he means pathfinding maps / streetplans
he means pathfinding maps / streetplans
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
you can find in The Third Part of this artical
I am having a problem , everytime I edit and export the underlay , even with very sm,all editing it gets this weird unassetment in the soil in fron tof the gate , or where will be the gate when there would be walls .... how can I fix this?
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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
Prometheus, the underlay overrides the actual ground geography of an area. So if you insert a square of underlay data, in the side of a hill for example, you will notice that the area in the underlay will be perfectly flat, while area all around it will flow naturally into a hill. That's what I think is going on in your picture, notice how the ground is getting higher to the left, but the ground inside the underlay area is not following it and continues to be perfectly straight. Thus the difference between the actual ground and the underlay ground keeps increasing the further left you go, as can be seen happening in the picture.
But I didn't even touched the underlay , I just reexported in this picture ...
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
Last edited by snevets; 08-03-2006 at 19:53.
Hegemonia Lead Modeller.
Ok I have a question here.
I modded a brand new settlement plan, with many peculiar things which may be causing trouble, but as afr as now the problem is one i am missing.
I made the overlay things, the underlay things, the collision things, the pathfinding street plans thing, and put all of them in the proper directories. Given my city is brand new and not a remodding of an existing one, i added my own plan_set in descr_settelent_plans and called it for the right city in descr_strat, then started the game expecting a thousand crashes and errors, but the game loaded properly until i tried the atctical view of the city, then...
The error message says: "non existing item dummy"
In my own dbb_ files i added the new city model for collisions, with those lines:
so i am puzzled: in this tutorial the author says:Code:k_minas_tirith_collision { stat_cat indestructable localised_name none level { min_health 0 battle_stats item dummy physical_info k_minas_tirith_INFO.CAS } }
and given i was not sure which model i had to set there i just used the "dummy" that is set in all other cities in original dbb fiels... how come it works for them and not for my one?item dummy ;the associated item MODEL
Have i maybe to create a .cas file with the city itself and put it in the ITEMS folder like normal buildings?
BUT, here's a pic of the model of the city model:
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