Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.

Edit the .mmod

Edit the .mmod

Just real quick, I am richimoto, a casual 3d modeler for about ten years. (simply google richimoto   I AM NOT the Italian guy!) I started 3D modelling shortly after I played tomb raider on playstation.  since then, for me as a gamer it has been downhill and uphill as a modeler. yesterday, I got battlestations midway.  i played it for less than an hour, before i searched Al Gore's internet looking for the tools to take it apart.  I WANT THOSE MODELS!-- a complete set of the pacific war!

--as we all know, there is zero documentation internet explaining the .mmod file format.  We know that the models were originally created in modo/lightwave (straight from the source http://www.battlestations.net/it/conten … ng-planes (the screen shot looks like modo))

but the .mmod itself is not .lwo and I cant afford even the $25 demo of modo...

In a perfect (gamer's) world, Eidos, whom I love heart and soul, would have provided some form of editor; to change missions, skins, and meshes. (but as we all know from the bargain basket at best buy, games that include that stuff aint that grand...)

The next best solution would be a program that could open a .mmod file, perform edits to it and save it as an .mmod file. Such a program would also allow you to create a new file, make your model and save it to a .mmod file.  However, someone who could program something like that would be busy making money as a full time programmer, instead of taking apart someone else's program...

The most likely solution would be a 'filter' or 'plugin' This would be something you add to an existing modelling program that can read in and save out .mmod files.  Probably implemented into an open source or SDK included modeler such as blender, milkshape, or zmodeler.

What I am going to try (and fail many times) to do is create an application that will read in the .mmod file and then convert it into either a COLLADA (.dae) or Wavefront (.obj) file.  I prefer .dae and .obj because they are text based formats (If you open a .dae or .obj in notepad, you can read it plain as day: vertex1 x, y, z, u, v, w/face=vertex1, vertex2, vertex3/group=face1, face2, face3/object=group1, group2, group3 etc...) and these formats can be imported/exported by many modelling programs. 

Friends, the process is quite simple:
1. get information from .mmod file
2. present that information in application
3. set that information to output file.

At the core, every 3D model file is simply vertex1=x y z u v vertex2=x y z u v ...

which means that in every 3D model file there will be a huge list of vertices each having an x y and z coordinate, its location in 3D space.  It should also have a U and V which is the location of the vertex on a texture map.  Sure, it gets complicated when each format puts verts together in different ways to create faces, and perhaps you have multiple levels of detail involved which means more than one model in each file, but once you can find the x y z u v, the rest is all details...

Which brings us to the now.  I have opened several .mmod files to compare them.  There are some patterns emerging, but nothing I can figure out (yet)  If I can find the information that is x,y,z,u,v  we will have half a chance of rocking the house...  but I will need your help, I will need your passion and especially your encouragement.  I have taken several games apart before, but only using toolz provided by others.  I know most of the theory, but I have no practice.  As I type, visual studio and DirectX SDK are installing on my machine...lets hope for the best.  I will see you on the waters between Midway and Osaka...

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Re: Edit the .mmod

We looking for a solution for .mmod since half of year. No success...

And you have right - we can't find any documentation, any support, any description for .mmod files. And yes - you have right again. The screenshot from battlestations.net shows us Modo by Luxology. I can inform You quick about that - Lightwave and Modo (401 - the newest) can't open or import .mmod files.

I'm not a 3D modeller. I'm just a fan of Battlestations Midway (the only one game i'm playing). And our game is abandoned by developpers (Eidos Hungary). So... there is high possibility we can't get ANY support from them. I don't know why. So... after very hard team job some of Midway players found (it takes 2 years...) how to modify this game a little. And the effect is here - you can download our Mappack 1, you will be able to download Mappack 2 which is coming very soon.

But we almost at the end now. The thing that stopped us are .mmods. It's really hard to make new maps, if we can't add new units. How long we can mix them.... With Mappack 2 - there are awesome maps - i really like them and i think mappack 2 is a big step forward. But without an option to open/save .mmods... we probably reached the end of our possibilities.

