PDA

View Full Version : Game file formats


jiaco
01-18-2010, 09:06 AM
Posted this a while back on TQ.net but it got utterly ignored.

But I really want to know: Will the .arz .arc and .chr file formats be the same for GD as for TQ?

Thanks

yerkyerk
01-18-2010, 11:50 AM
Well, here's an answer I think: http://www.titanquest.net/forums/grim-dawn-suggestions/33404-gog-com-tqit-any-chance.html#post373570
Yes, we will be able to release a binary version of the editor. For legal reasons we've changed the file formats so that it is only compatible with Grim Dawn assets. Due to time constraints, I think we may have to release the editor at some point after the game. I don't know that, that will definitely be the case but right now we're totally focused on completing the game and haven't really considered the logistics of shipping the tools.

jiaco
01-18-2010, 12:15 PM
Thanks yerkyerk, but in fact, due to the word assets, I am not sure how it applies to arz files. I wonder if he meant assets as in the compiled versions of mp3 or tga (etc...) files that go into .arc files or assets as in intellectual property/assets...

medierra
01-18-2010, 01:52 PM
I was indeed talking about the compiled versions of the source files. I'm not sure what we will be doing with the .arz and .arc files yet. I'd have to ask Rhis if he has any plans for those.

Rhis
01-18-2010, 08:09 PM
I expect to make minor changes to the effect of breaking any current titan quest related tools. That includes all formats.

jiaco
01-18-2010, 08:26 PM
Now both of you two are normally quite sarcastic, but Rhis, I just cannot read that as humor, so I assume you are serious.

Are we talking about changing the comma to a pipe or worse?

Rhis
01-18-2010, 08:44 PM
Now both of you two are normally quite sarcastic, but Rhis, I just cannot read that as humor, so I assume you are serious.

Are we talking about changing the comma to a pipe or worse?

Yes, I'm serious. Unfortunately, I can't comment on what type of change it will be. The main point is that we need to prevent TQ editors from editing any of our files as well as preventing TQ from loading them.

zidders
01-18-2010, 09:38 PM
Does this mean that the game isn't going to be moddable in any way? I can understand, should it end up being multiplayer, but part of the love I have for these types of games is the moddability factor, as well as being able to (should something unfortunate happen and the developer stop supporting the game) do things like the TQ fan patch, where people are able to tweak things (I don't mean cheat, I mean make patches or fixes for the community of gamers who enjoy the game and play it many years later).

However, I think I can understand where it might be a legal thing. I'm guessing it has something to do with getting the TQ tools back?

Rhis
01-18-2010, 10:28 PM
It will be as modable as TQ, if not more so due to the improved tools. Grim Dawn has it's own toolset, some of which is based on the TQ engine tools.

What I mean is that you will not be able to mod Grim Dawn with anything you

a) found on your TQ dvd
b) can currently download (for example any 3rd party tools for TQ, such as TextureViewer or ArcExplorer)

ASYLUM101
01-18-2010, 11:04 PM
I am glad to hear that, the modability of TQ was one of my favorite aspects of the game. The tools were easy to use and ...for the most part bugfree(except the strange crashes from PSEdit and the annoying bits of WorldEditor.).

yerkyerk
01-18-2010, 11:24 PM
Well, if the tools are released, I'm hoping for a mesh editor this time around :)

medierra
01-19-2010, 12:35 AM
Well, if the tools are released, I'm hoping for a mesh editor this time around :)

The mesh editor is actually already available, you can find it here.

http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=13571403

yerkyerk
01-19-2010, 12:45 AM
Smart-ass, lol :)
TQ models are stored in some way that we cannot import the meshes back. The exporting works fine though.
I'm not sure what the reasoning behind that was, but will Grim Dawn also have this partially encoded mesh files?

medierra
01-19-2010, 01:06 AM
Smart-ass, lol :)
TQ models are stored in some way that we cannot import the meshes back. The exporting works fine though.
I'm not sure what the reasoning behind that was, but will Grim Dawn also have this partially encoded mesh files?

I think you would need a copy of 3ds max 9 and our exporter. That is something I think we could potentially release with the tools.

ASYLUM101
01-19-2010, 01:32 AM
I think you would need a copy of 3ds max 9 and our exporter. That is something I think we could potentially release with the tools.

Hey, quick questions regarding that. I recently experimented with TQ and importing models, as I noticed the feature for the artmanager to import .max files. I did this after making a very intricate cube with 6 super awesome streamlined faces(i'm sure you're jealous of my modeling skills by now) for a test, but when I went to import them the manager told me that it needed some embedded data or something like that.

Just wondering if it was possible to actually get data into that max file so it would actually import. :)

Rhis
01-19-2010, 01:51 AM
Hey, quick questions regarding that. I recently experimented with TQ and importing models, as I noticed the feature for the artmanager to import .max files. I did this after making a very intricate cube with 6 super awesome streamlined faces(i'm sure you're jealous of my modeling skills by now) for a test, but when I went to import them the manager told me that it needed some embedded data or something like that.

Just wondering if it was possible to actually get data into that max file so it would actually import. :)

We can't provide tech support for anything TQ related.

ASYLUM101
01-19-2010, 02:19 AM
Alright then. I'll just wait for GD for an editor that can. :)

medierra
01-19-2010, 02:47 AM
Yeah, unfortunately that is all in THQ's hands now.