These
are all stock Red Baron
II files acquired
with permission from Dynamix/Sierra.
Do
not republish these particular files without similar permission
from Sierra Online , however
it is completely ok to modify the models and publish derived
.3ds files for non-commercial purposes only. These
files have their original "read only" attribute
, but feel free to change
that to modify in your 3d modeling programs(s)
Also
, be aware that .dts and .dml files are propietary Dynamix/Sierra
game file types , and are free for anyone
to republish for use in Red Baron II or Red Baron 3D , REGARDLESS
OF AUTHORSHIP of the .3ds files they may be compiled from.
MCU.exe & Matilda.exe are also propietary Dynamix/Sierra
programs , and cannot be republished nor used for commerial
purposes without written permission from Sierra Online.
Special thanks to David 'Moritz' Layton and Zen Meister
Icky
Each
.3ds/materials .zip can be downloaded below from the Objects
ID list below. With any aircraft files , be sure to
get the ACMatGen.zip at the bottom
of the page , for the shared
materials needed to build game files (.dts/.dml sets) with
MCU.exe.
Model File Naming Conventions
Red
Baron names all of its shapes according to a numerical identification
system, in a series of eight numbers "########".These
eight numbers tell the program everything there is to know
about the shape. [ tech: each number is a hexidecimal character
0 thru F, representations of 4 bit bytes 0000 thru 1111 binary.
By standard counting, decimal, this = 16 characters 0 thru
15 in hexidecimal = 0 thru F. Each pair of hexidecimal
numbers represent an 8 bit byte of 256 characters 00 thru
FF ]
These eight numbers are grouped in four pairs
######00 The 1st pair
of numbers designate the CLASS
of the object.
######00 The 2nd pair
of numbers designate the TYPE
of the object.
######00
The 3rd pair of numbers designate the DETAIL
of the object.
######00
The 4th pair of numbers designate textures & are always
'00' for object file names
Class
The
object's CLASS tell the program
whether it's and Aircraft(03), Vehicle(06)
an Air Defense object (07), a Ground Force object (08), or
a normal Building (09). All the objects fall into one
of these classes.
For example, all trucks, cars and tanks would be in the Vehicle
Class, so all are named with the numbers "06" at
the beginning of their ID.
Type
Once
we tell the program what Class the object belongs to, we need
to tell it what TYPE of object
within the Class it is. There may be any number of types in
a class.
For example, once we tell the program that something is in
the Vehicle Class, we need to tell it what kind of vehicle
it is. A Gray Boxcar object has the Type number "07",
so the first four numbers in the ID for a Gray Boxcar vehicle
would be, ">0607". A Brown Boxcar object has the
Type number "08" - its ID number would be, "0608".
Detail
Next,
we need to tell the program what DETAIL level of object. As
an object gets closer, it needs to be shown in greater detail.
At the same time, objects far away are represented by a less
detailed shape. This is important for framerate - by cutting
down on the detail of far away objects, there is less for
the computer to draw, leaving it more power to increase the
frames per second (FPS).
All shapes in Red Baron have four (4) Detail Levels. Level
"80" is the "maximum" level - you'd only
see this shape when you get close, and then only when the
"Max Detail" setting is ON in the preferences area
of the game.
Next is the "81" level, or "high" detail
- this shape is displayed when objects are a few hundred yards
away (or more, depending on the shape's size and user preference
settings).
The "medium" detail level or "82" is next
- this detail is shown at greater distances, when you just
need to recognize the object and it's facing/bearing.
Finally, the "83" or "low" detail level
is shown. This shape is little better than a dot, but may
hint at the object's basic outlines and is often displayed
miles away.
Continuing with the example of the boxcars above, a maximum
detail level Gray Boxcar shape would have the ID, "060780".
As it moves away from the user in the game, it would cycle
from "060780" to "060781" to "060782"
to "060783" before becoming a dot on the horizon.
Notice that the first four numbers don't change - it is still
a Gray Boxcar, no matter how far away it is.
So, to complete the saga of the Gray Boxcar, let's show it's
Red Baron numerical IDs :
06078000
- Gray Boxcar, Max detail
06078100 - Gray Boxcar, High detail
06078200 - Gray Boxcar, Med detail
06078300 - Gray Boxcar, Low detail
......and
a Fokker Dr.I :
030a8000
- Fokker Dr.I, Max detail
030a8100 - Fokker Dr.I, High detail
030a8200 - Fokker Dr.I, Med detail
030a8300 - Fokker Dr.I, Low detail
You'll
find over time that you'll be able to know a shape by just
looking at its numbers. You'll begin to communicate with other
shape builders by stating its first four numbers. Do not be
alarmed! You are still an artist - you are NOT becoming an
alien or <gasp> a programmer!
Object
IDs blue
entries are downloadable files !:)
Class
03
- Aircraft
06 - Vehicles
07 - Air Defenses
08 - Ground Forces
09 - Structures
Aircraft
Types
Vehicle Types
| ID## |
Name and 3ds file |
All
Vehicle .dts dml sets
Stock
extractions from rb.vol
care of Midnight Mike with
extraction program by Rens
|
| 0600 |
AA
Truck |
| 0601 |
Truck
1 |
| 0602 |
Truck
2 |
| 0603 |
Staff
Car |
| 0604 |
Ambulance |
| 0605 |
Train,
2-end Engine |
| 0606 |
Train,
Normal Engine |
| 0607 |
Train,
Gray Boxcar |
| 0608 |
Train,
Brown Boxcar |
| 0609 |
Train,
Coal Car |
| 060a |
Train,
Passenger Car |
| 060c |
Train,
Flat Car |
| 060d |
Tank,
Large Allied |
| 060e |
Tank,
Large German |
| 060f |
Tank,
Small Allied |
| 0610 |
Tank,
Small German |
Air
Defense Types
0704 - Observation Tower
0706 - Flak Gun, Allied
0707 - Flak Gun, German
Ground Forces Types
0801 - MG Nest, Allied
0802 - Artillery, Allied
0804 - Slit Trench
0805 - MG Nest, German
0806 - Observation Point
0807 - Observation Balloon,
Allied
0808 - Observation Balloon,
German
0809 - Artillery, German
Structure Type *these
,3ds, .dts/.dml sets &.mli files are early
examples and may may not have complete/correctly named .bmp
files or
not always reflect the final version or file name(s) used
to make the stock extracted .dts/dml sets in the right column.
ACMatGen
a bunch of shared .bmp and .pab files necessary
"Build"
aircraft .mcu ,.dts and .dml files with MCU.exe
AC3dsGen
a bunch of *sub-assembly* .3ds files , including some
early
developement examples and other wierd stuff.
ACOldBMPs
some very kEwL old stuff dating back to late 1995 !