So - any help is welcome, any idea will be tested. Keep informing us then. At this moment we are really busy with finishing our second mappack, but we know how importants mmod are. Personally i appreciate (and i think all whole team) your post and i hope it's not the last your post here ab

PS: I found that the Modo can use scripting language for some operations (for import export too). So in my opinion Eidos 3D modellers made their models in Modo, then they exported them to .mmod format using that script.
I saw Modo scripts like that for import/export - The Unreal is nice example for that.

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Re: Edit the .mmod

Creps. Two images showing teh research so far.  Each .mmod file starts easy enough with a statement declaring mmod. That is shown in the first image.  Each .mmod from the /bullets directory opened up, with their first lines compared. The second image shows each file from the /bullets directory in a visual representation. you can see some patterns there, but it looks as though some files have LOD or multi mesh data...
http://farm3.static.flickr.com/2730/4234897491_34fd480499_o.jpg

this is each file from the models/bullets directory, side by side, at 16 bits wide...
http://farm5.static.flickr.com/4056/4234897675_76bf2dd2a8_o.jpg

any help, appreciated. repaid by my slaving away in a 3d modelling app...

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Re: Edit the .mmod

Yes - i know these mmods inside ab We can't open/save them, but at least we can open them in hex editor and modify them (some parameters). It's used in mappack 2 often. 

But - as I said before - i'm not a 3D modeller - i can see some rules inside, but i can't compare them to the other 3D objects. Two of us tried/trying/will be try to discover more about these mmods, but one still no progress and second is really busy with mappack 2.

PS: But personally I still believe the turn will come and we will discover it in the future.

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Re: Edit the .mmod

Same here im no 3D modeler nor am I a programmer, I hope that both of you can discover the key to unlock the .MMOD file so we can finally add the Hosho to BSM ag

Btw I hope the guide helps you richimoto, I didnt think you were a super 3D modeler but after this I believe you are, If you need some of that info I never gave you please PM immediately

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Re: Edit the .mmod

After some research I am ready to say that the .mmod file format is a directX Flexible Vertex Format.  the vertex stream is x y z n1 n2 n3 uv.  I am reading an outstanding publication at http://www.xmission.com/~legalize/book/ … deling.pdf  and there are several possibilities for the info following the xyz.  I have guessed that the n1 n2 n3 are for the vector of the normal.  I guessed this based on the airplane models which have texture, bump, and  specular maps; limiting the need for shader info on each vertex.  However most other types of models do not have the bump or specular maps, so the n1 n2 n3 could be for shading info...  of course you can google flexible vertex format, if you want to know more... here is a shot of depthchargebomb.mmod in the hex editor.  I have inserted spaces and aligned the window to show the x y z n1 n2 n3 uv across one line:
http://farm5.static.flickr.com/4065/4237527728_f35c98d3b8_o.jpg



next is to see about the indices or even call on our programmer buddies to write a program or filter to open the file....

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Re: Edit the .mmod

Nice one! How to say that - u discovered some new (for us) things 1 day after your first post. I'm very interesting what you can discover after a week... My hope for new .mmods is growing ab

So... i made many textures here for mappack 2. New skins for planes and ships and some other too. And yes I can confirm that. Many models (especially ships and planes) using more that one texture. Almost any plane using bump map, specular map and specific appropriate texture.

Ships - usually similar like planes. Some of ships does not using own appriopriate texture, instead of that they using some texture sets which are placed in global files.

PS: We have hidden forum for modders here. I think it's time to add you to our team and move our discussion to the hidden place... i'll ask other team members.

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Re: Edit the .mmod

Wait a second, thanks to an actual 3D modeler, we are now closing in on our goal of being able to create new units!?!?!?

If we are, thank goodness; a while back me and a few of the other members collected 200 unit ideas; and I organized them into an organized list.  I even developed a "System of unit creation."  See for yourself.

PROPOSAL FOR SYSTEM OF UNIT CREATION

STEP 1: SUGGESTION
PEOPLE INVOLVED: The whole community
PURPOSE: This step is the most vital; without ideas we can't have anything to create.  We have met the 200 unit goal, and soon we will have even more ideas.

STEP 2: ORGANIZATION
PEOPLE INVOLVED: Triviaman (Myself)
PURPOSE: So we can keep track of the ideas, a carefully organized list shall be created. I already have created the list, so it makes sense if I am in charge of this part.

