Hi CK2 modders, this is a crosspost from This EU4 User mod topic, I will keep both first posts of this topic up to date. Most progress reports will probably be in that topic. Will monitor both for questions / feedback.
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I've started preliminary work on a full conversion mod for EU4 last december, and made a tool for myself to assist in that.
It can read a mod (or base game) dir and show info contained in the various files.
Current version: v0.7.0 - 05-05-2015: Chrome App
EU4 just got spacey~
CK2 is in on it too
It is still in a very very early state, and I am adding features primarily as I need them in my own modding process.
But I thought sharing early would be good to get feedback, and maybe could assist some other modders.
In the progress of researching the possibilities for my mod I wanted to see if I could add my own models, and found out that you couldn't in EU4/CK2.
But I really wanted it for my mod, so I did some basic reverse engineering of the '.mesh' and '.anim' file format (pdxmesh).
(note: I have asked and received permission from Paradox to share this tool & specifically this mesh reader and potential converter)
Programmed entirely in javascript (angularjs + lots of javascript components) & html as a chrome app. (why a chrome app? because it is crossplatform & I wanted to experiment with it )
---------------
Get it as a Google chrome browser app:
JoroDox Tools
WARNING ALPHA STATE, please back up your mods/work/saves - as you should do anyhows.
Source files (GitHub):
https://github.com/DaanBroekhof/JoroDox
(feel free to fork/add pull requests)
---------------
Changelog:
v0.7.0 (2015-05-05):
- Export PdxMesh models from EU4/CK2 to Collada format.
- Experimental CSV import of data
- Editing of province data, and multiple at once
v0.6.0 (23-02-2015):
- Map province select, data view (EU4)
- More mod data loading (EU4: countries, localisation)
- Experimental localisation save
- CK2 map-shield model changing (see CK2 example below for special shaders)
v0.5.1 (09-02-2015):
- Support for multiple UV texture mappings (for shaders like PdxMeshTextureAtlas)
v0.5.0 (08-02-2015):
- PDXmesh shader & texture configuration added
- Better import of collada animations
v0.4.0 (05-02-2015):
- Added pdx animation reading & export from collada
- Can select pdx animations from same dir or subdirs
v0.3.1 (02-02-2015):
- Fixed bug in model converter where last triangle in model would have incorrect texture UVs
- Redirect on mesh conversion
- Updated about & version info
v0.3 (31-01-2015):
- Fixed texture mapping for multi-UV-per-vertex models
- Added data cache view & management in 'settings' tab
v0.2 (31-01-2015):
- Basic static Collada-to-pdxmesh converter added
- Pimped model viewer
- Refresh directory button
v0.1 (23-01-2015):
- Browse mod file structure
- Change? I just started!
- Read PDX asset files
- Read pdxmesh file format
- Read assorted image files (also .TGA)
- Load & analyze provinces.bmp, compare with definitions.csv, merge changes with existing definitions.csv
- If you have a 'map/seas.png' file with only your sea provinces, you can auto-generate the 'sea_starts' values in map/default.map
Known issues:
- Slow trees when they contain lots of data
- Some operations may hang if your mod does not contain the files the tool expects (like map files)
--------------
I've started preliminary work on a full conversion mod for EU4 last december, and made a tool for myself to assist in that.
It can read a mod (or base game) dir and show info contained in the various files.
Current version: v0.7.0 - 05-05-2015: Chrome App
- Reads script data files: http://i.imgur.com/OeY2aQ9.png
- View / analyze map data: http://i.imgur.com/T9z6Wo7.png
(zoomable, draggable map a-la google maps) - PdxMesh Model viewer & converter! - Converts Collada models to Paradox model files to be used in CK2/EU4! [Work in Progress]
- Export models from EU4/CK2 for tweaking & animation reuse.
See 2nd post for how-to & examples.
EU4 just got spacey~
It is still in a very very early state, and I am adding features primarily as I need them in my own modding process.
But I thought sharing early would be good to get feedback, and maybe could assist some other modders.
In the progress of researching the possibilities for my mod I wanted to see if I could add my own models, and found out that you couldn't in EU4/CK2.
But I really wanted it for my mod, so I did some basic reverse engineering of the '.mesh' and '.anim' file format (pdxmesh).
(note: I have asked and received permission from Paradox to share this tool & specifically this mesh reader and potential converter)
Programmed entirely in javascript (angularjs + lots of javascript components) & html as a chrome app. (why a chrome app? because it is crossplatform & I wanted to experiment with it )
---------------
Get it as a Google chrome browser app:
JoroDox Tools
WARNING ALPHA STATE, please back up your mods/work/saves - as you should do anyhows.
Source files (GitHub):
https://github.com/DaanBroekhof/JoroDox
(feel free to fork/add pull requests)
---------------
Changelog:
v0.7.0 (2015-05-05):
- Export PdxMesh models from EU4/CK2 to Collada format.
- Experimental CSV import of data
- Editing of province data, and multiple at once
v0.6.0 (23-02-2015):
- Map province select, data view (EU4)
- More mod data loading (EU4: countries, localisation)
- Experimental localisation save
- CK2 map-shield model changing (see CK2 example below for special shaders)
v0.5.1 (09-02-2015):
- Support for multiple UV texture mappings (for shaders like PdxMeshTextureAtlas)
v0.5.0 (08-02-2015):
- PDXmesh shader & texture configuration added
- Better import of collada animations
v0.4.0 (05-02-2015):
- Added pdx animation reading & export from collada
- Can select pdx animations from same dir or subdirs
v0.3.1 (02-02-2015):
- Fixed bug in model converter where last triangle in model would have incorrect texture UVs
- Redirect on mesh conversion
- Updated about & version info
v0.3 (31-01-2015):
- Fixed texture mapping for multi-UV-per-vertex models
- Added data cache view & management in 'settings' tab
v0.2 (31-01-2015):
- Basic static Collada-to-pdxmesh converter added
- Pimped model viewer
- Refresh directory button
v0.1 (23-01-2015):
- Browse mod file structure
- Change? I just started!
- Read PDX asset files
- Read pdxmesh file format
- Read assorted image files (also .TGA)
- Load & analyze provinces.bmp, compare with definitions.csv, merge changes with existing definitions.csv
- If you have a 'map/seas.png' file with only your sea provinces, you can auto-generate the 'sea_starts' values in map/default.map
Known issues:
- Slow trees when they contain lots of data
- Some operations may hang if your mod does not contain the files the tool expects (like map files)
Last edited:
- 4