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	<channel>
		<title><![CDATA[The Chronicles of Spellborn - The Storm]]></title>
		<link>https://forum.spellborn.org/</link>
		<description><![CDATA[The Chronicles of Spellborn - https://forum.spellborn.org]]></description>
		<pubDate>Sat, 13 Jun 2026 16:21:47 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Spellborn / Unreal packages, character data.]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=30</link>
			<pubDate>Thu, 07 Nov 2013 15:04:49 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=43">JW-NL</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=30</guid>
			<description><![CDATA[Hey there,<br />
<br />
Â <br />
<br />
After quite some reverse puzzle time, I'm getting more and more things out of the Original Spellborn packages.<br />
<br />
Â <br />
<br />
I think it might be a good thing to share some of the info I got so far to (maybe) get some more ppl to look into it.<br />
<br />
Â <br />
<br />
The team at Epic who made the Unreal game and it's engine have made a certain standard in which information<br />
<br />
is stored in files.<br />
<br />
The way this is done depends on the version of the engine and the additional programming that was done to the<br />
<br />
files of for example the core and engine files.<br />
<br />
Â <br />
<br />
As you might have guessed the devs of the Spellborn team made some heavy changes, and this is also the reason<br />
<br />
why you can't open a Spellborn package in the "standard" Unreal 2004 environment / Editor.<br />
<br />
Â <br />
<br />
After comparing the layout of the Unreal 2004 packages and the Spellborn files I did some testing and found a way in which<br />
<br />
I could rewrite a Spellborn package into a layout which is better readable with most Unreal programs.<br />
<br />
Since it does only rearrange the data blocks it doesn't change the actual content of the package,<br />
<br />
meaning if the are some things that require different layouts of the data itself because of changes in higher lvl programs,<br />
<br />
you still get an error while loading it in UT2004 editor.<br />
<br />
Â <br />
<br />
To me and Acid it seems like the Spellborn packages have no big changes in layout from the early 0.8 beta version compared to<br />
<br />
the last version 1.51. The security of gameguard was introduced off course and since this is no longer supported for Spellborn<br />
<br />
you can't startup clients which have gameguard included.<br />
<br />
Â <br />
<br />
During the last period I've been researching the way character models have been defined in Unreal,<br />
<br />
it looks like there have been several changes in it's layouts during Unreal versions changes,<br />
<br />
meaning not all Info I find on internet is usefull to me.<br />
<br />
Â <br />
<br />
But the model / skeletal mesh data is always the same since a game engine needs it this way.<br />
<br />
Â <br />
<br />
For some of us it might be good to know how a computer works on 3D.<br />
<br />
Using a program like 3DS max or maya you can make a model directly by using the standard defined shapes and/ or modifying these<br />
<br />
and later export the model into a file or either directly into an Unreal package.<br />
<br />
Â <br />
<br />
A model consists of the points in 3D being defined in a X, Y and Z position, this is also called a vertex or plural vertices.<br />
<br />
Next step is drawing a line between two 3D points, this is called an edge.<br />
<br />
taking 3 points you can define a triangle or short Tri.<br />
<br />
The plane of the triangle is also called a face.<br />
<br />
Â <br />
<br />
Now the fun begins, the faces of the model can be assigned to a picture (or texture)<br />
<br />
Because of the fact that a picture is 2 dimensional, the triangles of the 3D model have to be flattened out into 2D.<br />
<br />
There are several programs which can do this automaticly, but doing it by hand is also possible.<br />
<br />
What this does is create a link between the texture and the picture in there and the tri's of the model.<br />
<br />
Â <br />
<br />
for example: an oil drum can be seen as a cylinder and two flat circle's. Flattening it out would give a square for the cylinder itself and two circles<br />
<br />
for the bottom and top. reusing the same textureÂ part for the bottom and top can save you a little bit of space.<br />
<br />
Â <br />
<br />
EveryÂ model or shape in Unreal is defined by Tri's and the way you look at something on your screen has the same technique as above.<br />
<br />
Â <br />
<br />
The game engines have support for different type of texture's, most important is offcourse the color or diffuse map, this gives you the look of a model.<br />
<br />
Other types of textures are:<br />
<br />
- a Bump map gives a bit of effect on the shading of a surface.<br />
<br />
- a Specular map, defines the shininess and highlight color of a surface.Â <br />
<br />
- a Normal map, brings in extra detail on the surface on top of the flat triangle plane.<br />
