3d format for web 3D, hence my post. BTW, Max or Maya are still THE tools in Commercial games development today, as they have been for decades. We've only used the 2 for 3D object production for a reason. Don't equate free for industry standards. This game's assets were also developed in these tools as well. I managed content development crews for quite a while. If they are planning something new these days, they'd be better off picking one of many available good engines, and rolling forward from there. (I am surprised the Emulator Crew here hasn't done this). However, I'd advise staying away from Unity Engine for many glaring reasons. Even though I like the C# side of it. Report
September 14, 20251 yr comment_107714 4 hours ago, Overtkill said: Code, many people over the years have mistook the w3d format for web 3D, hence my post. I'm sure lots of stupid people have done lots of stupid things, but in this case OP was not one of them, hence my post. 4 hours ago, Overtkill said: BTW, Max or Maya are still THE tools in Commercial games development today, as they have been for decades. Cool, does this project look like a commercial game development to you? Indie projects and mods, especially free ones like this, use free tools for a reason. That reason is money, or the lack thereof. 4 hours ago, Overtkill said: If they are planning something new these days, they'd be better off picking one of many available good engines, and rolling forward from there. (I am surprised the Emulator Crew here hasn't done this). I'm not surprised at all. I'm not sure you understand what the emulator team actually did here? The full client source is not available (and wasn't available in any form when the emulator was developed) and the emulator uses the Westwood/EA demo client. That's where the bulk of the "game engine" stuff is located (graphics, sound). About the only piece of the server that would typically be part of a game engine is the networking code, but since they were only reverse-engineering and implementing one half of that (the server side) and they didn't have any source for the Westwood/EA engine (until recently) they had to create something from scratch that would interoperate with the existing client. So unless by "something new" you mean, "an entirely new game, client and server" I'm not sure why the emulator team would have any use for a game engine. Report
September 15, 20251 yr comment_107715 Code brother, I won't go further into a games development knowledge contest Code. Lets just say I have been at this (games development) for over 30 years (1994), so yes, I do understand completely how this game works, and what amazing work was done here. Keep in mind that games studios recycle workers, so we had a few people from there (Westwood) come and go over the years, and had friends working at Petroglyph Games, a while after. We are only 1 major city away from Vegas (Salt Lake City). Especially after EA got involved. We (our company) had also been sold to another company at that point (bought/sold to _THE_ evil empire where Uncle Bill worked). I was aware and interested in this emulator in its earliest days (2007ish). Popped into TS Back then with David and the older group. I rejoined the game as a player in 2010, around ST2/Hulk Fest. lol Back when, I remember hacking CnC and CnC:Red Alert in the late 90's for games at work. We mainly played the Quake series over the years. And it was a pleasure hosting Q2/Q3 public arenas back then as well. EnB for me, was a much needed chill out from those games and work back then. Funny how you go from making one game, to playing another, then yet another to mellow out from those games. My comment was targeted at the "what's next" phase, and where we go from here. We haven't seen much for last 10 years in the way of game progression. A game/emulator like this could be developed into a newer/upgraded game, in a secondary/parallel manner to this one. Many games have been brought back under a different, close, but not exact title name, and by calling it a "spiritual successor" to the original. Imagine, no more launcher and proxy, gate crashes (improved networking), a contiguous universe not only with the current sectors included, but the vastness of space around them. Warp that is actual warp speed. Many ideas abound with a newer version in a current engine. Design would be critical in maintaining the feel of the newer game, but it could be done. They've certainly had enough talent over the years to make an attempt. There are community created games out there, so it certainly is possible. And I know this all has said before, but the will to carry it out here is another thing. Apathy and such as I have stated before. Its frustrating at times. I'm also doing my best to stay positive here after reciting all that history, so bare with me. Report
