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Thread: ITEM files

  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default ITEM files

    has anyone managed to add a new building model (item file) to the game ?

    I first tried replacing a wall with a new model (editing dbb_walls_roman.txt in the descr_building_battle folder), but when I added it to a map using the editor RTW crashed to desktop (no error message). I then tried it with a renamed original item file (extracted from the pack files), but that crashed the game too. So the problem doesn't seem to be corrupted item files.

    Anyone else had more luck ?
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  2. #2
    Wandering Historian Member eadingas's Avatar
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    Default Re: ITEM files

    Nope, no luck so far.
    My guess is - because all other guesses were wrong - it may have something to do with the .BPI files. But I have no idea what they do.
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  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ITEM files

    yes, I noticed the script files (in descr_building_battle folder) always point to a "physical_info" file, which has a .cas extension. For example:

    Code:
    roman_ruins
    {
    	stat_cat indestructable
    	localised_name none	;ruin?
    	level
    	{
    		min_health 0
    		battle_stats
    		item		roman_ruins
    		physical_info	roman_ruins_info.CAS
    	}
    }
    problem is, these files dont seem to exist. There are files with a .bpi extension with the same filename tho, but no .cas :(
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  4. #4
    Wandering Historian Member eadingas's Avatar
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    Default Re: ITEM files

    It probably gets parsed somewhere along the way from bpi to info.cas. Perhaps bpi is just a cas packed in some way?
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  5. #5
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ITEM files

    perhaps, but even when I copy an RTW item file and corresponding bpi file and rename them both the game crashes when I try to place it in a map.
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  6. #6
    Wandering Historian Member eadingas's Avatar
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    Default Re: ITEM files

    Did you try it only with walls? Because walls also have the killing_zone file that is needed...
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  7. #7
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ITEM files

    no I tried with walls, and the roman_ruins building.

    I just tried changing the "hayfield_new" model, because I noticed it has no "physical_info" nor a corresponding bpi file. But the game still crashes, so it doesnt seem related to the bpi files.

    I'm running out of ideas here :(
    Member of The Lordz Games Studio:
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  8. #8
    Modding Godfather Member Vercingetorix's Avatar
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    Default Re: ITEM files

    You may have to add new .items to the .pak for the game to read them. I haven't worked on them for nearly two months and was unsucessfull in adding a new building. It's something I've been meaning to get back to but the demand seems low so it has a somewhat low priotiy for me.
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  9. #9
    Senior Member Senior Member Duke John's Avatar
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    Default Re: ITEM files

    The demand may be low but it will be desperately wanted by all the conversion mods and in that way alot of players will see/enjoy the effect of being able to mod ITEM files.

  10. #10
    Wandering Historian Member eadingas's Avatar
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    Default Re: ITEM files

    Huh? Low demand?? Every mod needs one!
    Everybody's only focused on units these days...
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  11. #11
    Senior Member Senior Member hoggy's Avatar
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    Default Re: ITEM files

    agreed, it's something we would all like to do eventually when the units are sorted. it definitely gets my vote. hmm, big japanese city walls....

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