Explains how to add new buildings to the building tree and add new 3d models to the building DB so that they will appear on battlemaps, by Seth Krn3ll
See also
--All Tutorials--
Battlefields
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Guide describing how to make create plugins, add them to building in game, how to use them in scirpting and triggers, as well as known factors governing their use.
See also
--All Tutorials--
Scripting
Tech Trees
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A detailed guide on how to activate the hidden different battering ram types included in the game.
See also
--All Tutorials--
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This tutorial relates to all Barbarian Buildings contained in BI and transferring them to RTW, and giving the Barbarian factins in RTW all city levels.
See also
--All Tutorials--
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Discussion as to how the settlement plans are generated, especially the interaction between the underlay, overlay, streetplan, borders and collision detection.
See also
--All Tutorials--
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Another tool that allows you to place walls in a graphical editor, and then export it into a settlement plan without having to manually calculate all co-ordinates.
See also
--All Tutorials--
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A small tool which allows you to calculate how long it will take a city to reach a certain level of population.
See also
--All Tutorials--
Tools
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A thorough step-by-step breakdown of export_descr_buildings.txt (including export_buildings.txt and descr_ui_buildings.txt)
See also
--All Tutorials--
Tech Trees
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GodsPetMonkey has stunned the community with these great tools for editing buildings and units named 'Caligula and Hadrian'. Enjoy.
See also
--All Tutorials--
Tools
Units
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Dol Guldur has posted wlesmana's discovery on how to get rid of boiling oit and this tutorial explains how.
See also
--All Tutorials--
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The "How to make a new Campaign" by Myrddraal. This does exactly what it says on the tin, tells you all you need to know about how to make a new campaign
See also
Campaign maps
--All Tutorials--
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A tool that allows you to place walls in a graphical editor, and then export it into a settlement plan without having to manually calculate all co-ordinates.
See also
--All Tutorials--
Tools
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An in-depth look into editing the various cas files used by settlements to make customised variations in 3DSmax.
See also
Models
--All Tutorials--
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This script allows you to visually design settlements in 3DSmax, and then
export them into the game without having to place all those buildings manually,
and one by one.
See also
--All Tutorials--
Models
Tools
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