The 3D data exporter allows to export all of existing EECH 3D data and textures into set of LWO, LWS and TGA files.
After executables will be extracted into \COHOKUM\3DDATA
directory, run EE_EXP.EXE.
The directory _OBJECTS
(mind the underscore) will be created along with all the 3D data.
Textures will be placed in C:\TEXTURES
directory (where C is the drive where the game is installed). Some textures has several mipmap levels. Each mipmap level is two times (linearly) less than the previous. For example:
| The biggest texture (64×64 pixels). LWO files refer to it. Zeroth mipmap level. |
| The first (after zeroth) mipmap level (32×32 pixels) |
| The second level (16×16) |
| The third (8×8) |
| The fourth (4×4) |
| The smallest one (only 2×2 pixels) |
Windows Explorer is not a good tool for browsing in 10837 textures, 9442 objects and 2761 scenes. Try something different, like Far.
Warning! Extracting takes relatively much time (about 5-10 minutes). Be patient!
Exporter problems
Created objects and scenes are not 100% accurate. About 98% of information is used.
The following problems (unused information) are known:
- Objects:
- All surfaces are exported as two sided
- Scenes:
- Displacement animation
On exporting a log file eeexplog.txt
will be created. That file holds details of these problems.
For details and suggestions please address to developers mail list.
Importing of objects
It is possible to modify existing objects and use them back in Enemy Engaged. It is also possible to import completely new objects (via scenes import, below).
For every object you need to know its name. Every LWO
file created by the exporter starts with a 4 digit hexadecimal number. This number is the unique name of the object. You need to place a file with this name and EEO
extension into \COHOKUM\3DDATA\OBJECTS
directory (note: no underscore). The existing object will be replaced with the provided one. (For complete scenes import, it is lightly different.)
The only thing left is to create EEO
files. You need a LWO EEO converter for this purpose. The depicted converter is a command-line utility. The name of the program file must be LWO2EEO.EXE
. You need to run it as LWO2EEO file_in.LWO file_out.EEO
.
The converter has many limitations. If the converter reports something, it means there is a misunderstanding between the converter and LWO
file. Send a message to the developers mail list with the file attached to help solving converter issues.
Coverter allowance
- import of polygons
- limitations:
- polygons must be either lines or planar
- object must be of one piece: no parts (even if modeler allows it).
- limitations:
- surfaces
limitations:
- all of the polygons for each surface must be either lines or planar
- some surfaces are treated as two-sided (depending on the scene)
- surface attributes (color, alpha, luminosity, reflectivity, specularity)
- texture / luminosity texture support (both vertex mapping and discontinuous vertex mapping)
- textures filtering, mipmapping, U/V wrapping
- limited support of texture and liminosity texture animation (only existing animation is supported)
- extra compatibility with Blender (under testing)
This converter is valid only for EECH v1.10+.
Importing of scenes
It is possible to replace existing scenes and add completely new ones.
To replace the scene it is required to create separate directory inside \COHOKUM\3DDATA\OBJECTS
directory (note: no underscore) and put EES
and, optionally, EEO
files there. EES
file must have the name of the scene. Names of original scenes are available using exporter. Every LWS
file created by the exporter starts with a 4 digit hexadecimal number, and the name of the scene is everything, goes after the first underscore (for example, file 0001_AH64D_APACHE_LONGBOW.LWS
describes scene named AH64D_APACHE_LONGBOW
and file AH64D_APACHE_LONGBOW.EES
should be used to modify this scene).
Scene describes composition of object, thus objects’ file names are found inside. Those files are divided in two parts:
- Original objects
- Those object names are 4 digit hexadecimal number and they exist in the original game
- Those objects may look dissimilar to original objects with those names
- Those objects are expected to be found in
\COHOKUM\3DDATA\OBJECTS
directory, otherwise original objects will be used
- Completely new objects
- Those objects names do not allow to correlate with original object (any valid combination of letters, digits and other characters may be used, for example, normal English words)
- Those objects are expected to be found in the same directory where a new scene resides (it’s a subdirectory of
\COHOKUM\3DDATA\OBJECTS
directory) - Those objects must exist, because no “original” objects may be used instead of them
The only thing left is to create EES
files. You need a LWS EES converter for this purpose. The depicted converter is a command-line utility. The name of the program file must be LWS2EES.EXE
. You need to run it as LWS2EES file_in.LWS file_out.EES
.
The converter has many limitations. If the converter reports something, it means there is a misunderstanding between the converter and LWS
file. Send a message to the developers mail list with the file attached to help solving converter issues.
Converter allowance
- Objects hierarchy
- limitations
- Only one root object supported
- limitations
- LODs
- Collision object
- limitations
- No more then one collision object is allowed
- limitations
- Collision flag for subobjects
- Shadow object
- limitations
- No more then one shadow object is allowed
- Either a real shadow object or shadow approximation is allowed
- limitations
- Keyframe animation
- limitations
- No displacement animation
- limitations
- Named objects
- Cameras with keyframe animation
- Point lights
- Links to other scenes