Page 1 of 3 123 LastLast
Results 1 to 30 of 204

Thread: Tools: Unit and Building Editors: Caligula & Hadrian

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Exclamation Tools: Unit and Building Editors: Caligula & Hadrian

    Presenting – Caligula, a unit editor for Rome: Total War, and Hadrian, a building editor for Rome: Total War!

    Caligula
    Current version (R:TW & R:TW-BI) - 0.6.0 - Download
    0.5.x Legacy version (for RTW 1.2, no longer being updated) – 0.5.6 - Download
    Hadrian
    Current version – 0.4.6 - Download

    You can always find the latest versions and news on these programs at;
    https://forums.totalwar.org/vb/showthread.php?t=38858
    http://www.twcenter.net/downloads/db...mods&cat_id=23

    Caligula
    Current version – 0.5.6
    New in this version –
    Bug fixes.

    Guides –
    Batch Processing (Currently out of date)
    Adding New Units

    Caligula is a program designed to assist in the creation, editing and deletion of units in various text files used by RTW. But rather then just try to put a prettier face on the already easy to mod files, Caligula is designed to make the process much faster with less repetitive work then otherwise would be possible.
    Some examples of how Caligula tries to make things easier in the ability to import model names for using in the units (which tend to be long and annoying), automatic generation of the repetitive enum data, and batch processing of units, helping to make lots of small, similar changes much easier.

    Hadrian
    Current version – 0.4.6
    New in this version –
    Bug fixes

    Guides –
    Adding new buildings
    Adding Units to Buildings

    What Caligula is for units, Hadrian is for buildings.
    I have also attempted to make jobs much easier with Hadrian, simplifying the way in which you can associate units to buildings, as well as easing enum and descriptions, which tie into the game UI.

    Quote Originally Posted by Caligula readme.txt
    Caligula v0.6.0

    For R:TW and R:TW-BI

    By - Samuel Roehr (aka GodsPetMonkey)
    sroehr@gmail.com

    You can always find the latest version, information and guides @ -
    https://forums.totalwar.org/vb/showthread.php?t=38858
    http://www.twcenter.net/downloads/db/?mod=245

    ALWAYS BACKUP YOUR FILES! Caligula isn’t infallible, indeed, he's kind of unstable, so don’t come screaming if exiles your files to the neither regions of the empire!

    Guides - Here are some guides to using Caligula.
    http://www.users.on.net/~roehr/RTW/Guides/NewUnits.htm
    http://www.users.on.net/~roehr/RTW/Guides/Batch.html

    Information - You will need some VB6 runtimes in order to execute this program, at a guess, these would include
    - MSCOMCTL.ocx - http://www.majorgeeks.com/files/mscomctl.zip
    - COMDLG32.ocx - http://www.ascentive.com/support/new...b/COMDLG32.OCX
    - msvbvm60.dll - http://www.microsoft.com/downloads/d...displaylang=en (thanks Soulflame!)

    Put the OCX files you get into your /windows/system32 directory. the DLL is in a self installer. It will also work if you place the files in the same directory as caligula.exe

    Caligula is a program that is designed to allow GUI editing of RTW's unit file. It also supports the unit model, enums and description files. Caligula is designed for both new and advanced users, and it can be easy to use the more advanced features and cause the game to stop working. Always be mindful of the hardcoded limits imposed by CA.

