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  1. #1

    Default Re: Major breakthrough: editing cities!

    This is very interesting, are those grey areas impassible? The problem we have with trying to generate cliffs before was that troops could go up and down them as easily as level ground. And you can customise the positions the walls go in as well?
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  2. #2

    Default Re: Major breakthrough: editing cities!

    Thats great news! So, for the sake of the community are you going to let us in on this little secret?

  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Major breakthrough: editing cities!

    good job

    I managed to changed the layout of city walls, aslong as you keep them in a perfect closed "circuit" it works fine.

    now all we need is the ability to edit pathfinding models. They can't even be exported atm :(
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  4. #4
    Wandering Historian Member eadingas's Avatar
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    Default Re: Major breakthrough: editing cities!

    So, was that using battle editor for ground and 3dmax for overlays/underlays?
    I'm still not here

  5. #5

    Default Re: Major breakthrough: editing cities!

    question, is middle earth total war the same as The Fourth Age Total War

  6. #6

    Default Re: Major breakthrough: editing cities!

    eadingas, the overlays/underlays ARE the ground, there's nothing else. So the battle editor was only used as a way to check my work, I'd load up my settlement plan and see how it looked, I did nothing else in it, everything was done manually. Also, once the ground was fixed, I used the coordinates in the battle editor to place my buildings.

    ER: keep in mind that none of the ground you see in that picture was generated with the Battle Editor. So you have complete control over what happens on that ground. Now, for the moment the hillsides are passable, but there's a way to make them not passable. My idea is: the 'something' which makes a building unpassable is its .bpi file. Same thing with walls. So that is what I'll do, I'll place the game's wall objects all around the paths, on each side, so the units will not be able to go left or right -- the .bpi file of those walls will prevent it. And to make things non-ugly, I will make the walls invisible with 100% alpha. Presto! Unpassable cliffs.

  7. #7
    Wandering Historian Member eadingas's Avatar
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    Default Re: Major breakthrough: editing cities!

    Did you play with the textures and ground types, or is it just what comes out automatically after you edit the overlays?
    I'm still not here

  8. #8

    Default Re: Major breakthrough: editing cities!

    Quote Originally Posted by dsyrow1
    ER: keep in mind that none of the ground you see in that picture was generated with the Battle Editor. So you have complete control over what happens on that ground. Now, for the moment the hillsides are passable, but there's a way to make them not passable. My idea is: the 'something' which makes a building unpassable is its .bpi file. Same thing with walls. So that is what I'll do, I'll place the game's wall objects all around the paths, on each side, so the units will not be able to go left or right -- the .bpi file of those walls will prevent it. And to make things non-ugly, I will make the walls invisible with 100% alpha. Presto! Unpassable cliffs.
    That's excellent, finally a solution to the repetitive sieges in the game. And more than that, of course, a real way of editing the terrain rather than merely editing 'battles'. So much potential here...
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