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  1. #38
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Tutorial: Placing Palms on the Battlemap

    It's been a while since I did it, but as best as I can rememeber you follow your (great) tutorial but edit in Adherbal's bit:

    In CI's case the 2 text file excerpts look like this:

    descr_vegetation.txt (part 1)

    Code:
    ;4a palm forest trees - thx to Shifty and Teleklos of EB
    
    model sa_tree_01
    {
        level ../bi/ci/data/models_vegetation/palm_1.CAS
    }
    
    model sa_tree_02
    {
        level ../bi/ci/data/models_vegetation/palm_2.CAS
    }
    
    model sa_tree_03
    {
        level ../bi/ci/data/models_vegetation/palm_3.CAS
    }
    
    model sa_tree_04
    {
        level ../bi/ci/data/models_vegetation/palm_4.CAS
    }
    
    model sa_tree_05
    {
        level ../bi/ci/data/models_vegetation/palm_5.CAS
    }
    
    model sa_tree_06
    {
        level ../bi/ci/data/models_vegetation/palm_6.CAS
    }
    
    model sa_tree_07
    {
        level ../bi/ci/data/models_vegetation/palm_swamp_shrub.CAS
    }
    
    model sa_tree_08
    {
        level ../bi/ci/data/models_vegetation/palm_shrub.CAS
    }

    descr_vegetation.txt (part 2)

    Code:
    vegetation 4a_near_harad_forest
    {
        layout 120 palm_layout.tga
        radius 2
        height_range 0.4 0.8
        aspect_range 0.7 1.3
        lod trees
        model sa_tree_02
        model sa_tree_03
        model sa_tree_04
        model sa_tree_05
    }
    
    ;4a
    vegetation 4a_near_harad_dense_forest modifies 4a_near_harad_forest
    {
    }
    and descr_climates.txt as:

    Code:
    climate semi_arid
    {
    	colour	0 114 188
    	heat	2
    
    	strategy	summer	sparse_tree	olive_a.cas				10
    	strategy	summer	dense_tree	olive_a_impassable.cas	10
    	strategy	summer	canopy		olive_a_canopy.cas		12
    
    	battle_vegetation
    	dense_forest	4a_near_harad_dense_forest
    	dense_scrub		semi_arid_dense_scrub
    
    	battle_winter_vegetation
    	dense_forest	4a_near_harad_dense_forest
    	dense_scrub		semi_arid_dense_scrub
    	env_map			data/battlefield/envmaps/grass.dds
    }
    Then, when all is generated (.vege files, tgas and db), simply copy the veg db file, desc_vegetation.txt, descr_climates.txt into your mod folder's data folder; and then make a vegetation folder in your data folder and copy the *new* sprites into the sprites subfolder, and the *new* textures into a new textures folder, and the *new* generated .vege files (I had 41 of them) direct into the new vegetation folder.

    Restore all rtw data files (which should have all been backed up) to vanilla (not least to test your modfolder is working and not drawing from above!)

    Does this help?
    Last edited by Dol Guldur; 11-10-2006 at 18:33.
    "One of the most sophisticated Total War mods ever developed..."

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