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  1. #1

    Default Battle map builings problems

    I'm trying to get a building to work in my mod. Its the only building I've tried to add so far. Heres what has beeen done so far. Created the model and texture and put them in the appropriate folders in teh BI folder. I edited the descr_items and descr_items.db using alpacas method. THat worked. I then made a file dbb_crusades_keep.txt which I added the following entry to:

    Code:
    	crusades_stronghold_keep
    	{
    		stat_cat indestructable
    		localised_name none
    		level
    		{
    			min_health 0
    			battle_stats
    			item		crusades_stronghold_keep 
    			physical_info	none
    		}
    	}
    Then I added the line

    Code:
    Include dbb_crusades_keep.txt
    to the descr_buldings_battle.txt right after the line for the BI dbb include. I then went to my settlement plan that I am using:

    Code:
    plan
    
    {
    
    floor      underlay_egyptian_fort.cas overlay_egyptian_fort.cas
    
    street_plan		pathfinding_egyptian_fort.cas
    
    borders
                   {
    		gateway,	-96,	0,	-90,	0
    		gateway,	96,	0,	90,	0
    		gateway,	0,	-160,	0,	0
    
    		straight,	96,	-128,	90,	0
    		straight,	96,	64,	90,	0
    		straight,	-96,	-128,	-90,	0
    		straight,	-96,	64,	-90,	0
    		straight,	64,	96,	-180,	0
    		straight,	-64,	96,	-180,	0
    
    		straight_link,	-96,	-96,	-90,	0
    		straight_link,	96,	-96,	90,	0
    		straight_link,	32,	96,	180,	0
    		straight_link,	-32,	96,	180,	0
    
    		straight,	96,	-64,	90,	0
    		straight,	-96,	-64,	-90,	0
    		straight,	0,	96,	180,	0
    		straight,	-64,	-160,	0,	0
    		straight,	64,	-160,	0,	0
    
    		tower_external_corner_link,	-96,	-160,	0,	0
    		tower_external_corner_link,	96,	-160,	90,	0
    		tower_external_corner_link,	96,	96,	-180,	0
    		tower_external_corner_link,	-96,	96,	-90,	0
    
       		}
    
    
    ; road joiners
    
    ; must be called one of the following..
    
    ;slot_road_joiner_no_road_into_roman_town
    ;slot_road_joiner_muddy_path_into_roman_town
    ;slot_road_joiner_paved_road_into_roman_town
    
    gateway_slot_into_flat_town,	128,	0,	0,	0
    gateway_slot_into_flat_town,	-128,	0,	180,	0
    gateway_slot_into_flat_town,	0,	-192,	-90,	0
    
    egyptian_haystack,	-26.01,	-83.94,	0,	0
    roman_tenamentE , 	-80.5012,	-142.749,	0.670731,	0
    roman_tenamentB , 	-62.5864,	-49.625,	180.0,	0
    roman_tenamentB , 	-30.5864,	-35.625,	-0,	0
    roman_tenamentA , 	45.5231,	-90.972,	180,	0
    roman_tenamentC ,	-45,	55,	-180,	0
    roman_tenamentE , 	-70.5012,	-25,	0.670731,	0
    crusades_stronghold_keep ,     70.743195,     82.567169,  180,  0
    roman_tenamentD , 	-86.6774,	-93.7838,	180.0,	0
    cavalry_barracks, 	-50.9395,	-109.089,	270.367,	0
    cart_B , 	-70.7613,	-66.5733,	86.1286,	0
    crates, 	-54.5447,	-66.5891,	180.0,	0
    cart_B, 	-54.5447,	-30.5891,	180.0,	0
    
    BI_barb_christian_academic_lvl_3,  45.5231,	-30.972,	-90,	0
    tree_E_palm,	27,	-45,	90,	0
    tree_E_palm,	154,	-45,	90,	0
    tree_B,		150,	-40,	90,	0
    tree_A,		145,	-35,	90,	0
    bush_A_palm,		144,	-33,	90,	0
    
    }
    And added the part in bold (note that the plan works fine without the bolded entry. However when I try to view the settlement with the bold entry included the game crashes on loading the battlemap view. If I leave that entry out and just change one of the roman_tenaments to the keep entry I get a crash. I figure it can't be the model/item as the game successfully generated a working item file that I can import into 3ds max no problem. Any help or information into what may be the problem is greatly appreciated.

    Right now my base assumption is that I am doing something wrong with the settlement plan.

    EDIT: as my post below indicates theres nothing wrong with the settlement plan.
    Last edited by caius britannicus; 11-05-2006 at 19:50.
    Creator of The Crusades a complete modification for Barbarian Invasion
    Can a man love a mod? No, probably not. But here, at The Crusades, we believe in unnatural loves stories!

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Battle map builings problems

    Did you try replacing an existing DBB entry with your new item?

  3. #3

    Default Re: Battle map builings problems

    Hrm I just tried that and I get a CTD. I however am not sure what overlapping buildings do. As I replaced a building that, in the settlement plan was rather close to other buildings and so the new building (which is larger) would overlap other building models.

    EDIT: To try and confirm if the settlement plan was an issue I added a building that I know works to the coordinates that I want to place my building at. It loaded the map fine and has placed the building were I want it to go.

    EDIT: bringing the building away from the wall more hasn't stopped the CTD however before it would crash at 1/4 point on the load screen. Now it crashes at the 1/2 mark. I suppose thats progress.
    Last edited by caius britannicus; 11-05-2006 at 19:56.
    Creator of The Crusades a complete modification for Barbarian Invasion
    Can a man love a mod? No, probably not. But here, at The Crusades, we believe in unnatural loves stories!

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Battle map builings problems

    Did you describe the item correctly in your descr_items.txt?
    For example for chivalry, it has to be like this:
    type ctw_we_large_house_stone
    lod
    max_distance 4000.0
    model_rigid ../../chivalry/data/models_building/ctw_we_large_house_stone.cas

    So if you use a mod folder, you need to make relative pathnames from the data/models_building folder

    Did you check if the item is generated and has a size that roughly corresponds to the cas size (not 1KB or so)?

  5. #5

    Default Re: Battle map builings problems

    The item generate is 347KB in size this is the coding I use describe the item in my descr_items.txt

    Code:
    type		crusades_stronghold_keep
    lod
    max_distance	4000.0
    model_rigid	crusades_keep.cas
    Its being generated right out of the BI folder, using the BI descr_items.txt
    Creator of The Crusades a complete modification for Barbarian Invasion
    Can a man love a mod? No, probably not. But here, at The Crusades, we believe in unnatural loves stories!

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Battle map builings problems

    Out of the BI folder? The BI items are described like ../../bi/data/models_building

    Overlapping buildings shouldn't present a problem I think, at least not if you don't supply physical info. But I think even when you do they won't do much harm.

    Edit: I assume you exported the model properly?

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