<br />
- an Alpha map, this controls the transparency of a texture. Think of a stained window which you look through, the alpha map is much used in games.<br />
<br />
Â <br />
<br />
Depending on the look you want to give to a model you need one or more texture maps to be linked to the model, this is done via a so called shader.<br />
<br />
Â <br />
<br />
In the attached file I've placed some Spellborn textures, now think of the model that belongs to them. <img src="https://www.spellborn.org/uploads/default_tongue.gif" loading="lazy"  alt="[Image: default_tongue.gif]" class="mycode_img" /><br />
<br />
Â <br />
<br />
I'd say more info is on the way.<br />
<br />
Â <br />
<br />
Greetings Jan-Willem JW-NL<br />
<br />
<a href="https://www.spellborn.org/uploads/monthly_11_2013/post-64-0-05922600-1383832538.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.spellborn.org/uploads/monthly_11_2013/post-64-0-05922600-1383832538_thumb.jpg" loading="lazy"  alt="[Image: post-64-0-05922600-1383832538_thumb.jpg]" class="mycode_img" /></a><br />
<br />
]]></description>
			<content:encoded><![CDATA[Hey there,<br />
<br />
Â <br />
<br />
After quite some reverse puzzle time, I'm getting more and more things out of the Original Spellborn packages.<br />
<br />
Â <br />
<br />
I think it might be a good thing to share some of the info I got so far to (maybe) get some more ppl to look into it.<br />
<br />
Â <br />
<br />
The team at Epic who made the Unreal game and it's engine have made a certain standard in which information<br />
<br />
is stored in files.<br />
<br />
The way this is done depends on the version of the engine and the additional programming that was done to the<br />
<br />
files of for example the core and engine files.<br />
<br />
Â <br />
<br />
As you might have guessed the devs of the Spellborn team made some heavy changes, and this is also the reason<br />
<br />
why you can't open a Spellborn package in the "standard" Unreal 2004 environment / Editor.<br />
<br />
Â <br />
<br />
After comparing the layout of the Unreal 2004 packages and the Spellborn files I did some testing and found a way in which<br />
<br />
I could rewrite a Spellborn package into a layout which is better readable with most Unreal programs.<br />
<br />
Since it does only rearrange the data blocks it doesn't change the actual content of the package,<br />
<br />
meaning if the are some things that require different layouts of the data itself because of changes in higher lvl programs,<br />
<br />
you still get an error while loading it in UT2004 editor.<br />
<br />
Â <br />
<br />
To me and Acid it seems like the Spellborn packages have no big changes in layout from the early 0.8 beta version compared to<br />
<br />
the last version 1.51. The security of gameguard was introduced off course and since this is no longer supported for Spellborn<br />
<br />
you can't startup clients which have gameguard included.<br />
<br />
Â <br />
<br />
During the last period I've been researching the way character models have been defined in Unreal,<br />
<br />
it looks like there have been several changes in it's layouts during Unreal versions changes,<br />
<br />
meaning not all Info I find on internet is usefull to me.<br />
<br />
Â <br />
<br />
But the model / skeletal mesh data is always the same since a game engine needs it this way.<br />
<br />
Â <br />
<br />
For some of us it might be good to know how a computer works on 3D.<br />
<br />
Using a program like 3DS max or maya you can make a model directly by using the standard defined shapes and/ or modifying these<br />
<br />
and later export the model into a file or either directly into an Unreal package.<br />
<br />
Â <br />
<br />
A model consists of the points in 3D being defined in a X, Y and Z position, this is also called a vertex or plural vertices.<br />
<br />
Next step is drawing a line between two 3D points, this is called an edge.<br />
<br />
taking 3 points you can define a triangle or short Tri.<br />
<br />
The plane of the triangle is also called a face.<br />
<br />
Â <br />
<br />
Now the fun begins, the faces of the model can be assigned to a picture (or texture)<br />
<br />
Because of the fact that a picture is 2 dimensional, the triangles of the 3D model have to be flattened out into 2D.<br />
<br />
There are several programs which can do this automaticly, but doing it by hand is also possible.<br />
<br />
What this does is create a link between the texture and the picture in there and the tri's of the model.<br />
<br />
Â <br />
<br />
for example: an oil drum can be seen as a cylinder and two flat circle's. Flattening it out would give a square for the cylinder itself and two circles<br />
<br />
for the bottom and top. reusing the same textureÂ part for the bottom and top can save you a little bit of space.<br />
<br />
Â <br />
<br />
EveryÂ model or shape in Unreal is defined by Tri's and the way you look at something on your screen has the same technique as above.<br />
<br />
Â <br />