    Batch Processing - One of the biggest weaknesses of the Caligula editor is how it can take forever to make a number of similar changes to many units, and due to the layout of the export_descr_unit.txt file, its hard to do using find/replace functions in common text editors.
    To solve this issue, I have started to implement a "Batch Processing" feature in Caligula, and the first stage of this is now ready to be used!
    It currently only supports mathematical operations (as they are the easiest to develop, being all very similar in operation, despite the large number of
    attributes) but is powerful none the less, and very easy to use.
    To use the Batch Processing facilities, just click on the "Batch" tab, select the category of units you wish to process, enter a search string (optional, if
    an exact match of the string entered is found in the units "Type" attribute, it will then be processed), select the attribute you wish to modify from the
    "Attribute" drop down box, select the effect you wish to apply (at this stage, all mathematical operations, Add, Subtract, Multiply, Divide and Equals, in
    that order) and finally enter the amount by which you wish to affect the attribute using the effect. When that’s all done, press the "Process Button" and it
    shall be so!
    A few notes, and warnings. This feature is very much under constant development, so things may change at a later date, its also very dangerous to the
    integrity of your export_descr_unit.txt file, Caligula wont stop you modifying attributes to ranges which cause havoc with RTW (no different to editing by
    hand, but harder to visually confirm) a classic example here is increasing unit sizes beyond 60. On the other hand, it does fix up attributes with decimal
    points that shouldn’t have them, rounding them off to the nearest whole number (several attributes support decimal figures, and this isn’t applied to these).

    Revision History -
    0.6.0 - Added BI support. BI only options are marked [BI]. These may cause non-BI games to crash if enabled!
    Several minor bug fixes
    Many minor interface changes

    0.5.6 - Fixed up the interface somewhat

    0.5.5 - More bug fixes

    0.5.4 - Fixed several minor bugs

    0.5.3 - Altered the workings of adding a new unit. Clicking the "Add New Unit" button now saves the data currently entered to the new unit. Clicking "Add blank Unit" performs the same action as the old "Add New Unit"
    Greatly Expanded the Batch Processing search functionality

    0.5.2 - Completely rewrote the batch processing, making it more efficient and much easier for me to maintain and add to it
    Added the ability to search by "Class" (eg. light, missile) to Batch Processing. Its just a quick example showing where I plan to take this feature

    0.5.1 - Fixed a crash with units that have 3 officers

    0.5.0 - Added Batch Processing

    0.4.1 - Improved file handling code dramatically

    0.4.0 - Fixed up some minor bugs
    Some interface changes
    Added support for editing unit descriptions
    Added unit enum generator
    Fixed major bug with cancel button in open/save dialogs
    Selecting 'ships' category now works properly
    Added ability to import 'mounts', which populates the mounts dropdown box on the 'Unit Details' tab
    Fixed up several attribute lists, should now have all of them (I hope!)

    0.3.3 - Added several attributes that aren’t noted in the comments at the top of the unit file

    0.3.2 - Several interface enhancements
    Added "Add New Unit" button and functionality
    Added "Remove Unit" button and functionality

    0.3.1 - Enabled autocomplete-as-you-type for selected dropdown boxes
    Added Unit Category drop down box, now you have to select a category of units, then select a unit from that category

    0.3.0 - Added Model Data editing capabilities

    0.2.2 - Added listing of all models into the "Soldier and "Officer"s dropdown boxes

    0.2.1 - Fixed some minor interface issues

    0.2.0 - First public release! Reads, edits and saves RTW Unit Files!

    0.1.0 - Testing release, Full read functionality, limited write.
    Quote Originally Posted by Hadrian readme.txt
    Hadrian v0.4.6

    By - Samuel Roehr (aka GodsPetMonkey)
    sroehr@gmail.com

    You can always find the latest version, information and guides @ -
    https://forums.totalwar.org/vb/showthread.php?t=38858
    http://www.twcenter.net/downloads/db/?mod=244

    ALWAYS BACKUP YOUR FILES!

    Guides - Here are some guides to using Hadrian.
    http://www.users.on.net/~roehr/RTW/G...drianGuide.htm
    http://www.users.on.net/~roehr/RTW/G...obuildings.htm

    Information - You will need some VB6 runtimes in order to execute this program, at a guess, these would include
    - MSCOMCTL.ocx - http://www.majorgeeks.com/files/mscomctl.zip
    - COMDLG32.ocx - http://www.ascentive.com/support/new...b/COMDLG32.OCX
    - msvbvm60.dll - http://www.microsoft.com/downloads/d...displaylang=en (thanks Soulflame!)

