Results 1 to 30 of 375

Thread: New Patrons, you can post your questions here

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: New Patrons, you can post your questions here

    I know nothing about the various formats in MTW that did not make it into RTW. So I have two questions about BIF files.

    1. How can I view them? I have tried 3-4 pieces of free software that claim to read BIF files but none of them actually work with BIF files (they show either a blank or a default unread-but-detected image icon. (I've tried Konvertor, Pixviewer 3.1, and Nico's Viewer Pro. I need a way to display them all. The Bifreader seems to only display one at a time and I need to browse them - and it seems to have a cream mask over all the images so as to make it pretty useless for my purposes (I know some are supposed to be like this but not all- and it seems stronger than in-game)

    2. And - again the above software failed despite their claims to the contrary - I require something to batch convert the BIFs into TGAs (or via an intermediary file format if necessary).

    I would imagine the above 2 issues were resolved early-on in MTW modding but they must be buried so deep as I have spent 3-4 hours at TWC and the ORG looking for the info all to no avail. And another 2-3 hours looking for software that seems not to work. Perhaps there are different types of BIF file and MTW uses ones specific to it?

    Thx. for the help.
    Last edited by Dol Guldur; 05-31-2008 at 12:36.
    "One of the most sophisticated Total War mods ever developed..."

  2. #2
    Beauty hunter Senior Member Raz's Avatar
    Join Date
    Aug 2006
    Location
    Australia.
    Posts
    1,089

    Default Re: New Patrons, you can post your questions here

    The readBIF program can import, export and (of course) read BIF files, it can be found on the mizus server. Go to "Tools" then scroll down to "RSW Read Bif Buf v22a.zip". If you've already tried this, and this is the one that's giving you the cream mask, then it's probably just a palette issue. The "cream" mask is probably just transparency, personally I'd change it to a cyan shade or a 128 Green. You do know what I'm on about right? Anyway, unfortunately there is no batch editting/converting with ReadBIF - you can only export and import 256 colour BMP files. But from there, it's quite easy to convert to a TGA file.

    It should be noted that you must preserve the palette table or else you'll have all sorts of black dots and transparency issues all over your image.

    Hope that helps.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: New Patrons, you can post your questions here

    Thank you Raz.

    This updated Bifreader gives green and cream rather than just cream :)

    I can convert them to bmp, and bmp to tga - but I am not sure how to change the original image to get rid of the masking. I have played with the palette in bifreader but it makes no change to the image.

    What a noob I am here

    I'll keep experimenting..

    It is a great pity there is no batch viewer or convert - not only will it take a long time to convert them, but also to just view them :(

    thx again.
    "One of the most sophisticated Total War mods ever developed..."

  4. #4

    Default Re: New Patrons, you can post your questions here

    Two questions:


    1. How does one add a new resource? What files are involved?

    2. Is it possible to add a VnV to a title? How?


    Thanks,

  5. #5
    Beauty hunter Senior Member Raz's Avatar
    Join Date
    Aug 2006
    Location
    Australia.
    Posts
    1,089

    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by jayban
    1. How does one add a new resource? What files are involved?
    By "Resource" you mean "Trade Good" right? To add a new trade good, navigate to your MTW folder, then open up the folder named "campmap", in there open up "startpos" - Here you will find all of the Eras in MTW and VI. You should have text files named "EARLY", "HIGH", "LATE" and if you have VI you'll find one named "VIKING" - you'll also find "TUTORIAL" which is, as one would expect, for the campaign tutorial. Open up the era that you want this new trade resource to appear.
    In my example, I'll be using the High era to add the trade resource "Fine Wine".

    Open High.txt and scroll down to "Declare the tradable goods for this campaign." section (Pressing ctrl+F and copying/pasting that into the box will get you there quicker). You'll find the resources available to this era listed here along with their base values. Copy/Paste the line that declares "WINE" and paste it at the bottom of that list and change the "WINE" part to "FINEWINE" without spaces, I'll also want to increase it's value slightly as the name suggests, it's finer than regular wine. It should look like this.
    Spoiler Alert, click show to read: 
    Code:
    //========================================
    // Declare the tradable goods for this campaign.
    //========================================
    
    DeclareTradegoods:: "GLASSWARE"	40
    DeclareTradegoods:: "WOOD"		20
    DeclareTradegoods:: "FURS"		40
    DeclareTradegoods:: "WINE"		40
    DeclareTradegoods:: "WOOL"		30
    DeclareTradegoods:: "SILK"		40
    DeclareTradegoods:: "COTTON"	30
    DeclareTradegoods:: "LINEN"		30
    DeclareTradegoods:: "WAX"		20
    DeclareTradegoods:: "HONEY"		40
    DeclareTradegoods:: "SALT"		20
    DeclareTradegoods:: "HIDES"		30
    DeclareTradegoods:: "BUTTER"	20
    DeclareTradegoods:: "POTTERY"	30
    DeclareTradegoods:: "FISH"		20
    DeclareTradegoods:: "SPICES"	50
    DeclareTradegoods:: "GEMS"		50
    DeclareTradegoods:: "SUGAR"		40
    DeclareTradegoods:: "DYES"		50
    DeclareTradegoods:: "IVORY"		40
    DeclareTradegoods:: "OLIVEOIL"	30
    DeclareTradegoods:: "GRAIN"		30
    DeclareTradegoods:: "FINEWINE"		45


    Now scroll down to the Set Region Resources section of that text file. Press ctrl+F and copy/paste this into the box and hit enter: "//Region Goods Available". Here it lists what resources and trade goods are available to a particular region. You'll note that it sets two things here:
    "SetResources::" refers to raw mineral deposits such as copper and iron.
    SetTradableGoods:: refers to, well... tradable goods such as silk and cotton. This is the one you want.