STEP 3: SELECTION
PEOPLE INVOLVED: Undetermined
PURPOSE: In this phase, those interested in building units select which units they want to build, and alert the rest of the community so that there won't be a case of two people, one unit.

STEP 4: CREATION
PEOPLE INVOLVED: Undetermined
PURPOSE: Pretty much self explanitory; in this phase the units are created

STEP 5: REFERANCE
PEOPLE INVOLVED: Undetermined
PURPOSE: As the unit is created, over time the creators should referance pictures and paintings to make sure they look as close to the real thing as possible.

STEP 6: TEST
PEOPLE INVOLVED: Undetermined, possibly the Betatesters
PURPOSE: To make sure the unit works well, and is not to overpowered or underpowered

STEP 7: EDIT (IF NECESSARY)
PEOPLE INVOLVED: Undetermined
PURPOSE: Make necessary changes if needed

STEP 8: RELEASE
PEOPLE INVOLVED: Guys in charge
PURPOSE: The new units are made availible to the public

What do you think?  Any chance it can become the system of unit creation?

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Re: Edit the .mmod

Thanks for the consideration for the modders forum.  It would be an honor.

Triviaman, I like that plan you have laid out.  Especially the part about coordination and organization.  I think it will be a successful operation when implemented. 

I am looking into a couple of microsoft tools to load a .mmod file.  Most Notably, XNA game studio...  This is good because any tools or utilities created would be windows/directx compatible.  But it uses C# of which I know zero.  I am reading the tutes, and have actually downloaded a couple of sample projects, designed to import custom meshes!  I will take that as a lucky sign...

When that gets too frustrating, I will see about the plugin options to make a set of filters for blender...

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WOW! what a day.  my head hurts.  Hopefully these beers can take the edge off.  After an all day jam session trying to learn C# and XNA all I could come up with is a simple app that opens .mmod as plain text ac  my obstacle now is trying to get a program to read the actual 0x info, and convert it to float and dword as needed...I am not going to be able to do that in C# for quite some time.  C# doesnt really make any sense at all, if you just read the code.  it is worse than C++ which only makes sense if someone explains to me...

On a plus note, Visual Basic and DirectX offer a much more useable alternative.  Since hacking the XNA modules proved more difficult than I could have ever imagined, hard coding a DirectX app should be refreshing, and Visual Basic sort of makes sense when you read its code.  VB has if then else instead of = () ;

Not even looking for it, look what I found in the DirectX care and feeding pamphlet:

struct CUSTOMVERTEX {
        FLOAT x, y, z;
        FLOAT rhw;
        DWORD color;
        FLOAT tu, tv;   // Texture coordinates
};

// Custom flexible vertex format (FVF) describing the custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)

I got pretty close, on my first guess!  This is fun. 

Documenting my first FAIL.  I think my only mistake was thinking learning C# and XNA would be easy HA!
http://farm5.static.flickr.com/4046/4238695065_1a958f4750_o.jpg

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Re: Edit the .mmod

Thanks for the complement earlier on my system proposal richimoto; maybe the guys in charge will consider it.
(BTW, which step were you referring to when you said coordination, because none of my steps are called "Coordination")

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Re: Edit the .mmod

I was impressed with this part:
"STEP 3: SELECTION
PEOPLE INVOLVED: undetermined
PURPOSE: In this phase, those interested in building units select which units they want to build, and alert the community so that there won't be a case of two people, one unit. "

It would be easy to imagine a bunch of members modelling say a B-29, but if everyone announces their intent 'Hey I am building a B-29' then maybe someone else would say, if he is making the B-29, I can go ahead and work on my baka bomb project....

It is impressive that you have devised a method to 'register' a work in progress.  Of course some will model the same project anyway, because it is their favorite, and some will declare a project and flake out (uh, so I have heard....D'Oh!)

Seriously, putting together a 'Master Control' central location is a good Idea.  I was on a need for speed mod forum a few years back, and there were probably 10 different NSX models.  Half of them were copies released by a different user, each claiming to have created the file, most were OK models, and one was the best original file....

As an admin, you want to encourage activity, but you do not need 10 B-29 files, when only one is the best... also, if I wanted to make a B-29 but user-x already has one, I could wait for him to finish and work on something else...