    Put the OCX files you get into your /windows/system32 directory. the DLL is in a self installer.


    Hadrian is a program that is designed to allow GUI editing of RTW's building file. It also supports the enums and description files. Hadrian is designed for both new and advanced users, and it can be easy to use the more advanced features and cause the game to stop working. Always be mindful of the hardcoded limits imposed by CA.

    Basic Guide - This guide will help you to enable a unit to be built by a certain structure. You must know the unit you want to use beforehand!
    First, fire up Hadrian, then open your export_descr_buildings.txt file, then select the base building complex from the left most dropdown box at the top of the screen. Then select the particular iteration of the building to the right of that. Now select the capabilities tab.
    If the building you selected can already build the unit, and you just want to enable it for a certain faction, select the unit from the "Units" dropdown box, and then add the faction by typing its name (or culture) in the editbox below the factions list box (note, you can remove the others by highlighting them and pressing the R button, if there are none in there, it will be enabled for all factions to be built) and press the A button, adding it to the list. Then press the E button below the "Units" drop box, then hit "Save Changes" and finally, press "Save" and select a file to save to. Your done, copy the file and rename appropriately.
    If the unit has to be added to the building, proceed to fill out the relevant fields. Make sure you put 'recruit' (ALL lower case!!!) in the "Type" editbox and the "Name" editbox matches the 'type' entry from your export_descr_unit.txt file. When ready, press the A button, then hit "Save Changes" and finally, "Save". That’s it, make sure you copy the file and rename appropriately, and it should work. If the game CTDs, please make sure all your inputs where correct before contacting me about it.

    Remember, if you don’t know what it does, leave it as it is!

    Revision History -
    0.4.6 - More bug fixes

    0.4.5 - Minor bug fixes

    0.4.4 - Fixed an issue with adding units to buildings with out any units prior

    0.4.3 - Added ability to import a list of unit 'Names' (Types) from a export_descr_unit.txt file
    Added "Cascade" button to the recruitment section of the building's capabilities. This button will copy the selected recruit into all buildings above this one (by level) it the same complex
    Fixed up some bugs with adding building capabilities

    0.4.2 - Fixed an issue where a units "Magic Number" wouldn't be displayed when selected in building capabilities
    Renamed "Magic Number" to "Starting Experiance"

    0.4.1 - Fixed issue with negative figures for bonuses
    Increased file handling flexibility

    0.4.0 - Fixed several interface issues
    Fixed several minor bugs
    Added ability to edit /text/export_buildings.txt
    Added ability to automatically generate export_descr_buildings_enums.txt from /text/export_buildings.txt
    Made some of the file handling more robust

    0.3.2 - Fixed an issue that prevented Hadrian from reading the buildings file from RTR 3.0

    0.3.1 - Fixed up some UI issues

    0.3.0 - Added "Create New Complex" button and functionality
    Added "Remove Complex" functionality
    Added the ability to add a new building (level) to a complex by use of the "Levels:" listbox
    Added the ability to remove a building (level) from a complex by use of the "Levels:" listbox
    Many bugfixes

    0.2.1 - Added autocomplete-as-you-type functionality for a limited number of dropdown boxes

    0.2.0 - First public release! Reads, edits and saves RTW building Files!

    0.1.0 - Testing release, Full read functionality.
    Last edited by GodsPetMonkey; 10-10-2005 at 11:31. Reason: New Version
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  2. #2
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
    Join Date
    Jul 2004
    Location
    La Città Eterna
    Posts
    2,857

    Default Re: Unit and Building Editors for RTW

    does this allows to add new units without overwriting the original ones?

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

  3. #3
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by PROMETHEUS
    does this allows to add new units without overwriting the original ones?
    Wouldn't be much use if it didn't! So that's a yes.

