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New Mission - Converting S Models

Posted: Mon May 07, 2007 10:54 pm
by trainmaster611
So like RAR or ZIP, this is another format you can compress into. I have downloaded some .ace files but have no idea what progr open them. Can you all help me? :P
==========

Ok, new mission. If you look near the bottom of this page, you will see we have solved this .ace dilemma and we now need to figure out how to transfer a model in S extension to a model in MSH extension. We found a link inlolving OBJ files and how they are arranged, see below for more details :)

Those are different .ace files

Posted: Mon May 07, 2007 11:05 pm
by AceMastermind
The .ace files that you are talking about here are compressed image files(textures) specifically for Microsofts Train Simulator created by the MakeAce program. Have a read through THIS web page.

RE: Unzip .ace files

Posted: Mon May 07, 2007 11:06 pm
by t551
The .ace in your train model is not the same as the archival format, train. I already checked :).

RE: Unzip .ace files

Posted: Mon May 07, 2007 11:09 pm
by Caleb1117
So one needs the "MakeAce" program to extract them?

Re: Unzip .ace files

Posted: Mon May 07, 2007 11:33 pm
by AceMastermind
Caleb1117 wrote:So one needs the "MakeAce" program to extract them?
You can use Tgatool2 to view the .ace texture files.

RE: Re: RE: Unzip .ace files

Posted: Tue May 08, 2007 12:57 am
by [RDH]Zerted
For such a search, Wikipedia comparison articles are your guide. A quick count showed 13 programs supporting .ace. Take your pick: http://en.wikipedia.org/wiki/Comparison ... _archivers

RE: Re: RE: Unzip .ace files

Posted: Tue May 08, 2007 9:49 pm
by Caleb1117
Um, it says win-rar supports .ace files, however mine won't open it, I just get: "No Archives Found"
I also tryed win-zip, and 7-zip, same thing. I guess I'm owned. :(
http://caleb1117.JustGotOwned.com
Go ahead and click it, you know you want to, I promise its not totaly retarded.

Re: Unzip .ace files

Posted: Tue May 08, 2007 10:56 pm
by AceMastermind
Caleb1117 wrote:Um, it says win-rar supports .ace files, however mine won't open it, I just get: "No Archives Found"
I also tryed win-zip, and 7-zip, same thing.
I already told you that those particular .ace files that you have are image files and can be viewed with TgaTool2.
The .ace files you are trying to open are not the same as the compressed archive .ace files that those programs are designed to extract data from.
The model you are searching for is contained within either the .s or .sd files.

RE: Re: RE: Re: RE: Unzip .ace files

Posted: Tue May 08, 2007 11:29 pm
by trainmaster611
Lol what a coincidence! :D I just figured that out a few minutes ago and came here to report that and then you give it away! :P

The S files are the model and if I understand what you all are saying, the .ace thing contains compressed skins :)

But is the .ace file the actual skin itself (in compressed format) or is it just another zip format that contains the skins inside? :|

Re: Unzip .ace files

Posted: Wed May 09, 2007 12:44 am
by AceMastermind
trainmaster611 wrote:But is the .ace file the actual skin itself (in compressed format) or is it just another zip format that contains the skins inside? :|
The .ace file doesn't contain anything, it IS the skin, it just has a custom file extension designed for the Train Simulator game engine.

RE: Re: RE: Re: RE: Re: RE: Unzip .ace files

Posted: Wed May 09, 2007 9:12 am
by Caleb1117
Ah, ok I found the s and sd files (I always though file extentions needed to be atleast 3 characters)
Now begins trying to convert the s and sd files into a msh.

RE: Re: RE: Re: RE: Re: RE: Unzip .ace files

Posted: Wed May 09, 2007 6:09 pm
by trainmaster611
Yeah I figured out that the S files were the models because they were siginificantly larger files than the others so I figured they were models :)

The SD files aren't models (check them, they are only 1KB). I believe they might be something like the msh.option files were are familiar with.

I'm going to skip the 611 and use the Mikado file since we don't have to mess with the .ace problem for the skins and the Mikado skins are already in a GIMP friendly format and are in a ZIP file so we just have to convert them to TGA with GIMP :)

http://www.amabilis.com/msts.htm

This is a little thing about Train Sim modeling and something about the S files. Apparently it requires 3D Canvas. What we will do is see if there is a format that 3D Converter and 3D Canvas share and then convert them :P

-[EDIT]-

Ok so I downloaded the program and tried to open up the Mikado model but apparently, its not giving me the option to choose S extensions :? In fact, it doesn't even have the option 'All Files'! :o (so I can't click all files and then type in Mikado.S or whatever the model name is :( )

The good news is that you can save it in *obj* format........... cha ching! :D

-[EDIT2]-

Ok so I opened it up with the S files up with notepad and believe it or not, it uses English and values like ODFs do! I saved it in .3dc format (one of only two formats supported by 3D Canvas) but when I opened it up in 3D Canvas, it said something about an invalid error or something. So obviously, there's a problem with getting it to read the file properly :?