    I'll be adding the Fine Wine goods exclusively to Burgundy. Scroll down to the line that says "SetTradableGoods:: ID_BURGUNDY", you'll also note here that it already has access to the standard wine trade good. We don't want it to have two trade goods otherwise France would be super powered, so we'll change it, delete the "WINE" part and add "FINEWINE" instead. It now should look like this:
    Spoiler Alert, click show to read: 
    Code:
    ...
    SetResources::		ID_BRANDENBURG		COPPER		
    SetTradableGoods::	ID_BRANDENBURG		LINEN		GRAIN
    SetTradableGoods::	ID_BRITTANY			LINEN
    SetTradableGoods::	ID_BULGARIA			GRAIN
    SetTradableGoods::	ID_BURGUNDY			WINE
    SetResources::		ID_CARPATHIA		COPPER		SILVER		IRON
    SetResources::		ID_CASTILE			IRON			
    SetTradableGoods::	ID_CASTILE			SILK			
    SetTradableGoods::	ID_CHAMPAGNE		GRAIN


    Save the changes and exit HIGH.txt. Your done there for now. Head backwards from .../campmap/startpos/ and navigate to .../loc/eng/. Open up the text file named "DEFAULT_REGION_SPECIFIC", if you were modding the Viking era, you'd open "VIKING_REGION_SPECIFIC", but we aren't. So anyway scroll down to the line "@["goods_names"]", here it shows the names of trade goods back in HIGH.txt (and EARLY and LATE as well) in order. So for example, the first tradable good declared in the startpos was GLASSWARE, you'll note that Glassware is also the first here, so add Fine Wine to the bottom of the list, since it's last declared. You can add spaces too, as here it shows the name that will be seen in-game, the other name (with all capitals) is used internally by the system. Don't forget to add the @ sign and enclose the words in curly braces and quotes. It should look like this:
    Spoiler Alert, click show to read: 
    Code:
    ...
    @{"Spices"}
    @{"Gems"}
    @{"Sugar"}
    @{"Dyes"}
    @{"Ivory"}
    @{"Oliveoil"}
    @{"Grain"}
    @{"Fine Wine"}


    Now scroll down a touch further and you'll find the descriptions for each of the trade resources (also in order). Add a description for Fine Wine at the en of the list, make sure it uses the same things like the others (at sign and braces etc). It doesn't have to be too flash or really long, I just added:
    @{"Extremely fine wine is produced here. It can be sold for a large profit."}

    Save the changes and exit. Your pretty much done, just one last thing to add. Back out of .../Loc/Eng/ and head to Textures/campmap/goods/, here it lists the graphics files used to represent the trade goods in game. Merely copy and paste the file "WINE.bif" and rename it "FINEWINE.bif" and ensure the ".bif" part at the end is still there.

    Start up a new campaign in High as the French and right click on the province of Burgundy, it should now have the Fine Wine tradable good. Hope that's what you asked for. If not, it helped my typing skills.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  6. #6

    Default Re: New Patrons, you can post your questions here

    Many thanks Raz!!!

    No, I was actually looking for a "How to" on resources (Iron, Forest, Salt, etc). In particular, "How to add a new resource".

    (As a completely random example, let's say I wanted to create a resource called "Divine Right" and make a new building called "Royal Throne" that requires the resource to be in the province....)

    Your post, however, is excellent for trade goods. I really appreciate the time you spent and it will speed up my adding of new trade goods to my mods in development.

    I guess an alternative would be to...

    1. Translate the resourece forest as something you would like as a new resource (Trade Route)

    2. Rename the bif files you would use for the new trade route resource to "forest".

    Would that work?

  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: New Patrons, you can post your questions here

    Resolved. Seems there is a folder called "coloured" that has the non-creamy (that's a technical term) images in. Thx to Aradan for finding.

    I have another question now :)

    Where can I find the video file that causes the background menu animation? This would be the equivalent of the background dump file in RTW. Thx.
    "One of the most sophisticated Total War mods ever developed..."

  8. #8
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
    Join Date
    Dec 2004
    Location
    Ratae Corieltauvorum
    Posts
    2,481

    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by jayban View Post
    Many thanks Raz!!!

    I guess an alternative would be to...

    1. Translate the resourece forest as something you would like as a new resource (Trade Route)

    2. Rename the bif files you would use for the new trade route resource to "forest".

    Would that work?
    That's pretty much it, but you will also need to modify some of the text associated with it as well. In the LOC/(Your language)/ folder there is a file called "tooltips.txt" and this carries the rollover text for the province parchment. Change the entry for forest to whatever suits your new resource.

    The inability to add new resources is a real constraint to modding, with only six (IIRC) there's not a lot you can do. I have used forest in my mods for various things: ie provinces for Phoenician colonies or Roman legionary fortresses. This way you can limit certain buildings to certain provinces, very useful if you want to recreate some historical factors.

    There is another route you can choose to do this, which is to re-assign the BUILDING type "Forest_clearing" - this one is useful because it is INDESTRUCTIBLE. I used this, re-labelled to "Natural Harbour" to be a pre-cursor to some naval developments. Of course, in such a case you must make it UNBUILDABLE as well. In my mod it was simple as I wasn't using any Islamic factions, so all I had to do was make a mosque a pre-requisite and then no-one could "build" natural harbours anywhere other than I had placed them in the startpos file. But any impossible combination should work (ie a church AND a mosque )
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Download A Game of Thrones Mod v1.4

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