    Of course, your still stuck with the games 300 unit limit, not much I can do about that.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  4. #4
    Consul Senior Member Scipio's Avatar
    Join Date
    Sep 2003
    Location
    Beautiful British Columbia, Canada
    Posts
    1,401

    Default Re: Unit and Building Editors for RTW

    hmm, I am a bit confused as to how to add buildings/units, can you explain this please? Or if you have and I overlooked it a link?
    When a finger points at the moon, the imbecile looks at the finger.
    -- Confucius

  5. #5
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by Scipio
    hmm, I am a bit confused as to how to add buildings/units, can you explain this please? Or if you have and I overlooked it a link?
    Nope I havent given much info on it, partially due to me spending more time making it then playing with it!

    First up, DL the latest version that I just posted, seems like I screwed up the UI somewhat, which would be the start of the problem.

    Ok, but first, you need to know what you want to add, I make the distinction between complex and building (sometimes called level, the name given to them in the actual file).

    A complex is more the function template, and a level is the actual building built in the game, so a "Large Temple of Mars" is a level, whilst the complex would be Temple of Violence.

    If you want to add a new complex, press the respective button, and in the Complex dropdown menu, there the one titled "NewComplex" is the noe you just added, select it and edit away.

    To add a new level isn't as obvious, first select a complex from the dropdown menu, then add a new level to the levels listbox (type it in the editbox right below, and hit the "A" button next to it) then press "Save Changes". Now you can select it from the "Building" dropdown box, do so, it will have the same name as the level so its easy to find, and now you can edit it by using the fields on the building and capability tabs.

    Remember to save your changes when your done with them, they are lost of you change to a different complex or building! You dont need to save to file untill your all done though, as long as you hit the save changes button beforehand, it'll be saved to the file.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  6. #6
    Pet Idiot Member Soulflame's Avatar
    Join Date
    Aug 2004
    Location
    The Abyss - Formerly known as 'The Netherlands'
    Posts
    293

    Default Re: Unit and Building Editors for RTW

    Ah so you did go to the mod forum, but luckily I found it again.
    Nice additions, but the two readme files are still called the same, and since I always downlaod them together and unpack them, I keep on renaming the first readme I extract so that I can extract the other one without overwriting the first. Just a readme_caligula.txt and a readme_hadrian.txt would be better.

    Other then that, just keep on going!
    Download version 1.2 of my RomeUnitGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=108
    It has over 32.000 downloads. Thanks for the kind words I got over the years :).

    Download version 1.1 of my RomeTempleGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=107
    It has over 5.000 downloads. Thanks for the kind words I got over the years :).

  7. #7
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Hadrian 0.4.0 is here, and with it, finally we have full building creation!

    Yes, you can now add an entire complex, and its buildings from scratch, and edit the 3 files needed for it to appear and operate in game! (Don't know how the AI will handle it though).

    Because there are a few steps involved, and its not that hard to screw up your data files, I have also made a quick pictorial guide! find it @ http://www.users.on.net/~roehr/HadrianGuide.htm

    As usual, any problems, tell me and I'll try to fix them ASAP! I'm expecting some issues, but as long as you do things the right way (following that guide is a good start) you shouldn't have any major issues.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  8. #8
    Unfrequent Visitor Member tombom's Avatar
    Join Date
    Dec 2003
    Location
    England
    Posts
    257

    Default Re: Unit and Building Editors for RTW

    There seems to be something wrong with the way Caligula saves model_battle. I loaded up caligula, loaded up the files, pressed save unit data. A choose file thing came up and I pressed cancel. I exited. Now I was left with a 2x bigger descr_model_battle and it didn't work! Luckily I had a backup of Rome and copied it from there.
    caesar44 is having a system failure Claudius. He no longer has a head, on the count of it exploding. - Wonderland in this thread

  9. #9
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by tombom
    There seems to be something wrong with the way Caligula saves model_battle. I loaded up caligula, loaded up the files, pressed save unit data. A choose file thing came up and I pressed cancel. I exited. Now I was left with a 2x bigger descr_model_battle and it didn't work! Luckily I had a backup of Rome and copied it from there.
    You didn't keep a copy of the messed up file did you? If you did, I would like to have a copy, it will help me track down the problem (Caligula hasn't gotten much attention recently, but I'm working on it right now).
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  10. #10
    Unfrequent Visitor Member tombom's Avatar
    Join Date
    Dec 2003
    Location
    England
    Posts
    257

