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  1. #1
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Thanks, is there a list of command line and/or console commands anywhere?

    DJ: Added
    Last edited by Duke John; 10-06-2004 at 09:43.
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    Scruffy Looking Nerf Herder Member Steppe Merc's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Can we make the troops hold their weapons differently as it is now? Can the pikemen be made to hold their pikes correctly with two hands, and the heavy lancers hold their kontos with two hands, are are we forced into one hand to hold the spear/pike?

    DJ: This can be done if we can add new animations and that question is already included.
    Last edited by Duke John; 10-06-2004 at 09:45.

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    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: Post your "must-know" modding questions here!

    If there are multiple weapons in a texture how can we determine which one the unit uses? (This is probably relevant to the CAS files, so it may count as the same question as DJ's)

    DJ: Indeed. The weapon is likely included with the model. When switching weapons the model is also switched and also a different set of animations. At the moment we can't change weapons so we need to add animations and models and that question is already asked.
    Last edited by Duke John; 10-06-2004 at 09:48.

  4. #4

    Default Re: Post your "must-know" modding questions here!

    Academic Building Question: The descriptions of the academic buildings imply that they should improve the starting ratings of heirs. The export_descr_buildings.txt file shows that these buildings have blank "capabilities" so their only current value is to allow other usefull buildings. I see no effect on heirs starting ratings if these buildings are present. One could mod the blank capabilities for happiness_bonus, law_bonus, and recruit_exp_bonus but this would only affect units not heirs. Is there an "heir_bonus" somewhere or is this something that will appear in the "future patch"??

    DJ: Added.

    General Mod Issue Question: Since modding RTW would involve changes across many files/directories, Does RTW have an equivalent of the MTW "Prodfiles" and other similiar command lines?? Or are mod-ers going to be limited to having a duplicate RTW installation for each mod set?? For example, it would be nice if all mod files could reside in a single directory such as data\world\maps\campaign\My-Mod_campaign.

    DJ: Question has been added. On a side note, by chance I copied the Imperial campmap directory. And then I noticed in the main menu that a new item appeared in which I could select "Copy of Imperial Campaign".

    Command shell Question: Has anyone found or figured out if there is a "toggle_xxxx" command that will turn off the startup intro so that RTW pops right into the main menu?? This would make mod-testing so much easier and save hours of looking at the soundblaster plug.

    DJ: See post #12

    TIA for any answers or conjectures.
    Last edited by Duke John; 10-06-2004 at 09:54.

  5. #5

    Default Re: Post your "must-know" modding questions here!

    What about files such as 'export_descr_character_traits.txt' that say:

    ;This file is generated from the Spreadsheet VnV,txt
    ;Please modify the spreadsheet and re-xport the data, rather than editing this file directly

    How can we mod these files correctly?

    DJ: Question has been added.
    Last edited by Duke John; 10-06-2004 at 09:55.

  6. #6
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Further to camulos' question, can we please have copies of the spreadsheets that output those .txt files? We don't even need documentation, I am sure we can figure it out. However, given the almost countless number of changes one has to make to do something like rename a faction, such spreadsheets will no doubt make our lives a lot easier.

    DJ: Added, merged with post #9.
    Last edited by Duke John; 10-06-2004 at 09:56.
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  7. #7
    Member Member V'ger's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Hello

    First, I'd like to thank Jerome for his kind offer. It is muchly appreciated.

    Second and to the point: Are we going to be able to mod and create events? If so, a full list of the relevant files and where they fit into the scheme of things would be most helpful.


    DJ: Added. Although you can change dates, the effects of the events are most likely hardcoded.


    For that matter, for any of these files where we can make changes, it would be good to have a short rundown of how these files relate to each other. For example, if you need to change the cost and upkeep for agents, you have to change two files (whose names escape me at the moment).

    So it might say: To change building capabilities, open export_building_descr.txt.

    DJ: We would get some guides to help us modding. We will see to what extent they help us. I think we are ourselves more than capable to write our own guides if the official ones are lacking a bit.


    Thanks.
    Last edited by Duke John; 10-06-2004 at 10:00.
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  8. #8
    Member Member Thoros of Myr's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Quote Originally Posted by dhague
    Command shell Question: Has anyone found or figured out if there is a "toggle_xxxx" command that will turn off the startup intro so that RTW pops right into the main menu?? This would make mod-testing so much easier and save hours of looking at the soundblaster plug.
    Just cut the files "ATVI_Spinning_Logo_640x480.wmv" & "rome_title.wmv" from the game files and put them in a backup folder for safe keeping, no more intro during those heavy modding sessions


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