Well, the way the settlements were done was by constructing them from stand-in pieces in Max, exporting a .cas and then running a small utility called cas_converter on it which would generate a large chunk of output for inclusion in descr_settlement_plans.txt ... nothing as complex as a whole "settlement editor" was ever written. But I will discuss releasing the utility and a sample settlement with El Queso Grande
I'm developing some tools myself and most of it is working fine. The only problems I'm still having is with pathfinding models (so called "streetplans"). I've tried to create some for the new settlement plans I made (small medieval castles) but the results aren't very satifying yet. I'm still "researching" so maybe I'll eventualy figure it out myself. Or hopefully that tool you guys used can make it a bit easier. To conclude if we dont get this tool or we can't figure out how to make pathfinding plans then it would be appreciated if a CA member could help us out. New settlements are cool, but there's not much point if units cant move through them properly

Another problem I'm facing is making new battlemap models "solid": right now my units can walk straight throught them. It appears you need to define a "physical_info" model, for example:

Code:
	bath_house
	{
		stat_cat medium_stone
		localised_name bath_house
		level
		{
			min_health 0
			battle_stats
			item		bath_house
			physical_info	info_bath_house.cas
		}
	}
It appears the game generates these files (BPI format) if they don't exist, but the problem is that even with the newly generated BPI file units still walk through new buildings as if they aren't there. However if I use an original RTW BPI file then the new building does block units (but obviously the dimensions of the collision box doesnt match my new model). So I wonder what I'm doing wrong, or whether there is a proper way of making collision boxes for new battlemap objects.

Sorry for asking so many questions but I have to use every oppertunity to get information from a CA member