<br />
The game engines have support for different type of texture's, most important is offcourse the color or diffuse map, this gives you the look of a model.<br />
<br />
Other types of textures are:<br />
<br />
- a Bump map gives a bit of effect on the shading of a surface.<br />
<br />
- a Specular map, defines the shininess and highlight color of a surface.Â <br />
<br />
- a Normal map, brings in extra detail on the surface on top of the flat triangle plane.<br />
<br />
- an Alpha map, this controls the transparency of a texture. Think of a stained window which you look through, the alpha map is much used in games.<br />
<br />
Â <br />
<br />
Depending on the look you want to give to a model you need one or more texture maps to be linked to the model, this is done via a so called shader.<br />
<br />
Â <br />
<br />
In the attached file I've placed some Spellborn textures, now think of the model that belongs to them. <img src="https://www.spellborn.org/uploads/default_tongue.gif" loading="lazy"  alt="[Image: default_tongue.gif]" class="mycode_img" /><br />
<br />
Â <br />
<br />
I'd say more info is on the way.<br />
<br />
Â <br />
<br />
Greetings Jan-Willem JW-NL<br />
<br />
<a href="https://www.spellborn.org/uploads/monthly_11_2013/post-64-0-05922600-1383832538.jpg" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.spellborn.org/uploads/monthly_11_2013/post-64-0-05922600-1383832538_thumb.jpg" loading="lazy"  alt="[Image: post-64-0-05922600-1383832538_thumb.jpg]" class="mycode_img" /></a><br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Yeaaahhhh, I can play Spellborn for 60 days with my new card.]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=40</link>
			<pubDate>Fri, 05 Apr 2013 15:00:06 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=43">JW-NL</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=40</guid>
			<description><![CDATA[I can barely wait to enter my code on the website to see if my account and characters still excist.Â  <img src="http://forum.spellborn.org//public/style_emoticons/default/biggrin.gif" loading="lazy"  alt="[Image: biggrin.gif]" class="mycode_img" /><br />
<br />
Â <br />
<br />
Â <br />
<br />
Â <br />
<br />
The box was still in it's protective plastic wrapping, that's why it's in perfect condition.<br />
<br />
Â <br />
<br />
It was available for the nice price of only 1 Euro at a petrol Station in Nijmegen. (NL)<br />
<br />
Â <br />
<br />
There was another damaged box which I didn't see worth spending the euro, guess that one will get thrown away.<br />
<br />
Â <br />
<br />
Greetings Jan-Willem<br />
<br />
Â <br />
<br />
Here's the pictures:<br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Voorkant_box.jpg" loading="lazy"  alt="[Image: Voorkant_box.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Achterkant_box.jpg" loading="lazy"  alt="[Image: Achterkant_box.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Voorkant_card.jpg" loading="lazy"  alt="[Image: Voorkant_card.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Achterkant_card.jpg" loading="lazy"  alt="[Image: Achterkant_card.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
Â <br />
<br />
Mhmmm, maybe I should have posted this a few days earlier, but it's still a nice collectors thing <img src="http://forum.spellborn.org//public/style_emoticons/default/thumbsup.gif" loading="lazy"  alt="[Image: thumbsup.gif]" class="mycode_img" /><br />
<br />
Â <br />
<br />
Greetings again, JW-NL<br />
<br />
Â <br />
<br />
Â <br />
<br />
]]></description>
			<content:encoded><![CDATA[I can barely wait to enter my code on the website to see if my account and characters still excist.Â  <img src="http://forum.spellborn.org//public/style_emoticons/default/biggrin.gif" loading="lazy"  alt="[Image: biggrin.gif]" class="mycode_img" /><br />
<br />
Â <br />
<br />
Â <br />
<br />
Â <br />
<br />
The box was still in it's protective plastic wrapping, that's why it's in perfect condition.<br />
<br />
Â <br />
<br />
It was available for the nice price of only 1 Euro at a petrol Station in Nijmegen. (NL)<br />
<br />
Â <br />
<br />
There was another damaged box which I didn't see worth spending the euro, guess that one will get thrown away.<br />
<br />
Â <br />
<br />
Greetings Jan-Willem<br />
<br />
Â <br />
<br />
Here's the pictures:<br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Voorkant_box.jpg" loading="lazy"  alt="[Image: Voorkant_box.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Achterkant_box.jpg" loading="lazy"  alt="[Image: Achterkant_box.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Voorkant_card.jpg" loading="lazy"  alt="[Image: Voorkant_card.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
<img src="http://home.zonnet.nl/pa3fus/spellborn/Achterkant_card.jpg" loading="lazy"  alt="[Image: Achterkant_card.jpg]" class="mycode_img" /><br />
<br />
Â <br />
<br />
Â <br />
<br />
Mhmmm, maybe I should have posted this a few days earlier, but it's still a nice collectors thing <img src="http://forum.spellborn.org//public/style_emoticons/default/thumbsup.gif" loading="lazy"  alt="[Image: thumbsup.gif]" class="mycode_img" /><br />
<br />
Â <br />
<br />
Greetings again, JW-NL<br />
<br />
Â <br />
<br />
Â <br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Chronicles of Spellborn - Demon Army Camp]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=57</link>
			<pubDate>Sun, 23 Oct 2011 17:26:51 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=14">acid-burn</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=57</guid>
			<description><![CDATA[<br />
<div style="text-align: center;" class="mycode_align">For those who missed it:<br />
</div>
<br />
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://www.youtube.com/embed/Vd0GzgJBss0" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/embed/Vd0GzgJBss0</a></div>
<br />
<br />
<div style="text-align: center;" class="mycode_align">OR<br />
</div>
<br />
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://www.youtube.com/user/AcidBurnElite" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/user/AcidBurnElite</a></div>
<br />
<br />
]]></description>
			<content:encoded><![CDATA[<br />
<div style="text-align: center;" class="mycode_align">For those who missed it:<br />
</div>
<br />
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://www.youtube.com/embed/Vd0GzgJBss0" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/embed/Vd0GzgJBss0</a></div>
<br />
<br />
<div style="text-align: center;" class="mycode_align">OR<br />
</div>
<br />
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://www.youtube.com/user/AcidBurnElite" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/user/AcidBurnElite</a></div>
<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Universe according to Spellborn]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=58</link>
			<pubDate>Thu, 13 Oct 2011 13:37:19 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=43">JW-NL</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=58</guid>
			<description><![CDATA[For those of you who forgot how the shards are linked together.Â  <img src="https://www.spellborn.org/uploads/emoticons/default_smile.png" loading="lazy"  alt="[Image: default_smile.png]" class="mycode_img" /><br />
<br />
<img src="http://home.zonnet.nl/j.w.van.wezel/spellborn/universe.jpg" loading="lazy"  alt="[Image: universe.jpg]" class="mycode_img" /><br />
<br />
<br />
<br />
Greetings JW-NL<br />
<br />
]]></description>
			<content:encoded><![CDATA[For those of you who forgot how the shards are linked together.Â  <img src="https://www.spellborn.org/uploads/emoticons/default_smile.png" loading="lazy"  alt="[Image: default_smile.png]" class="mycode_img" /><br />
<br />
<img src="http://home.zonnet.nl/j.w.van.wezel/spellborn/universe.jpg" loading="lazy"  alt="[Image: universe.jpg]" class="mycode_img" /><br />
<br />
<br />
<br />
Greetings JW-NL<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BFF forever]]></title>
			<link>https://forum.spellborn.org/showthread.php?tid=64</link>
			<pubDate>Fri, 06 May 2011 14:22:17 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.spellborn.org/member.php?action=profile&uid=41">DudewithWings</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.spellborn.org/showthread.php?tid=64</guid>
			<description><![CDATA[In this art piece I wanted to show people what the essence of spellborn truly is.<br />
<br />
You have me awesome DudeWithWings being pro and doing what he is best.<br />
<br />
Alas always one has to suffer for someone else his pro skills wich in this case was vamp.<br />
<br />
And then the sideline, the players that run around and think: It is true... DudeWithWings is a awesome player, wich is cow in this incredible great art piece.<br />
<br />
<img src="http://i702.photobucket.com/albums/ww27/Joost94/Naamloos-1.jpg" loading="lazy"  alt="[Image: Naamloos-1.jpg]" class="mycode_img" /><br />
<br />
<br />
I hope I have enlightened your soul, and do not be afraid you may think:<br />
<br />
Wow DudeWithWings is a awesome painter.<br />
<br />
Because I truly am a awesome painter.<br />
<br />
]]></description>
			<content:encoded><![CDATA[In this art piece I wanted to show people what the essence of spellborn truly is.<br />
<br />
You have me awesome DudeWithWings being pro and doing what he is best.<br />
<br />
Alas always one has to suffer for someone else his pro skills wich in this case was vamp.<br />
<br />
And then the sideline, the players that run around and think: It is true... DudeWithWings is a awesome player, wich is cow in this incredible great art piece.<br />
<br />
<img src="http://i702.photobucket.com/albums/ww27/Joost94/Naamloos-1.jpg" loading="lazy"  alt="[Image: Naamloos-1.jpg]" class="mycode_img" /><br />
<br />
<br />
I hope I have enlightened your soul, and do not be afraid you may think:<br />
<br />
Wow DudeWithWings is a awesome painter.<br />
<br />
Because I truly am a awesome painter.<br />
<br />
]]></content:encoded>
		</item>
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