And if someone or some group serves as master control, combined efforts can be optimized by preventing duplication.  That is the coordination.

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Re: Edit the .mmod

Almost forgot!
PEOPLE INVOLVED:

should be everyone. 
A player who does not or can not create 3d models can say 'look we really don't need a Bf-109, but the japan version of the me-262  (Kikka?)would work good...
A player who can and does create 3d models could say, 'I will make this and that'
A player who happens to be a moderator or admin could say 'You could make this but User-X is making it...so make That instead...'

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Re: Edit the .mmod

So... for people involved in Step 3; I should replace "Undetermined" with "The community"?

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Re: Edit the .mmod

I have a few 3D max models ready.

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Battlestations Shoutbox

Latest Message: 2 weeks ago
  • N_Trainz : No it was created by multiple authors from around the world. I just made it so its actually a mod instead of a complete game that's about 7GB in size. The readme file that is displayed can give you more info about the mod
  • Runsva : hey ntrainz did u make this mod all by yourself?
  • N_Trainz : If you need any other help, just shout out and I'll try to get back as soon as possible
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  • Legendary Da : I don't know how many times I said that, but thank you so much for your work. Considering how much time making an installer, making it work and uploading it to different servers, I thank you again for the effort you put in this. :D
  • N_Trainz : Legendary Da: Here it is, installers works this time and Moddb won't accept it as they say its too large to upload, so its on my Google Drive and here is the link, hope you enjoy it «link»
  • Legendary Da : I had guessed it was about the wrong area, though I still wondered why it had been removed. Thanks for taking your time to make something better for the community. Take as much time as you require, though; life still comes first.
  • N_Trainz : Actually it was removed by me for 2 reasons; 1. was it was uploaded in the wrong area and 2. the installer didn't autp - detect the disk version, only the Steam version (since that is what I have). Going to remake it so if you won't mind a but longer wat that'll be appreciated
  • Legendary Da : Thanks soo much for the mod, I couldn't access to the Internet lately so I couldn't write a reply. Btw, the mod is removed from ModDB, is it taken down, or you removed it yourself? Either way, thanks for the awesome work (at least for providing it) :D
  • N_Trainz : What game and mod are you dealing with?
  • Runsva : Can someone PLEASE help me i can't install anything on my game it just keeps crashing!!
  • N_Trainz : Legendary Da: Its now live on Moddb and here is the link, requires a Batlestations Midway game to be installed to work «link» - midway - skinpack/addons/international - bsm - collection - light - version Enjoy
  • Runsva : are we still talikg about the zyy modding pack??
  • N_Trainz : Yeah I wanted to do this, but the installers were being a pain giving me errors about something. I finally got it working, and just figured out how to make the updater now since it'll be two parts with one containing the misc files and the other mostly the mpak files. It'll be a stand - alone DLC mod just like the Bismarck Mission Pack was. Like I said I plan to have it all completed and uploaded by this weekend
  • Legendary Da : No, no, not problem at all; I am already grateful that you were thinking about this subject, I can wait as long as you need to. Thanks for the help (again), and feel no need to rush this subject; we all know that the life comes first. :)
  • N_Trainz : Hope you won't mind the wait, it'll be worth it if you ask me, and yes I do understand that you can't download due to that cap Mege has. I heard the PM was down, but haven't tried it as I been busy helping the BSmodHQ team with things and then those that are life - in - general.
  • N_Trainz : To Legendary Da: I been trying to work on that actually, what I'm experiencing is the pack size> I already made it a light version of the mod, so hopefully this weekend maybe, might be sooner
  • Legendary Da : To N_Trainz: So, um... I can't exactly download from Mega for some reason; so could u upload that mod to Moddb? I am sorry for making extra work for you, and I TOTALLY understand if u can't upload it again; so, do as you want; I just wanted to say somehow I couldn't dl the mod (btw, why isn't the PM working?). U don't have to post the link either; I'll find it from the site if u upload it. Thanks whatever u do, and so sorry for the extra wish. :/
  • Runsva : Anyone there??
  • Runsva : That is on the zyy modding pack v1.0.3 forum.

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