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pack art and sound xmb
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valorad committed Oct 18, 2020
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15 changes: 13 additions & 2 deletions deps/readme.md
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# Dependencies
This folder is intended to store the files extracted from the original bar files.
This folder is intended to work directly with the extracted xml(xmb)s from the original bar files.

And this folder is not under git version control.

Use [Resource-Manager](https://github.com/VladTheJunior/Resource-Manager) to extract the xml files from the .bar files, and also use it to pack them back.
Use [Resource-Manager](https://github.com/VladTheJunior/Resource-Manager) to extract the xml files from the .bar files, and also use it to pack them back.

## .bar files needed to extract and later re-pack

Art:
- Art.bar

Data:
- Data.bar

Sound:
- Sound.bar
307 changes: 307 additions & 0 deletions src/art/buildings/WCBjht/WCBjht.xml
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<animfile>
<definebone>bone_flag_civ</definebone>
<definebone>bone_deb-A00</definebone>
<definebone>bone_deb-A01</definebone>
<definebone>bone_deb-A02</definebone>
<definebone>bone_deb-A03</definebone>
<definebone>bone_deb-A04</definebone>
<definebone>bone_deb-A05</definebone>
<definebone>bone_deb-A06</definebone>
<definebone>bone_deb-A07</definebone>
<definebone>bone_deb-A08</definebone>
<definebone>bone_deb-B00</definebone>
<definebone>bone_deb-B01</definebone>
<definebone>bone_deb-B02</definebone>
<definebone>bone_deb-B03</definebone>
<definebone>bone_deb-B04</definebone>
<definebone>bone_deb-B05</definebone>
<definebone>bone_deb-B06</definebone>
<definebone>bone_deb-B07</definebone>
<definebone>bone_deb-B08</definebone>
<definebone>bone_deb-B09</definebone>
<definebone>bone_deb-B10</definebone>
<definebone>bone_deb-C00</definebone>
<definebone>bone_deb-C01</definebone>
<definebone>bone_deb-C02</definebone>
<definebone>bone_deb-C03</definebone>
<definebone>bone_deb-C04</definebone>
<definebone>bone_deb-D00</definebone>
<definebone>bone_deb-D01</definebone>
<definebone>bone_deb-D02</definebone>
<definebone>bone_deb-D03</definebone>
<definebone>bone_deb-D04</definebone>
<definebone>bone_deb-D05</definebone>
<definebone>bone_deb-D06</definebone>
<definebone>bone_deb-D07</definebone>
<definebone>bone_debris_1a</definebone>
<definebone>bone_debris_1b</definebone>
<definebone>bone_debris_1c</definebone>
<definebone>bone_debris_2a</definebone>
<definebone>bone_debris_2b</definebone>
<definebone>bone_debris_2c</definebone>
<definebone>bone_debris_3a</definebone>
<definebone>bone_debris_3b</definebone>
<definebone>bone_debris_3c</definebone>
<definebone>bone_debris_4a</definebone>
<definebone>bone_debris_4b</definebone>
<definebone>bone_debris_4c</definebone>
<definebone>bone_debris_4d</definebone>
<definebone>bone_deb-A09</definebone>
<definebone>bone_debris_5a</definebone>
<definebone>bone_debris_5b</definebone>
<definebone>bone_debris_5c</definebone>
<definebone>bone_debris_5d</definebone>
<submodel>
east_age3
<attachment>
collapse_smoke
<component>
collapse_smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_a.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>collapse_smoke</component>
</anim>
</attachment>
<attachment>
Base Smoke
<component>
Base Smoke
<assetreference type="ParticleSystem">
<file>effects\smoke\collapsesmoke01.particle</file>
</assetreference>
</component>
<anim>
<component>Base Smoke</component>
</anim>
</attachment>
<attachment>
Base Smoke 2
<component>
Base Smoke 2
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_wave.particle</file>
</assetreference>
</component>
<anim>
<component>Base Smoke 2</component>
</anim>
</attachment>
<attachment>
Base Smoke 3
<component>
Base Smoke 3
<assetreference type="ParticleSystem">
<file>effects\smoke\collapse_smoke_wave02.particle</file>
</assetreference>
</component>
<anim>
<component>Base Smoke 3</component>
</anim>
</attachment>
<component>
east_age3
<logic type="LowPoly">
<normal>
<logic type="Destruction">
<p1>
<assetreference type="GrannyModel" shape="toshogu_shrine">
<file>buildings\wonders\toshogu_shrine\toshogu_shrine_damaged</file>
</assetreference>
</p1>
<p99>
<assetreference type="GrannyModel" shape="toshogu_shrine">
<file>buildings\wonders\toshogu_shrine\toshogu_shrine</file>
