These
are all stock Red Baron
II files acquired
with permission
from Dynamix/Sierra. You
may 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.
Shape
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.
These
eight are in four pairs:
The first pair of numbers designate the CLASS
of the object.
The second pair of numbers designate the TYPE
of the object.
The third pair of numbers designate the DETAIL
of the object.
The fourth (and last) pair of numbers designate the SQUADRON
of the object (used only for aircraft .bmp files though).
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, tanks, trains, or anything else that
has an engine and drives around 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.
The
SQUADRON pair of numbers
are unused by the objects. In
all cases , leave it at "00".These 2 numbers are
used on aircraft bitmap files for different Squadron paint
schemes.
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 !