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  1. #1

    Default Modding News Roundup - All Hallows Day

    This is the first of an irregular column to gather up some of the recent events of the Org modding community. Got news? A mod update? Recruiting for your team? Has your mod been overlooked? Send Epistolary Richard a PM to get items included next time.



    Mumakil attack from LOTR:TW; Yari Cavalry from Jidai no Ran; Naptha throwers from Chivalry; Ghosts from Blue Lotus


    Modding News Roundup


    Barbarian Invasions
    With the arrival of the Barbarian Invasions expansion a wealth of new opportunities are open to modders... as well as some new-found difficulties. Below you'll find tutorials for how to mod hordes, add new religions and cultures.

    But our old methods of unlocking factions, modding the map, animations and adding buildings and more stopped working. Plus, we needed the helping hand of CA's Jerome Grasdyke to help us through the -mod command line switch.

    Thanks to the efforts of the community most of these problems have now been overcome, either in the threads above or below.
    Unlocking factions
    Creating the map_heights.hgt file needed to make new maps

    But! There are still problems in regenerating the map.rwm file.


    JSGME, the new Mod-Switcher?
    But for those with v1.2 who can't take advantage of the -mod switch another possibility has emerged, the JoneSoft Generic Mod Enabler, which seems to have all the advantage of Vercingetorix's Mod Switcher without the requirement of generating a .rmd file. Invaluable help for modders working on several projects at a time.
    Check it out here


    Lord of the Rings mod beta released
    LOTR:TW have released a beta version of their mod allowing custom battles between the various factions of Middle Earth. See the Mods Released section for link.


    CA solicits questions for a Modding FAQ
    Psycho V - one of the moderators at the official site - is compiling a list of questions to pass along to CA about how to mod RTW.

    Please try and make your questions as specific as possible and, before you post a question, ask around to see if the answer is already known. CA may only be able to answer a few of the questions they're posed, so let's try and make them quality.


    Gmax cancelled
    But if you're quick, you can still download a copy.


    Enough with the enums!
    Long known by some, but not by others - including myself - _enums files (usually modded when adding a new unit or building) do not appear to be referenced by the game - so you don't need to mod them anymore.




    New on the Scriptorium

    Tools

    HGT-Converter from alpaca
    Essential tool for making new maps for BI and 1.3

    Settlement Export Script from dsyrow1 (SignifierOne)
    The long-awaited script to enable painless settlement editing from the maker of Rome - the Eternal City

    Traits and Ancillaries Validator from Malrubius
    Catch all those trait & ancillary bugs with this tool from one of the community's foremost VnV modders


    Tutorials

    Adding & Editing Battlemap Models from [cf]Adherbal
    A quick rundown on the process from the leader of Chivalry TW

    BI: Putting your RTW units into BI from skeletor

    BI: Campaign maps from a small part for 1.4 BI from SirNateofWessex
    Monkwarrior's original tutorial updated for BI

    BI: The Complete Guide to Creating A New Culture in BI from Dol Guldur
    From the modder who brought you the complete guide to edb

    BI: Adding a new religion in BI from alpaca

    BI: How to edit hording from Meneldil

    Editing and creating new particle effects from shifty157
    Modding smoke trails, explosions and more

    RTW Modelling Video Tutorials from Professor420
    3DSMax tutorials in video format


    Reference

    The Holy Grail for Scripters has been updated with the official docudemon files from BI from CA's JeromeGrasdyke
    http://www.totalwar.org/Downloads/Rt...ad/BI_docs.zip


    Who also gave us the long-hidden available_ui_elements.txt file




    Mods Released

    For RTW v1.2

    Lord of the Rings Total War v1.0b beta
    Discuss - https://forums.totalwar.org/vb/showthread.php?t=56428
    Forge - https://forums.totalwar.org/vb/showthread.php?t=51562


    For BI
    BI Extra Hordes and Unlocked Playable Factions Mod v1.3 by professorspatula


    Revisio Cartae Geographicae by Seleucos I Nicator
    An improved map for BI from the renowned Seleukos.


    Pax Brittania v2 by King of Atlantis
    An expansion to Borsook's mod with adjustments and skins for the Brits





    Latest Mod Previews & updates on the Org

    Age of Vikings and Fanatics - latest update

    Citadel Total War - Introducing: the Ottoman Empire

    Europa Barbaroum - Countdown to Open Beta: Getai

    Blue Lotus - latest screenshots

    Chivalry Total War - the Jihad
    & Poland, Kiev & Novgorod
    & the Kingdom of Cilician Armenia
    & the Reconquista

    Byzantium Total War - Update #1

    Imperium Total War - Re-presenting Imperium Total War

    Troy Total War - latest update (unit renders)
    & New Trailer

    Imperia Romana - Roman, Romano-British and Sassanids Unit Progress

    Pax Romana - Introducing Pax Romana


    Some New Mods announced

    Farewell Sengoku Jidai, Hello Jidai no Ran

    It's with great sadness that we learnt that Duke John was finally closing the doors on the development of Sengoku Jidai. Fortunately for us, a new mod set in the same period has burst upon the scene entitled "Jidai No Ran" (also known as the Shogun Mod).


    The mod is being headed up by Prometheus (the modeller of Res Gestae and EB fame) with kagemusha co-ordinating the historical team.


    Caius Britannicus Presents: "THE CRUSADES"
    The former RTR co-ordinator focuses on the wars of the Holy Land and is already producing some fine results

    Attilla Reloaded's True Late Roman Army mod

    Dark Ages Total War

    Islamic Conquests!




    Mod Recruitment

    Modding in a team can be an awesome, exciting experience allowing its members to develop a mod far greater than the sum of those it could individually (of course, it can also be a soul-destroying experience of wasted hours, bitter conflict and broken promises).

    Either way, the brightest, most innovative mods today are being produced by teams of modders - each working and developing in their own specialities. They can be great places to learn skills from the masters of the field, get to know new people and make those vital contacts with modders who you can then interest in your own modding ideas.

    If you're keen to work with any mod team just contact their leader and see if you can help out.


    **********Are you a modeller?*********

    There is a huge shortage of modellers within the community and virtually every mod team desperately needs more (or even one!) as modelling is required to make any significant changes to units within the game. If you are a competent modeller you would be welcome in pretty much any project in which you had an interest, and you would be able to make sure that any personal project of your own could be completed and fail because of this lack.

    The community strongly encourages everyone able to take an interest in modelling and you'll find several guides available to help on the Scriptorium.

    The only programme currently able to create models for RTW is 3DSmax, however it is $$$ . A free 30 day download is available - however that's not nearly enough time to get useful results. You can extend the length of your trial by uninstalling it when not in use. Also, there are means by which models can be converted from the now-unavailable Gmax into 3DSMax, so if one team member has 3DSmax he can convert models from several different team members.

    Mod team leaders - if you're recruiting you can send a PM to Epistolary Richard to insert your details here. Do include details of your mod, it's progress and the specific position you're recruiting for.
    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

  2. #2

    Default Re: Modding News Roundup - All Hallows Day

    To aid in collecting the next Modding News Roundup, users are more than welcome to post items they consider newsworthy in this thread that have occurred from the beginning of November onwards.

    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

  3. #3
    Member Member Alexander the Pretty Good's Avatar
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    Default Re: Modding News Roundup - All Hallows Day

    This is brilliant, ER! I hope to see more of these, and may even try to help out.

  4. #4
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: Modding News Roundup - All Hallows Day

    A great idea, and performed admirably! Hopefully there will be more of these.
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

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