These are a few lines from the S file
SIMISA@@@@@@@@@@JINX0s1t______

shape (
shape_header ( 00000000 00000000 )
volumes ( 1
vol_sphere (
vector ( -1.19209e-007 2.29193 -0.375209 ) 8.41186
)
)
shader_names ( 2
named_shader ( BlendATexDiff )
named_shader ( TexDiff )
)
texture_filter_names ( 1
named_filter_mode ( MipLinear )
)
points ( 2219
point ( 0.712164 2.58498 6.05336 )
point ( 0.411967 2.28478 6.05336 )
point ( 0.00188922 2.1749 6.05336 )
point ( -0.408188 2.28478 6.05336 )
point ( -0.708386 2.58498 6.05336 )
point ( -0.818266 2.99506 6.05336 )
point ( -0.708386 3.40513 6.05336 )
point ( -0.408188 3.70533 6.05336 )
point ( 0.00188907 3.81521 6.05336 )
point ( 0.411967 3.70533 6.05336 )
point ( 0.822044 2.99506 6.05336 )
point ( 0.712164 3.40513 6.05336 )
point ( 0.50099 2.7069 6.20656 )
point ( 0.290045 2.49596 6.20656 )
point ( 0.00188919 2.41874 6.20656 )
point ( -0.286267 2.49596 6.20656 )
point ( -0.497211 2.7069 6.20656 )
point ( -0.574423 2.99506 6.20656 )
point ( -0.497211 3.28321 6.20656 )
point ( -0.286267 3.49416 6.20656 )
point ( 0.00188909 3.57137 6.20656 )
point ( 0.290045 3.49416 6.20656 )
point ( 0.578201 2.99506 6.20656 )
point ( 0.50099 3.28321 6.20656 )
point ( 0.00188913 2.99506 6.36126 )
point ( 0.967699 2.43745 6.04982 )
point ( 0.5595 2.02925 6.04982 )
point ( 0.00188925 1.87984 6.04982 )
point ( -0.555721 2.02925 6.04982 )
point ( -0.963921 2.43745 6.04982 )
point ( -1.11333 2.99506 6.04982 )
point ( -0.963921 3.55267 6.04982 )
point ( -0.555722 3.96087 6.04982 )
point ( 0.00188906 4.11028 6.04982 )
point ( 0.5595 3.96087 6.04982 )

and so on....
-[EDIT3]-

So I opened up a map in ZE and saved one of the objects there as an OBJ. Apperently, you can open up OBJ and it has the a similar point system as you see above
# Creator ZeroEditor ver. Z, (c) 2005 Pandemic Studios
# Date # User Pandemic Studios
# Object File

o Scene_Root

g object_collection

v -1131.500488 -10.521162 -191.277451
v -1131.410645 -10.521162 -187.195175
v -1131.410278 -10.720099 -187.178543
v -1131.410645 -10.521162 -187.195175
v -1131.500854 -10.720099 -191.294083
v -1131.500488 -10.521162 -191.277451
v -1134.460449 -10.473617 -191.212311
v -1134.460449 -10.473617 -191.212311
v -1134.370728 -10.473617 -187.130035
v -1134.370728 -10.473617 -187.130035
v -1137.420532 -10.426071 -191.147171
v -1137.330811 -10.426071 -187.064911
v -1137.330811 -10.426071 -187.064911
v -1137.420532 -10.426071 -191.147171
v -1140.154419 -10.413999 -191.087021
v -1140.064575 -10.413999 -187.004745
v -1140.154419 -10.413999 -191.087021
v -1140.064575 -10.413999 -187.004745
v -1142.888184 -10.401927 -191.026855
v -1142.798340 -10.401927 -186.944580
v -1142.888184 -10.401927 -191.026855
v -1142.798340 -10.401927 -186.944580
v -1145.621948 -10.389854 -190.966705
v -1145.532104 -10.389854 -186.884430
v -1145.621948 -10.389854 -190.966705
v -1145.532104 -10.389854 -186.884430
v -1148.355713 -10.377782 -190.906540
v -1148.265991 -10.377782 -186.824265
v -1148.265991 -10.377782 -186.824265
v -1148.355713 -10.377782 -190.906540
v -1148.355713 -10.488489 -190.906540
v -1148.265991 -10.488489 -186.824265
v -1131.410645 -10.521162 -187.195175
v -1131.500488 -10.521162 -191.277451
v -1131.975220 -10.925664 -192.276840
v -1131.840942 -10.925664 -186.175873

and so on....
So theoretically, you could open up the S file in Notepad, save it as an OBJ object and they should function the same way :) (I think :| ..... )

So what program do you use to convert OBJ to MSH? (I'm almost afraid to ask that :( )

Converting an .s file

Posted: Wed May 09, 2007 10:46 pm
by AceMastermind
Changing the file extension doesn't change the contents of the file, but it might be possible to convert the .s file manually to an .obj file by editing it's contents(example: change "point" to "v" among other things), then you could import the .obj file into XSI and re-apply the textures then convert it to .msh using Pandemics XSI addon.