Do you have -show_err on? I noticed sometimes there's a problem with these custom tiles that doesn't show up any way unless you have -show_err and quit the game.
Do you have -show_err on? I noticed sometimes there's a problem with these custom tiles that doesn't show up any way unless you have -show_err and quit the game.
I'm still not here
Unfortunately, there's no error message.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
I had right the same problem , I tried to substituite the piramids with the correct ones but didn't work , may be there something else that we should delete or edit?
Creator of Ran no Jidai mod
Creator of Res Gestae
Original Creator of severall add ons on RTW from grass to textures and Roman Legions
Oblivion Modder- DUNE creator
Fallout 3 Modder
Best modder , skinner , modeler awards winner.
VIS ET HONOR
Hm, maybe it would help if I uploaded a sort of demo, one which you know works and can base urs on....
Hmm other than problems with formatting in custom_tiles_db.txt (tabs instead of spaces? unicode instead of ansi?) I can't think of anything wrong with this. I got perfect results without any problems.
Do you remember removing map.rwm from base and campaign folders?
I'm still not here
yes , I followed it step by step , but the old piramids are still there and the new ones not......![]()
Creator of Ran no Jidai mod
Creator of Res Gestae
Original Creator of severall add ons on RTW from grass to textures and Roman Legions
Oblivion Modder- DUNE creator
Fallout 3 Modder
Best modder , skinner , modeler awards winner.
VIS ET HONOR
Thanks for taking the time to go through this, guys. Maybe I've not done something or got a setting somewhere or there's an 'r' in the month or something... but wait... what's this?
snip
Forests? Watchtowers? It's a whole new look for 244, 53!
Yes, after your replies I gave it one last go and it finally worked. Wahoo. I'm sorry, I'm tired, I mean WAHOOOO!
I found out what I was doing wrong as well. You have to laugh otherwise you'd cry.
When I made the custom_tiles_db text file, I called it custom_tiles_db.txt (mad, I know). I noticed the Sons of Mars file was just called custom_tiles_db, so I figured what the hell and I removed the letters .txt from the filename and... it worked.
Just to make sure, I went back and put the .txt back in and it didn't work. I removed it and it was fine.
So, now we've actually got it working let's go back to why I started with it in the first place...
Right, so for this one, as well as the doubty Captain Caspar I enrolled a Brutii general, setting them up in 243, 53 and 244, 54 (the custom map) respectively.Originally Posted by eadingas
This is the view from 243, 53 to 244, 54. If it was displaying the custom map then it should look like the picture above.
snip
Nope, not even close.
Just to make sure, I then attacked the Brutii general in the custom map to see whether it was actually working.
snip
And there it is.
So, it's clear that custom tiles are _not_ viewable from adjacent tiles.
For this, I took a northern cousin 243, 152 where it is pretty much as flat as you can get and placed it on 244, 54 (which as you may have noticed has a few hills). The result looked pretty smooth, though you can perhaps make out a hint of the join where the cursor is pointing.Originally Posted by Myrddraal
snip
It looks like it stretches to just beyond the minimap's range.
(I also placed a small kop in each corner just inside the red line on the battle editor. These then fell outside the playable area in the game, but I assume the battle editor uses the larger playable areas used in sieges.)
For a clearer comparison I made a custom tile from 160, 43 - the southern beach of Rhodes. I placed a series of watchtowers to mark the beach (note that this had the effect of adding land on top of the sea to make the right angles on the coast).
snip
This was then moved to the now infamous 244, 54 with the following result.
snip
snip
There are a few items of note here. One, it's still a sea! So this is in effect a very odd lake. Two, though it's quite obvious where the join between the tiles are, the adjacent tiles are smoothing down into the sea rather than making cliffs. Three, in the second shot the cavalry are walking on land that was risen from the sea by the creation of the watchtowers (though they were rather reluctant to do so, indeed the game didn't like this map much at all).
I hope you don't mind but I've devised a fitting tribute for your help over the last few days.![]()
snip
Last edited by Epistolary Richard; 04-24-2005 at 16:33.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
Originally Posted by Epistolary Richard
-
-
Brilliant... You've got to laugh, or else you'd cry...
And thats good news about getting it to work. I guess we'll just have to make the custom features not too noticable from distance, so that you can't tell that their not there...
Would it be possible to create custom sandbox battlemaps (like,say,Thermopylae) with the instructions here? I'm only curious...![]()
My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881
For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.
Bookmarks