    Default Re: Unit and Building Editors for RTW

    I've worked out the problem: save unit data saves it as an descr_model_battle.txt file when it is actually saving the export_descr_unit.txt file. Save Model File is permanently disabled.
    caesar44 is having a system failure Claudius. He no longer has a head, on the count of it exploding. - Wonderland in this thread

  11. #11
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by tombom
    I've worked out the problem: save unit data saves it as an descr_model_battle.txt file when it is actually saving the export_descr_unit.txt file. Save Model File is permanently disabled.
    I'm pretty sure I have solved it, the dialog boxes remember the last file opened/saved, and it seems the cancel button was broken in a few places (it would still save the file despite clicking cancel!)

    New Caligula very soon, with enum and description support like in Hadrian.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  12. #12

    Default Re: Unit and Building Editors for RTW

    After adding a new cavalry unit I got a new unit with a "peasant" icon. Could you please tell me how to change the icon?

  13. #13
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by Alex Kit
    After adding a new cavalry unit I got a new unit with a "peasant" icon. Could you please tell me how to change the icon?
    The icon is an interesting matter as its not actually linked in a file, so its hard to set up the editor to be able to do anything about it. But its not to hard to fix up anyway. To make my life easier, I'll take a post already made on the subject from elsewhere in the forums.

    Quote Originally Posted by itkotw
    Now, lets talk about the unit cards and unit info screen. First thing we have to do is unpack some of the image files that the game uses. The game has a few compressed files which it uncompresses when the game starts up. So, what you have to do is download the Xpak program, which is discussed in this link - https://forums.totalwar.org/vb/showthread.php?t=37626 . After you follow the directions in the program, it will unpack the files and create a few new folders. The xpak program unpacks the files and creates the new folders within the /Data/packs folder, but you are going to leave most of the newly unpacked files and only copy the one or two that you need (this will seem a little clearer once you unpack the files).

    After you unpack the files, you need to create a couple more folders. These new folders are needed because of the way the game organizes the factions image files. Create a new folder in the "Rome - Totalwar/Data/" folder, called "UI". Then, within the "UI" folder, create a folder called "UNIT_INFO". Now under the "UNIT_INFO" folder, create another folder called "Gauls". Next, you will have to make another folder in the "UI" folder, called "UNITS". Finally, make a new folder in the "UNITS" folder called "Gauls". To recap on the folders we have just created, they should look something like this - "Rome - Totalwar/Data/UI/UNIT_INFO/Gauls" and "Rome - Totalwar/Data/UI/UNITS/Gauls". The next step is to copy some of the unpacked images into these folders.

    Now, look in the unpacked folder named "DATA/UI/UNIT_INFO/Germans/" (remember, this is not the normal "data" folder, but the newly unpacked one), technically the location is this - "Data/packs/DATA/UI/UNIT_INFO/Germans/". Find the file called "WARBAND_AXE_GERMAN_INFO.tga" and copy it to the folder you just created called "/Data/UI/UNIT_INFO/Gauls/". Now go into the unpacked folder called "/DATA/UI/UNITS/Germans/" (the technical location is "/Data/packs/DATA/UI/UNITS/Germans") and find the file called "#WARBAND_AXE_GERMAN.tga" and copy to the folder you just created called "Data/UI/UNITS/Gauls/".
    (Taken from https://forums.totalwar.org/vb/showp...01&postcount=5 )

    The pricipal is the same for anything, if there is an icon in game you would like to reuse, just find it after unpacking and copy it to the respective folders. Of you want to just use ones of your anw making, you dont even have to do the unpacking!
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  14. #14
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    Default Re: Unit and Building Editors for RTW

    Hmm it doesn't load the export_descr_buildings file, ie. it does nothing after opening. The file is not original, it's modded by me, could this be the reason?
    I'm still not here

  15. #15
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by eadingas
    Hmm it doesn't load the export_descr_buildings file, ie. it does nothing after opening. The file is not original, it's modded by me, could this be the reason?
    Most likely it is the cause of the problem. Would it be possible for you so send me the file? if RTW loads it fine, I'll adjust Hadrian so that it has no problems with it as well.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  16. #16
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Hadrian 0.4.1 is now out, it now supports negative numbers for things such an Bonuses, thanks to eadingas for pointing this out! I honestly didnt know you could use negatives in there!

