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View Full Version : Creative Assembly Model and Architecture Q\'s for GilJay, Target, EatColdSteel...



barocca
10-09-2002, 23:58
Q1 Models
I recently tried to import STW models into MTW, trying to find an easy way to convert STW maps without having to chhange models,

some I could get the Editor to recognise, most failed,
the files appear to be same format,

i got translation errors in the Model list (naturally)
I think i can add to the translation list in the relevent loc file,

but is there any other reason why the editor would NOT display all the models?

shrine worked pefectly - (aside from the model list translation error) but the Temple refused to display or even show an error in the model list!

Q2 Architectures
Is it possible to add new architectures to Medieval?

How does the Map Editor know which architectures are available to it?
( The editor does not appear to poll for the directory structure of the models folder,
is the list of architectures hardcode? )
is there a way around hardcode?

1.
I have tried adding an architecture, but the editor does not give me the option to load it,
( i copied the Shogun architecture in - NO JOY
then i tried copy the Western and renamed it to asian - NO JOY )

2.
The game also does not recognise a complete "fresh" architecture when it loads a map,
( I tried editing an inf file to a new architecture subfolder name )
thinking maybe game would find even though editor did not - NO JOY

Help!!!

GilJaysmith
10-10-2002, 14:58
Can't add new architectures; extremely hardcoded.

The subdirectories of "model" (also hardcoded) hold the version of each model for that named architecture. If a model isn't found for a particular architecture, I suspect the model just won't appear. So whether or not you see a model on the map may depend on what architecture you use when you fire up the map editor.

I can't see any obvious reason (i.e. one which wouldn't require me to try it myself) why one Shogun model should work while another doesn't.

Just tried it. Pagoda, Shrine, and Tower all work for me. For each model: copy the 3xx and txx file into each architecture subdirectory where you want the model available, and copy all the lbms named in the txx file into the models directory. That model should then show up in the map editor's model list if you work on a map with one of those architectures selected.



[This message has been edited by GilJaysmith (edited 10-10-2002).]

barocca
10-10-2002, 16:39
i must have missed something during my first test, they worked fine this time!

now all i have to fix is the translation errors,
these are the names displayed in Battle.txt
??

GilJaysmith
10-10-2002, 17:09
You'll have to put the new labels into battle.txt, since the model database doesn't appear to scan changes.txt for missing model labels. If you make a txt file for the model you can specify its label in the "Name" entry, otherwise just use the filename as the label.

You'll have noticed the localisation system is not mod-friendly. Sorry...

dclare4
10-10-2002, 17:30
However, is it possible to make the muslims have Christian buildings? Like when they build stuff like spearmakers or royal palaces or whatever is it possible that they would be able to import and overwrite the Christian structures for these buildings?

Thanks,
Gilbert de Clare

barocca
10-10-2002, 17:36
dlcare.
you mean when you go to battle if the province is muslim owned then buildings should be muslim, but if christian owned then christian?

Lord Krazy
10-11-2002, 05:28
Quote Originally posted by dclare4:
However, is it possible to make the muslims have Christian buildings? Like when they build stuff like spearmakers or royal palaces or whatever is it possible that they would be able to import and overwrite the Christian structures for these buildings?

Thanks,
Gilbert de Clare[/QUOTE]
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The image yes ,the function I have problems
with.

LK