Placing Palms on the Battlemap
This minimod was created to add palm trees to the battlemap as vanilla RTW currently has none. The trees are placed in the semi-arid climate type. This minimod is made to work with vanilla RTW and any other mod.
Text editting/testing: Teleklos Archelaou
Models/textures: Shifty157
If anyone is looking for more information on how to alter these files, make sure to look at Duke John's tutorial on creating new vegetation, which is the point from which I started messing around with these files. I surely wouldn't have been able to get this far without it, and it has been a big aid in understanding what needs altering. I began a thread here trying to find help to remedy this situation (the lack of palms on the battlemap), and got a very mixed response, but little direct aid. I asked for help and expressed my frustration on the public EB board and shifty started helping figure out things from the modelling point-of-view, thank goodness. Here is the result. If anyone has further tips to make the palms or ground surfaces look more realistic, please feel free to submit them below. Otherwise enjoy the palms! Getting them in is pretty easy!
Download the .zip file with .cas files and textures now on the .org website:
http://www.totalwar.org/Downloads/Rt...d/palms_v3.zip
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Step 0. Backup the files we are altering here as we go!!!!
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Step 1. Before we do editing of text files, we need to get the new .cas and .dds files in place. There is one texture file and a number of .cas files that we are providing here. All were vanilla versions at first - we did not create them from scratch - , but they are models which shifty has caused to reference a single texture file and which he has altered a little for better results on the battle map.
Step 1a: In the zip file you will find 8 .cas files. All of these need to be placed into the data/models_vegetation/ folder.
Step 1b: You will also find a tga.dds file named ##palms_all.tga.dds. This file needs to be placed in the data/vegetation/textures/ folder.
Step 1c: You need to copy the palm_layout.tga file into the data/battlefield/vegetation/ folder . All this does is make palm forests more dense - since they are taller and thinner and aren't spaced out as much as regular trees are.
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Step 2. Now we will alter the file that will pull these palms up in the game on the battlemap.
Step 2a: Open up descr_vegetation.txt - in your data folder. Search down to the end of the Models section (right before "Vegetation Types" begins), and insert (these did not exist before here) this new code that will reference these models:
Code:
model sa_tree_01
{
level models_vegetation/palm_1.CAS
}
model sa_tree_02
{
level models_vegetation/palm_2.CAS
}
model sa_tree_03
{
level models_vegetation/palm_3.CAS
}
model sa_tree_04
{
level models_vegetation/palm_4.CAS
}
model sa_tree_05
{
level models_vegetation/palm_5.CAS
}
model sa_tree_06
{
level models_vegetation/palm_6.CAS
}
model sa_tree_07
{
level models_vegetation/palm_swamp_shrub.CAS
}
model sa_tree_08
{
level models_vegetation/palm_shrub.CAS
}
For your reference, here are screenshots of those 8 palms so you can decide easily which ones you want:

Step 2b: Now we need to tell the semi-arid climate to use those models. Search further down this same file (descr_vegetation.txt) till you find this entry:
Code:
; Semi Arid
vegetation semi_arid_dense_forest modifies default_forest
{
}
We will expand that. Here is the new "base" entry for this semiarid climate type. Paste this one over the old entry:
Code:
; Semi Arid
vegetation semi_arid_dense_forest
;vegetation semi_arid_dense_forest modifies default_forest
{
layout 320 palm_layout.tga
radius 1
height_range 1.1 1.5
aspect_range 0.7 1.3
lod trees
; model sa_tree_01
model sa_tree_02
model sa_tree_03
model sa_tree_04
model sa_tree_05
; model sa_tree_06
; model sa_tree_07
; model sa_tree_08
}
You will see the 8 types - but I have four commented out. You can only have four of these at a time, but we have it set up here where you can easily change which four you will choose to have. Just make sure only four are in use at any one time.
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Step 3. You now need to delete a file - descr_vegetation.db - this is in your data folder. Once you delete this file, the next time you start up the game, a new one will regenerate. You will need to do this any time you change which 4 of the 8 palms you are going to use also. When you start up, it will definitely slow down the initial loading of the game. But don't worry, this just happens one time, and once it recreates the descr_vegetation.db file, you won't have this problem any longer.
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Step 4. Fixing sprites to work even faster in game.
Step 4a: Open up the data\vegetation\sprites\ folder and find the new sprites the game has created for you automatically (when you started a game up and the descr_vegetation.db file regenerated itself). They would be called variants of semi_arid_dense_forest_0.tga (0-3). In the data\vegetation\textures\ file you also will find two files (one is semi_arid_dense_forest_canopy.tga, and the other is semi_arid_dense_forest_edging.tga) that can be altered to speed things up.
The process is just saving these files (example: semi_arid_dense_forest_edging.tga) as .dds files. This is familiar for anyone who has skinned - but if you haven't it won't hurt if you don't take this step, it's just that your performance won't be quite as good. So I would save semi_arid_dense_forest_edging.tga (as an example) as semi_arid_dense_forest_edging.tga.dds (using the NVIDIA plug in for your paint program). Do this for all of these files and save the new versions in the same files as the old .tga versions. That's all.
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This should work now, and make these palms appear in the battle map like these screenshots (but note that you may have to alter the extent of your semi-arid climate now - as you may not want palms to appear in all of the places the tga map files reference):

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Terms of use: Not much here really - anyone is free to use these files in their builds or mods. A thanks would be appreciated though. And I would personally add that since this effort was exerted to get palms into EB primarily, that it would be nice if the thanks was extended to EB as well (Stormy and others have been continually helpful with example photos and motivation that palms *were* needed), but if anyone has a problem with that and doesn't think it appropriate, then no one is going to come around twisting arms or anything.
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Finally, please let me know if there are problems with these instructions - I have gotten them in my build, but there's a chance a modded file or problem might exist in other builds in these files (or was present in mine). I've not written a tutorial yet, but am submitting things in a similar method I submit new changes to EB. Posting photos of different palm combinations might also be helpful if folks get them into their games and want to play around with it. We are still trying to fine tune ours, so advice, clarification, other examples, etc. will all be helpful to us and others. Getting some undergrowth to go along with it would also be nice - especially if it was not using one of our 4 tree slots, so if anyone can do that we would love to see examples and hear how.
I also am now (in my build) opening the palm layout.tga file and adding more white pixels, so that the palms are denser and more realistic as forests, but I've done this since I zipped the files and uploaded them.
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