</assetreference>
</p99>
</logic>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>buildings\wonders\toshogu_shrine\toshogu_shrine_lp</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\wonders\toshogu_shrine\Toshogu_Shrine_ground</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>14.50</width>
<height>14.50</height>
<xoffset>0.00</xoffset>
<zoffset>0.50</zoffset>
</decal>
</component>
<component>
east_age3_death
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>buildings\wonders\toshogu_shrine\toshogu_shrine_death</file>
</assetreference>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>buildings\wonders\toshogu_shrine\toshogu_shrine_death</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\artillery_depot\artillery_depot_ground_age2</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>13.00</width>
<height>7.50</height>
<zoffset>0.50</zoffset>
</decal>
</component>
<anim>
Idle
<component>east_age3</component>
<simskeleton>
<model>buildings\wonders\toshogu_shrine\toshogu_shrine_damaged</model>
<damagetemplate>buildings\wonders\toshogu_shrine\toshogu_shrine.dmg</damagetemplate>
</simskeleton>
</anim>
<anim>
Death
<assetreference type="GrannyAnim">
<file>buildings\wonders\toshogu_shrine\toshogu_shrine_death_anim</file>
</assetreference>
<component>east_age3_death</component>
<attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="Base Smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="Base Smoke 2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="Base Smoke 3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</anim>
</submodel>
<submodel>
sub_construction_stage_02
<attachment>
frame
<component>
india_barracks_Frame
<assetreference type="GrannyModel">
<file>buildings\asian_civs\construction\asi_5x7_frame</file>
</assetreference>
</component>
<anim>
Idle
<component>india_barracks_Frame</component>
</anim>
</attachment>
<component>
construction_stage_02
<assetreference type="GrannyModel">
<file>buildings\asian_civs\construction\asi_5x7_stage2</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\constructions\2x2_construction_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>17.50</width>
<height>9.50</height>
</decal>
<attach a="frame" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>construction_stage_02</component>
</anim>
</submodel>
<submodel>
sub_construction_stage_01
<component>
construction_stage_01
<assetreference type="GrannyModel">
<file>buildings\asian_civs\construction\asi_5x7_stage1</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\constructions\2x2_construction_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>17.50</width>
<height>9.50</height>
</decal>
</component>
<anim>
Idle
<component>construction_stage_01</component>
</anim>
</submodel>
<submodel>
east_age3_con2
<attachment>
con
<component>
scaffolding
<assetreference type="GrannyModel">
<file>buildings\wonders\toshogu_shrine\toshogu_shrine_construction</file>
</assetreference>
</component>
<anim>
Idle
<component>scaffolding</component>
</anim>
</attachment>
<component>
east_age3
<assetreference type="GrannyModel">
<file>buildings\asian_civs\construction\asi_5x7_stage2</file>
</assetreference>
<decal>
<effecttype>bump</effecttype>
<texture>buildings\constructions\2x2_construction_decal</texture>
<selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
<width>12.00</width>
<height>7.00</height>
</decal>
<attach a="con" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</component>
<anim>
Idle
<component>east_age3</component>
</anim>
<anim>
RangedAttackShip
<assetreference type="GrannyAnim">
<file>animation_library\building\ranged_attack</file>
<tag type="Attack">0.45</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="FalconetShoot">0.45</tag>
</assetreference>
<!-->
<simskeleton>
<model>buildings\outpost\outpost_generic_damaged</model>
<damagetemplate>buildings\outpost\outpost_generic.dmg</damagetemplate>
</simskeleton>
<!-->
</anim>
</submodel>
<component>
yppotala
<logic type="BuildingCompletion">
<p0>
<submodelref ref="sub_construction_stage_01"/>
</p0>
<p33>
<submodelref ref="sub_construction_stage_02"/>
</p33>
<p66>
<submodelref ref="east_age3_con2"/>
</p66>
<p100>
<submodelref ref="east_age3"/>
</p100>
</logic>
</component>
</animfile>
2 changes: 2 additions & 0 deletions src/art/readme.md
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# Art
直接重新打包回Art.bar
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