September 16, 20251 yr comment_107717 All sounds great, as it is, there aren't enough developers to truly support that kind of effort, whether we wanted to or not. Just as an aside, I only come under this forum category once in a great while; had it not been for the fact that I'd replied here, I probably wouldn't have seen it for a while. Throwing it into a new engine and all that would likely put us within the legal scope of EA until or unless they decide to release the code for this game. Who knows, maybe I'll try writing a letter and see if I get anywhere. I know the last time we tried seriously reaching out, it was rebuffed. As far as content goes, you haven't seen a lot in the last few years, but 10 is a bit of a stretch. That is assuming you are saying what I think you are. There's a patch note with content that got released in '22. For the last several years, we (read: probably mostly me) have had some things going on that rose far above the level of volunteering to advance the game. Early '22, my mom passed, I had to deal with her life and wrap up carrying into '23, and since then, I've been in an ever-present struggle to fix my own health and try to get my house in shape, but that's been hard, especially lately, now that everybody thinks the office is where everyone wants to be. If you were only referring to the technology and the client, then yeah most of that hasn't needed to have changes in quite some time because most of what we're missing is content in terms of 'patches'. Report
September 17, 20251 yr comment_107718 @Kyp sorry to hear about your mom. I've been dealing with this with Dad for the last few months. It's tough. Honestly, I think most of us are just happy we have the game to play. I actually enjoy the fact it doesn't "change" in some regards. I'm turned off by most new games I try to play with the constant "new content" that quickly just gets nerfed. And don't get me started on "pay to play". I take solace in the fact of when I always return to the Emu... it's still "just" EnB. We will welcome new content when and if it comes, and I bet when it does... it brings back a lot of people! Wish I could be helpful, but the world y'all live in of coding is 100% foreign to me. But, I do suspect, when and if you have the time to solicit help, there are probably a couple of qualified folks in our community that would be more than glad to invest their time. Until then, thank you for keeping it running for us to all enjoy. All I can really contribute is feedback and donation dollars... do keep us posted if this need arises. Report
September 18, 20251 yr comment_107720 Every dollar counts to keep the infrastructure going. I spend what spare time I can keeping it all up to date. Content sometimes takes a while to plan out. We do have some of the source materials that were planned for the game, but the best way to describe it, if you've never looked at it, is a ton of disconnected ideas. It is something like a haystack of different periods of time and NPC/faction progressions. I'd like to see that, as we also have some tech things we'd like to improve, but I think programming a whole new client is something that would take time and energy I don't know that the existing staff has. We'd need a lot more hands in the technical department. Report
September 23, 20251 yr comment_107743 Thanks for a reply Kyp. Of course you guys don't have the resources now. My comments regarding new engine development was targeted toward the years past, when there were more developers around. There are still some things that could be fixed, or refined better than its current state. And some nerfs IMO that should be revisited/undone, that have led to a lot of players to sour and leave the game altogether. I'm just not sure that further comment would lead to anything positive, developmentally speaking. So I'll bow out of this topic for now. Report
