Reports coordinates of all settlements in RTW/BI and mods. Haven't tested on Alex, but should work, too. Source (AutoIt v3 script) included. See Readme.txt for instructions.
Might make a M2TW version later.
- Cheers, HouseOfHam
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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
Battlefields
Buildings & Settlements
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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
Buildings & Settlements
Scripting
Tech Trees
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An ongoing research topic into the details of modding R:TW Alexander.
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Turk2 provides this simple tutorial on creating armies which can be spawned through scripts.
See also
Scripting
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Squid's complete guide to coding the "export_descr_character_traits" and the "export_descr_ancillaries" file.
See also
Characters
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Comprehensive guide to the character traits and ancillaries files by Squid.
See also
Characters
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Discusses max (or lack thereof?) # of loading_screen tga's and the engine's use of them.
See also
User Interface
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The latest patch prevented foot archers from firing at targets that had high defence values. These modifications are designed to remedy that issue.
See also
Units
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Parts Six and Seven of the video tutorial series by Professor420, covering Rigging/Exporting and Level of Detail of models in 3DSmax.
See also
Models
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A detailed guide on how to activate the hidden different battering ram types included in the game.
See also
Buildings & Settlements
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For 1.5 & 1.6 only, the basics of changing a faction's culture in descr_sm_factions.
See also
Factions
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The basics of editing mercenary availability in descr_mercenaries.
See also
Campaign maps
Units
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A bug-finding tool for the trait files using the .NET framework.
See also
Characters
Tools
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From TWC: An extensive guide from Muizer concerning the structure and modification of the battlemap terrain as found in campaign games and custom battles - above and beyond the input of the map targas specifying heights, ground types, climates and features which are the typical domain of mappers.
See also
Battlefields
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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
Buildings & Settlements
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A minimod to add palm trees to the battlemap as vanilla RTW currently has none. The trees are placed in the semi-arid climate type.
See also
Battlefields
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Adding animations the Shrimpy way, using AnimEditor and the XIDX extractor.
See also
Animations
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This tutorial explains how to make alpha channel parts invisible in 3dsmax renders. Useful for when creating the graphics for unit cards.
See also
Models
Unit cards
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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
Buildings & Settlements
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Description of how the game generates the unit spacing for the horde formation.
See also
Units
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