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  1. #1
    Death and Glory TW modder Member Flying Pig's Avatar
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    Default Re: Creating or Modding Building Models

    For stats just ctrl-c the relevant tree from EDB
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  2. #2
    Bassist, God and Modder Member Thor the Bassist's Avatar
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    Default Re: Creating or Modding Building Models

    Actually the porting of models is easier than making new ones as you can just transfer the .item files and .bpi files as there is no difference between the game versions. You just need to add the new references in the text files and add references in the settlement plan you want the building in.

    Building for the Future of METW

  3. #3

    Default Re: Creating or Modding Building Models

    Ok i'm making experiments with 3dmax.
    I learned how to create objects and paint them, but I can't understand what is needed to work for RTW buildings models.

    For instance, how "lods" work?

    Anyone soooo kind to post a quick step-by-step tutorial to mod buildings with 3dmax? I found many tutorials around but they are all on modding units.

  4. #4
    Bassist, God and Modder Member Thor the Bassist's Avatar
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    Default Re: Creating or Modding Building Models

    First for 3dsmax you need the import/export script written by Vercingetorix. This will allow you to export from max into the .cas file format used by everything you need in RTW buildings.

    Basically you need to make the model for the building first in max and apply the textures. RTW was the first game I used max for aswell and I took ages trying to find the maxscript menu. If you look at the right hand panel of instruments and take the right most selection at the very top of this panel one of the buttons that drop down should say "maxscript". If you click on this and then on "run script" you will then get the open dialogue so you can open and run vercingetorix's script. You then have to select the "cas import/export" from the drop down menu that originally says convert lighting or something like that. You will then get a selection of commands. Clicking on "Export cas" will export the current scene to a cas file of your choice.

    One thing I'd advise is not to import items with the script and then use them in the export because all the lighting and textures goes wrong and you end up with totally black buildings instead of textures. You can import items and then re-make the geometry but for some reason if you use the imported item geometries it doesn't work - you can use imported cas files. Also the export item button doesn't work with the game.

    LOD's are saved as separate cas models although I have to admit I seldom use LOD's as I prefer moving on to new buildings though I suppose I must go back and change this at some point.

    As I said previously the game reads .item files for buildings and one .item file stores all the LOD info in itself for one building model so there is no need for separate ones. The full database of all items in the game is in descr_items.db and this isn't editable but by deleting it and editing the decompiled version descr_items.txt the game will create a new descr_items.db with your new entries in. Check out this. One thing I will say about point 8 is that you should kill the game or it will overwrite all your item files so make sure you have show_err on and when the error arrives press ctl-alt-delete and end task on RTW.

    The entries in descr_items.txt go in this format:
    Code:
    type     your_building_name
    lod
    max_distance      max distance lod will be seen
    model_rigid         your building cas file for this lod
    for example:
    Code:
    type roman_tenamentA 
    lod
    max_distance 200.0
    model_rigid roman_tenamentA_high.CAS
    lod
    max_distance 400.0
    model_rigid roman_tenamentA_med.CAS 
    lod
    max_distance 800.0
    model_rigid roman_tenamentA_low.CAS
    lod
    max_distance 4000.0
    model_rigid roman_tenamentA_lowest.CAS
    I hope this helps. If you need any more info post and I'll help out.
    Last edited by Thor the Bassist; 04-05-2008 at 14:39.

    Building for the Future of METW

  5. #5

    Default Re: Creating or Modding Building Models

    Thanks a lot Thor.

    I tried and created a Tower (Orthanc, actually), but if I try to export it as .cas with Verci's script it says a root scene is needed.

    I found around in forums that the root scene can be made with SceneTool plugin but the only version of SeneTool I Found does not work with 3Dmax9.

    How can I create the Scene Root?

    Last edited by Seth Krn3ll; 04-05-2008 at 16:49.

  6. #6

    Default Re : Creating or Modding Building Models

    Great work !!!
    You and Thor will make a really great work !
    ~ Click on the picture below to see First Age of Beleriand & Middle-Earth in a Total War modification ~

  7. #7

    Default Re: Creating or Modding Building Models

    Guess I'm stuck at that missing scene root :(

    I tried importing the original roman_imperial_palace.item and then trying to export it as a .cas and it keep saying

    "cannot export without the scene root bone. Verify it exist."

    I just imported it as it was on a clear project, no touching at all, so I guess I'm missing something somewhere.

    Anyone may help?

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