July 22Jul 22 Author comment_108128 I've come back around to share some of my projects. The tool I was talking about is released and can be found here: https://github.com/caseychaos1212/openw3d-oW3Dedit/releases/tag/v0.6.0-alpha I also have a fork of the OpenSAGE Blender which I've added renegade support for. I think you guys might use the same colision flags in the w3d files we do so that may also be of some use. https://github.com/caseychaos1212/OpenSAGE.BlenderPlugin Anyway from the files I obtained I found these chunk types: === Chunk Type Totals === 0X00000000 W3D_CHUNK_MESH: 54092 0X00000001 W3D_CHUNK_MESH_HEADER: 79 0X00000002 W3D_CHUNK_VERTICES: 54139 0X00000003 W3D_CHUNK_VERTEX_NORMALS: 54105 0X00000004 W3D_CHUNK_SURRENDER_NORMALS: 81 0X00000005 W3D_CHUNK_TEXCOORDS: 173 0X00000009 O_W3D_CHUNK_SURRENDER_TRIANGLES: 32 0X0000000E W3D_CHUNK_VERTEX_INFLUENCES: 2451 0X00000014 O_W3D_CHUNK_MATERIALS2: 32 0X00000015 W3D_CHUNK_MATERIALS3: 103 0X0000001F W3D_CHUNK_MESH_HEADER3: 54060 0X00000020 W3D_CHUNK_TRIANGLES: 54060 0X00000021 W3D_CHUNK_PER_TRI_MATERIALS: 56 0X00000022 W3D_CHUNK_VERTEX_SHADE_INDICES: 53957 0X00000028 W3D_CHUNK_MATERIAL_INFO: 53957 0X00000029 W3D_CHUNK_SHADERS: 53957 0X0000002A W3D_CHUNK_VERTEX_MATERIALS: 53957 0X0000002B W3D_CHUNK_VERTEX_MATERIAL: 80254 0X0000002C W3D_CHUNK_VERTEX_MATERIAL_NAME: 80254 0X0000002D W3D_CHUNK_VERTEX_MATERIAL_INFO: 80254 0X0000002E W3D_CHUNK_VERTEX_MAPPER_ARGSO: 15280 0X0000002F W3D_CHUNK_VERTEX_MAPPER_ARGS1 : 26678 0X00000030 W3D_CHUNK_TEXTURES: 53269 0X00000031 W3D_CHUNK_TEXTURE: 101285 0X00000032 W3D_CHUNK_TEXTURE_NAME: 101285 0X00000033 W3D_CHUNK_TEXTURE_INFO: 13329 0X00000038 W3D_CHUNK_MATERIAL_PASS: 63213 0X00000039 W3D_CHUNK_VERTEX_MATERIAL_IDS: 62261 0X0000003A W3D_CHUNK_SHADER_IDS: 62261 0X0000003B W3D_CHUNK_DCG: 8939 0X00000048 W3D_CHUNK_TEXTURE_STAGE: 94329 0X00000049 W3D_CHUNK_TEXTURE_IDS: 94329 0X0000004A W3D_CHUNK_STAGE_TEXCOORDS: 92789 0X00000058 W3D_CHUNK_DEFORM: 645 0X00000090 W3D_CHUNK_AABTREE: 46323 0X00000091 W3D_CHUNK_AABTREE_HEADER: 46323 0X00000092 W3D_CHUNK_AABTREE_POLYINDICES: 46323 0X00000093 W3D_CHUNK_AABTREE_NODES: 46323 0X00000100 W3D_CHUNK_HIERARCHY: 2426 0X00000101 W3D_CHUNK_HIERARCHY_HEADER: 2426 0X00000102 W3D_CHUNK_PIVOTS: 2426 0X00000103 W3D_CHUNK_PIVOT_FIXUPS: 2426 0X00000200 W3D_CHUNK_ANIMATION: 1417 0X00000201 W3D_CHUNK_ANIMATION_HEADER: 1417 0X00000202 W3D_CHUNK_ANIMATION_CHANNEL: 25237 0X00000203 W3D_CHUNK_BIT_CHANNEL: 2502 0X00000280 W3D_CHUNK_COMPRESSED_ANIMATION: 17 0X00000281 W3D_CHUNK_COMPRESSED_ANIMATION_HEADER: 17 0X00000282 W3D_CHUNK_COMPRESSED_ANIMATION_CHANNEL: 689 0X00000283 W3D_CHUNK_COMPRESSED_BIT_CHANNEL: 109 0X00000300 W3D_CHUNK_HMODEL: 121 0X00000301 W3D_CHUNK_HMODEL_HEADER: 121 0X00000302 W3D_CHUNK_NODE: 651 0X00000305 OBSOLETE_W3D_CHUNK_HMODEL_AUX_DATA: 121 0X00000500 W3D_CHUNK_EMITTER: 862 0X00000501 W3D_CHUNK_EMITTER_HEADER: 862 0X00000502 W3D_CHUNK_EMITTER_USER_DATA: 862 0X00000503 W3D_CHUNK_EMITTER_INFO: 862 0X00000504 W3D_CHUNK_EMITTER_INFOV2: 857 0X00000505 W3D_CHUNK_EMITTER_PROPS: 857 0X00000509 W3D_CHUNK_EMITTER_LINE_PROPERTIES: 469 0X0000050A W3D_CHUNK_EMITTER_ROTATION_KEYFRAMES: 643 0X0000050B W3D_CHUNK_EMITTER_FRAME_KEYFRAMES: 643 0X0000050C W3D_CHUNK_EMITTER_BLUR_TIME_KEYFRAMES: 589 0X0000050D W3D_CHUNK_EMITTER_EXTRA_INFO: 92 0X00000600 W3D_CHUNK_AGGREGATE: 519 0X00000601 W3D_CHUNK_AGGREGATE_HEADER: 519 0X00000602 W3D_CHUNK_AGGREGATE_INFO: 519 0X00000603 W3D_CHUNK_TEXTURE_REPLACER_INFO: 153 0X00000604 W3D_CHUNK_AGGREGATE_CLASS_INFO: 515 0X00000700 W3D_CHUNK_HLOD: 2546 0X00000701 W3D_CHUNk_HLOD_HEADER: 2546 0X00000702 W3D_CHUNK_HLOD_LOD_ARRAY: 11734 0X00000703 W3D_CHUNK_HLOD_SUB_OBJECT_ARRAY_HEADER: 11667 0X00000704 W3D_CHUNK_HLOD_SUB_OBJECT: 67626 0X00000705 W3D_CHUNK_HLOD_AGGREGATE_ARRAY: 46 0X00000706 W3D_CHUNK_HLOD_PROXY_ARRAY: 6 0X00000741 W3D_CHUNK_SPHERE: 6 0X00000742 W3D_CHUNK_RING: 41 0X00000900 W3D_CHUNK_DAZZLE: 5 0X00000901 W3D_CHUNK_DAZZLE_NAME: 5 0X00000902 W3D_CHUNK_DAZZLE_TYPENAME: 5 Many of these are older formats not even seen in renegade. I have documentation on chunk types here: https://openw3ddocs.readthedocs.io/en/latest/file-formats/w3d/index.html The reason I'm doing this is to have the most complete documentation of the file format. Edited July 22Jul 22 by caseychaos1212 Report
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.