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  1. #1

    Default Re: Guide to editing battlemap buildings

    Okay.. right... so how do you export a building ITEM into a CAS and still keep all of its textures?

    EDIT: Or in other words, I haven't done this before and am now trying to figure out how to modify buildings for the first time, and all steps work properly except that all of the building's textures get lost, other than the very first one. I can see in your mod you were successfully able to edit buildings and still retain all of their textures, so perhaps you could help me out here.
    Last edited by SigniferOne; 07-11-2005 at 10:09.

  2. #2

    Default Re: Guide to editing battlemap buildings

    Well?

  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Guide to editing battlemap buildings

    I used only one 512x512 texture for each of my building models. I've asked Verci to consider adding multiple texture support for the CAS exporter, because that would be very usefull for larger buildings.
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  4. #4
    Senior Member Senior Member hoggy's Avatar
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    Default Re: Guide: Editing battlemap buildings

    Just delving into the world of battle map buildings. Excellent tutorial DJ! As usual leading the way. Got it working but a quick question on collision for Vercingetorix or anyone who can help.

    - you mention to put your cas where it says physical_info. Where does it say physical_info? I open the bpi's and get nothing but garbled rubbish. Hope you can help

  5. #5
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Guide: Editing battlemap buildings


    Preparation
    Unpak in this sequence: battle_open.pak -> models_buildings_textures.pak -> patch_0.pak. Then delete/rename these packs.
    Ok I finally got paste this thanks to the help of Khelvan explaining me the bat file ....

    The error I was making is to follow on the letter the instructions in the Verci tutorial but to make this work and get no CTD they have to be unpacked one by one in exactly the same sequence that DJ wrote ...

    unfortunately not everyone is familiar with how or what a bat is or does so I had to get this explained me by Khelvan , then after having understood I remade the DJ step in exact sequence and it worked with finally no ctd ....

    the exact procedure is to create a new bat file for each unpacking ..... that is the procedure...

    1
    open a text file

    inside of it open the pack.bat

    there will be some lines delete everything that is not a command and preserve the name of the pack u have told by DJ , then save it as a name u like but remember to save it like something.bat ...
    then run this bat , repeate the procedure for all other packs and then you can continue the tutorial , but before deleting copy thoise new files that are in the newly created data folder to the upper direct RTW/DATA folder , now you can delete the pack files selected and keep continuing with the tutorial ......

    This tutorial was good but lacked this aspect that I hope is now more clear not everyone is familiar with command dos and bat files , so here it is .....


    and so here a very very succesfull experiment....

    Last edited by PROMETHEUS; 09-23-2005 at 06:37.

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  6. #6
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Guide: Editing battlemap buildings

    By setting physical_info none there is no BPI file that the game checks. The BPI files contains physical data about the boundaries of the buildings and probably things such as where soldiers can enter towers, stand on walls, but that is just speculation since BPI files cannot be modded at the moment.
    Has this been solved ? is possible to make for example a curved shape for a bridge so that the soldiers rise over it instead of walking along it streight like they do normally?

    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

  7. #7

    Default Re: Guide: Editing battlemap buildings

    Quote Originally Posted by PROMETHEUS
    Has this been solved ? is possible to make for example a curved shape for a bridge so that the soldiers rise over it instead of walking along it streight like they do normally?
    There is no speculation about this.
    It is true and tested for walls. Let's say you are editing a small stone wall and you are using a large stone wall's physical info. if you would place the spot_fx on it (the banners/flags on the wall), the spot_fx would stick out of the air, where the large stone wall's flags suppose to be, and also the soldiers standing above the gateway would be in the air as high as the large_stone wall.

    Since this is no problem in RTW, because by default all walls are roman, but let's say you enable some walls which are disabled and different in a shape than a roman wall (hint: egyptian wall) , then it's still a problem because the egyptian small stone wall middle section isn't walk-able and also lower than the roman wall, so the soldiers again, would be standing in the air. Not to mention, many info.bpi files are not finished and not correct, since the greek gateway won't work with its own info file, only with the roman version.

    so i'm still searching for answers for these bpi files, as it shows no coherent text. what would open these?

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