The combat flight simulator Red Baron 3D by Dynamix is required to use the graphic,3d model,and game files on this site



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3ds files,  coversion tools


Shape modeling info


New PYOD AC 3D  models 


textures~graphics info


RB3D-WWI AC links at WoH




Member

Model files &
custom screens
for MMP wars
by
Flybert

WWFlybert_CO_I/WW
Uhlan's AirWar contributor

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
ID## Name and 3ds file  
0300 Fokker  E.III  
0301 Aviatik  C.I  
0302 Albatros C.III  
0303 Roland CL.II  
0304 Albatros D.II  
0305 Halberstadt D.II  
0306 Albatros D.III  
0307 Rumpler C.IV  
0308 Albatros D.Va  
0309 Gotha G.IV  
030a Fokker Dr.I  
030b Hannover CL.III  
030c Pfalz D.III  
030d Halberstadt CL.II  
030f Fokker D.VII  
0310 Pfalz D.XII  
0311 unused , Zepplin !  
0312 German Balloon=0808  
0313 Morane Saulnier "N"  
0314 Nieuport 11  
0315 Nieuport 17  
0317 Spad 7  
0318 Nieuport 24  
0319 Salmson 2a2  
031a Breguet 14  
031b Spad 13  
031c Nieuport 28  
031d B.E.2e  
031e D.H.2  
031f F.E.2b  
0320 Sopwith Strutter 1.5  
0321 Sopwith Pup  
0322 Sopwith Triplane  
0323 R.E.8  
0324 Sopwith Camel  
0325 S.E.5a  
0326 D.H.4  
0327 Hadley Page 0/400  
0328 Sopwith Snipe  
0329 Allied Balloon=0807  
032a Bristol Fighter  

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.
ID## name & 3ds-dts-dml-mli* Stock extractions from rb.vol
care of Midnight Mike with
extraction program by Rens
0900 Warehouse
0901 Green Tent
0902 Hangar, Large
0903 Hangar, Small stock extracted 0900 thru 090d
and 091d dts/dml/bmp sets
0904 Barracks
0905 Zepplin Shed
0906 Church*was0917*
0907 Town Building 1
0908 Town Building 2
0909 Town Building 3
090a Farm House
090b Barn
090c Haystack
090d Shack
091d Manor House(LrgBuilding)
ID## These files only have stock dts/dml/bmp sets available**
0912 Train Station >>>>>>>>>>
091b Factory >>>>>>>>>>>>>>
091e Cement Bunker >>>>>>>>
091f Wood Bunker >>>>>>>>>
0910 Bridge, Road Ramp >>>>
0922 Bridge, Road Center >>>
0923 Bridge, Steel Sides >>>>
0924 Bridge, Column >>>>>>>
0925 Bridge, Rail Center >>>>
0926 Bridge, Rail Ramp >>>>>

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 !


© 1999-2003 Erik'Flybert'Aamot. No content nor files may be reposted without permission of Flybert or the original author.