    I also relaxed the rules for file reading a little, hopefully not so much that odd things start happening, but nothing showed up during testing.

    I'm also looking into what to do as my next project? Any suggestions?
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  17. #17

    Default Re: Unit and Building Editors for RTW

    GodsPetMonkey - do u want the source code for a prog i designed to edit the "descr_regions.txt" files. You're probably much more experienced at programming, so u could prob merge it with your current progs.

  18. #18
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by NaeBlis
    GodsPetMonkey - do u want the source code for a prog i designed to edit the "descr_regions.txt" files. You're probably much more experienced at programming, so u could prob merge it with your current progs.
    If your willing to part with it, I'll take a look, and if I use it, you will ofcourse get full credit!

    PM or email me about it.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  19. #19
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    A new version for Caligula taking it to 0.5.0, and it somewhat marks a change in focus in my development on these 2 tools, rather then adding more and more supported files, its about makeing whats there easier to use. Well really its just implementing features which appeal to the lazy person inside me (so expect them for Hadrian too!)

    But this time, its the final coming of the long ago mentioned "Batch Processing", there is a basic guide in the readme, and I plan on making a more visual (but short) guide for it as well, but for now, its a little gem!
    Actually, the guide is done, its pretty simple, but its a pretty simple system anyway!
    http://www.users.on.net/~roehr/Batch.html

    A request also, what kind of lazy modding features would you like to see in Caligula and Hadrian? This includes more things you can do with the batch processing!
    Last edited by GodsPetMonkey; 11-30-2004 at 12:56.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  20. #20

    Default Re: Unit and Building Editors for RTW

    hey both of these things are awesome, they help eliminate all the stupid errors like typing a key on accident when trying to hit something else.

    screw tylenol, this thing fixed my headache

  21. #21
    Altogether quite not there! Member GodsPetMonkey's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    839

    Default Re: Unit and Building Editors for RTW

    Quote Originally Posted by Boss
    hey both of these things are awesome, they help eliminate all the stupid errors like typing a key on accident when trying to hit something else.

    screw tylenol, this thing fixed my headache
    Thanks for the compliments.

    Perhaps I should make them only available on prescription
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  22. #22
    The Philosopher Duke Member Suraknar's Avatar
    Join Date
    Dec 2002
    Location
    Navigating the realm of Ideas
    Posts
    707

    Default Re: Unit and Building Editors for RTW

    Hello,

    Just wanted to thank you for making these two utilities, been using them and making changes very ncielly :)

    The only small problem I got was with unit Pics, I get the generic paysant Picture, so I am reading your previous reply refering to those immages. :)

    Thank you
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

  23. #23
    The Philosopher Duke Member Suraknar's Avatar
    Join Date
    Dec 2002
    Location
    Navigating the realm of Ideas
    Posts
    707

    Default Re: Unit and Building Editors: Caligula & Hadrian

    Hello,

    Yes, its about the issue with dissapearing Units at long disttances, when lets say we take a Unit and also give it to another Faction, this happens.

    It is described better by Itkotw in a link you have provided about Unit Cards.

