Results 1 to 30 of 54

Thread: Major breakthrough: editing cities!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    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 :(
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  2. #2
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    Default Re: Major breakthrough: editing cities!

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

  3. #3

    Default Re: Major breakthrough: editing cities!

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

  4. #4

    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.

  5. #5
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    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

  6. #6

    Default Re: Major breakthrough: editing cities!

    Yep, everything you see on that picture is 100% under my control, I chose the textures, their UVW mappings, everything. Literally the whole thing was made by me, not just some parts. The applications of this are innumerable, another one of them being: a moat! Sorround your city by a river and force them to go on a bridge.

  7. #7
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    Default Re: Major breakthrough: editing cities!

    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.
    Have you even tested this or are you just "hoping" that'll work ? Because I'm not sure you can add more then one "ring" of walls - and there might be other restrictions.
    And like I said until you can edit the pathfinding maps I doubt this will work properly - a human might be able to get his troops to the right place but the AI will probably go nuts if there are too many obstructions around, and no pathfinding map.
    It's nice to see editing under/overlays works fine with the current cas exporter, but this alone will certainly not allow modders to create any city they want - atleast not without causing AI problems.
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  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...
    Epistolary Richard's modding Rules of Cool
    Cool 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

  9. #9

    Default Re: Major breakthrough: editing cities!

    Quote Originally Posted by Epistolary Richard
    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...
    I imagine most sieges of a city like this would end with the defenders trying to break the siege instead of the besiegers actually trying to take the city. Would be great to be defending against the AI though and destroying a whole army with a few units of archers atop a citadel like that.

  10. #10
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    Default Re: Major breakthrough: editing cities!

    As a side question, can units 'stop' in between nodes, or must they always go from one node to another? Maybe this explains why units exiting a city gate have to go so far outside the gate before they can turn.
    no, they can be placed anywere on a node or link. The
    pathfinding models are only used when the unit destination is on another node/link then the current one - if not then they unit can move around unobstructed.
    BTW, walls are not part of the pathfinding models. I managed to change the position and layout of walls (even going right trought buildings and roads in a settlement) and units still interact with them fine. So they use a seperate pathfinding system that doesnt need to be edited by the modder.
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO