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Thread: For CA: MTW2 Collected Modding Support Requests

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  1. #1
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    A correctly working modswitcher could be very usefull .... they could allow us to just have a subdirectory where we could place one by one text files and folders that launchung the game by the relink makes it override the original data folder and instead work the folder ..... as is now is a pain and a lot of stuff has to be duplicated from BI and some other is packed or unpossible to change at the moment like the intro movie .....

    Creator of Ran no Jidai mod
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  2. #2

    Post Re: For CA: MTW2 Collected Modding Support Requests

    As mentioned, more in-depth descriptions / documentation in text files need to be included in order to act as both general and specific guides.

    EDU (export_descr_unit) in RTW is a good example of this - specific unit stats are documented at the top of the file, which unlocks many doors all at once and saves hours of painstaking testing and research by the TW community.

    I'm currently modding the campaign map resources in DR (descr_regions) and DS (desc_strat), with a few other files as reference. Since there is no supporting documentation present for these resources, the coding is completely trial and error - the resources are unsorted in a list, with no comments whatsoever. To date, this has been extremely time consuming - repetition is an understatement.

    There is a way around the trial and error approach - actually going into the campaign map and taking note of the exact tiles where the resources are to be added / relocated / deleted (using settlements / landmarks etc as origins). Then its the case of using map_regions.tga to mirror the exact tile location (which has already been written down) to position resources accurately.

    This indirect approach could've been completely avoided if the resource list was broken into specific regions using semicolons (;) etc to document region / settlement names. This, as a result, would save many hours of taking specific notes on resource locations on the campaign map. This example can be extended to many other text files present in RTW.

    Basically, more in-depth developers notes / comments in the text files are a necessity for future products in the TW series.


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  3. #3

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Are you not using the show_cursorstat console command to give you the x,y coordinates for tiles?
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  4. #4

    Post Re: For CA: MTW2 Collected Modding Support Requests

    Quote Originally Posted by Epistolary Richard
    Are you not using the show_cursorstat console command to give you the x,y coordinates for tiles?
    Never knew such things existed, just posted a tutorial on how to do it the manual way. Then again, there are some insights in the tutorial to other files and their meanings.
    Last edited by Seasoned Alcoholic; 02-15-2006 at 14:25.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  5. #5
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    Why isnt this sticked?

    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

  6. #6
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    -proper mod switcher
    -campaign map editor
    -sprite generator
    -AI editor

    My grievances so far....
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  7. #7
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    Double post!!!
    Last edited by edyzmedieval; 02-16-2006 at 15:49.
    Ja mata, TosaInu. You will forever be remembered.

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    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  8. #8

    Default Re: For CA: MTW2 Collected Modding Support Requests

    Tool wise, we need a proper set of plugins for Max ( and other software ) that allows us to import and export models, correctly re-do animations without all the bugs, AND MAKE NEW SKELETONS....or at least, to move pivot points for models. Currently, you cannot do this.

    Next on the list would be a decent map editor. TIME was a good effort, but a professional version would be a real bonus for all those people who struggled before.

    Also high on the priority list would be a pack/unpack tool

    Finally throw in a simple formation and unit editor, and that would do for me.

    This looks like it will be a lot more complex to mod, but the results will be a lot better in terms of making decent mods. I would not expect CA to give us everything on a plate, and would understand ENTIRELY if they wanted to make exporters....but NOT importers....for models and animations. That would protect their intellectual property and still allow us to make new content
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  9. #9
    EB fanboy Member The_White_Knight's Avatar
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    Default Re: For CA: MTW2 Collected Modding Support Requests

    Quote Originally Posted by PROMETHEUS
    A correctly working modswitcher could be very usefull .... they could allow us to just have a subdirectory where we could place one by one text files and folders that launchung the game by the relink makes it override the original data folder and instead work the folder ..... as is now is a pain and a lot of stuff has to be duplicated from BI and some other is packed or unpossible to change at the moment like the intro movie .....
    I agree. Many games implement a good module system that allows you to have many different mods installed over the same install.

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