    Hmm, I have been thinking about the disappearing axemen. I had a similar problem when I first tried to give the gauls axemen. The troops would disappear at long ranges. All I can say is check the descr_model_battle file, and make sure this line appears under the "warband_axe" section (I incorrectly called this the "warband axe german" section in my second post) -

    model_sprite gauls, 60.0, data/sprites/germans_warband_axe_sprite.spr

    This just tells the game to use the german axemen sprites for the gauls. This is needed because the game stops using 3d models at long ranges and switches to sprites (cheesy, but fast, 2d images)(I forgot to add the second sprite line when I first edited the axemen).
    Do you think it would be possible for the tools to have a Tab in which we can prolly specify a couple of things (like the name of our new unit and the actual name of the sprites to be used) and then the tool could add the appropriate lines in the file?

    Would that be possible ot is it too complicated and would require too much coding?

    If too much coding is involved then I it is Ok I guess, the tools are awesome as it is, and some manual modification never hurts :)
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

  24. #24

    Default Re: Unit and Building Editors: Caligula & Hadrian

    can somebody please give me instruction on how to use these two programs to give existing units and buildings to factions that couldn't build them before? because i am a bit stupid and dont know how to use them correctly

  25. #25
    Member Member XXdeftonesXX's Avatar
    Join Date
    Apr 2005
    Location
    california
    Posts
    10

    Question Re: Unit and Building Editors: Caligula & Hadrian

    hello, i have a problem with your program i cant figure out. when i open up the caligula program, the first step i cant do, because it does not list anything. its just blank, i cant pick from any units or categories becuz there is nothing there at all. the lil triangle is grey, and i cant pick from a number of units r anything. help me please
    ~XXdeftonesXX
    "We may not be the biggest band in the world, but we are the baddest."
    -Chino Moreno

  26. #26
    The Philosopher Duke Member Suraknar's Avatar
    Join Date
    Dec 2002
    Location
    Navigating the realm of Ideas
    Posts
    707

    Default Re: Tools: Unit and Building Editors: Caligula & Hadrian

    Oki...

    Time to correct myself :P

    For those of you that use Caligula to give one factions units to another...and you notice that at certain distances these units dissapear during a battle..

    This is because of the Sprites...

    Caligula offers already the possibility to fix this.

    So lets say you take the Levy Pikemen and you want to also make it buildable by Greek_Cities as well as Macedon and the Seleucid.

    a- After doing so and saving etc, you will also need to click on the "Open Model Data" button that opens "descr_model_battle.txt"

    b- click on the [Model Data] tab

    c- Select "Greek_levy_pikeman" from the drop down

    d- at the lower most box area you will see two lines for the path to the sprites, one ofr macedon and one for seleucid.

    Code:
    seleucid, 60.0, data/sprites/seleucid_greek_levy_pikeman_sprite.spr
    macedon, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr
    e- Select the macedon line, and in the emediate edit field bellow, replace the "macedon" by "greek_cities" (or the faction you giving this unit to. And press the "ADD" button. Now the Box should look like this:

    Code:
    seleucid, 60.0, data/sprites/seleucid_greek_levy_pikeman_sprite.spr
    macedon, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr
    greek_cities, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr
    F- Save your changes, and your done.

    And thus, your units will no longer dissapear in battle when you move your camera far away from them.
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

  27. #27

    Default Re: Tools: Unit and Building Editors: Caligula & Hadrian

    i just bought bi and started to tweak some of my settings (number of soldiers, # of arrows in western archer, armor and shield strength, etc.) using caligula (hadrian doesn't seem to cause ctd), but everytime the game starts, it crashes to the desktop. what am i doing wrong?
    Last edited by kyee7k; 10-11-2005 at 23:30.

  28. #28

    Default Re: Tools: Unit and Building Editors: Caligula & Hadrian

    when I try downloading hadrian I get redirected to www.atomicgames.com
    any idea why that happens???
    Do these editors work with rome total war gold?

  29. #29

    Default Re: Tools: Unit and Building Editors: Caligula & Hadrian

    Hi, can i run hadrian and caligula tools on Rome Total Realism?

  30. #30

    Default Re: Unit and Building Editors for RTW

    What is up with the 2nd VB6 thingy? it is just a bunch of symbols.

Page 1 of 3 123 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO