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Thread: Banners for rebels in strat map

  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Banners for rebels in strat map

    I've been unable to find something about this question.

    I was trying to set up some new banners for rebels settlements, when the settlement is empty or out of the sight of the units/agents.
    After many attempts I succeded in puting the new banners in game, but I was surprised by the following result: (I've used images as they are quite self-explanatory)






    Unless somebody can show me where this aspect is coded (any text file?) I'm now thinking that this "silly" question is hardcoded, as the game is using the original faction-to-culture assignation instead of the new one (descr_sm_faction).

  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Banners for rebels in strat map

    Try fiddling with descr_banners.txt

    it has section that includes
    faction thrace
    standard_texture models/textures/standard_thrace.tga
    rebels_texture models/textures/standard_greek_rebels.tga
    routing_texture models/textures/standard_routing.tga
    ally_texture models/textures/standard_thrace_ally.tga
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  3. #3
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Banners for rebels in strat map

    Quote Originally Posted by Makanyane
    Try fiddling with descr_banners.txt

    it has section that includes
    Unfortunately, it is not the solution.
    Those banners are for battle map.
    I've changed this file accordingly and now the rebels are carrying the correct standards in battles.

  4. #4
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Banners for rebels in strat map

    sorry I can never remember which bit is which just change everything and hope I haven't missed too much!

    How about
    faction thrace
    culture greek
    symbol models_strat/symbol_thrace.CAS
    rebel_symbol models_strat/symbol_greek_rebel.CAS
    type bit in descr_sm_factions itself? I think the CAS file calls the associated texture automatically so maybe if you switched those around?
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  5. #5
    Notepad user Member Red Spot's Avatar
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    Default Re: Banners for rebels in strat map

    Edit;
    never mind, I now see the real issue ....


    G
    Last edited by Red Spot; 10-21-2007 at 20:08.

  6. #6
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Banners for rebels in strat map

    yeah but - its culture specific!

    I did finally test out changing the sm_factions rebel cas line on BI and it works for me :)
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  7. #7
    Notepad user Member Red Spot's Avatar
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    Default Re: Banners for rebels in strat map

    good to know, means I dont have to come to a similair conclusion for the problem I have not yet noticed ... (having 16 roman factions ...)


    G

  8. #8
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Banners for rebels in strat map

    Quote Originally Posted by Makanyane
    sorry I can never remember which bit is which just change everything and hope I haven't missed too much!

    How about

    type bit in descr_sm_factions itself? I think the CAS file calls the associated texture automatically so maybe if you switched those around?
    HALELUYA!

    Thanks a lot Makanyane . You have saved my modding day.

    I'm in debt with you, as I had never thought that this (apparently) simple question would require the modification of cas files.

    Thanks again.

  9. #9
    Notepad user Member Red Spot's Avatar
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    Default Re: Banners for rebels in strat map

    Hope you dont mind me going oftopic here, but I must say I'd really like to see that map in full glory .....


    G

  10. #10
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Banners for rebels in strat map

    seconds the above comment, please post links to full map


    btw if anyone gets stuck with some of the .cas's that call default texture as the texture path isn't in text file (resources do as well), but wants to use another texture for different version and can't edit .cas, I did find a dodge that works.

    If there is a file that gives path to the .cas file but not texture, change the path to the cas like:
    rebel_symbol models_strat_new/symbol_greek_rebel.CAS
    make models_strat_new folder and put copy of cas in that and revised version of the texture it looks for in
    models_strat_new/textures/...
    that way you can have same .cas used with two different textures without needing 3DSMax to edit the default texture name
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  11. #11
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Banners for rebels in strat map

    Quote Originally Posted by Red Spot
    Hope you dont mind me going oftopic here, but I must say I'd really like to see that map in full glory .....


    G
    When I finish all the banner, I'll show you the final aspect.

    Unfortunately, we can have a large variety of banners for rebels, when the settlements are out of sight, but they are limited to the number of cultures when they are in the line of sight.

  12. #12
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Banners for rebels in strat map

    Hi again.
    I'm not sure of understanding you, Mak.
    I'm using several "redesigned" symbols, using the original cas, with modified textures (keeping the same name) but in the mod folder. After seeing how it works, I really don't undertand how it works... but it does.

    Here you have some images:

    These are two rebel settlements corresponding to different cultures and factions. I haven't any agent or army in the nearby.


    Unfortunately, the aspect is different when the agents are close, and I must use generic symbols:



    This is an extreme case. Three settlements that belong to three different rebel factions (vaccei on the right bottom corner, asturi in the center, gallaeci on the far left top corner) of the same culture. When the agents are far enough, I can see the difference, guessing which type of unit I will find. However, this advantage is lost (nice paradox) when my agents are close to the settlements.


    Thanks again.

  13. #13
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Banners for rebels in strat map

    ah, the tip I gave about putting cas in new folder is for people who can't edit cas files, you have obviously got past that bit with the square (distant or empty garrison banners). The logo that appears on the long thin banners that show up when there is garrison and you are close to it is generated from the symbols in
    data/banners/ symbols_xx.tga.dds

    that bit i have not been able to work out either. The faction version as I'm sure you know is linked to in sm_factions by the
    standard_index 4
    line, but the rebel version does not seem to have a direct link anywhere

    only thing that does exist is in descr_standards.txt:
    rebels_factions
    symbols banners/symbols6.tga
    symbols banners/symbols7.tga
    symbols banners/symbols8.tga
    which should imply there are 12 possible slots to choose from (4 per tga.dds) but how on earth you align them to rebel factions has eluded me too, sorry!
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  14. #14
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Banners for rebels in strat map

    Yes, I've used some more of those and they work - but though I got the rebels working they decided to change after a turn or two back to the default. Weird. Old project though; not doing it anymore...
    "One of the most sophisticated Total War mods ever developed..."

  15. #15
    Notepad user Member Red Spot's Avatar
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    Default Re: Banners for rebels in strat map

    just came to a rather easy to fix but similair conclusion about rebel/slave banners/icons ...

    I've set the slave faction to use a diff icon, but the game insists on using the fork, so forcing me to change the actual fork itself than entry in sm_factions


    G

  16. #16
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Banners for rebels in strat map

    Quote Originally Posted by Makanyane
    only thing that does exist is in descr_standards.txt:

    which should imply there are 12 possible slots to choose from (4 per tga.dds) but how on earth you align them to rebel factions has eluded me too, sorry!
    The only place where it is coded (afaik) is in descr_cultures.txt:

    Code:
    culture				roman
    portrait_mapping	roman
    rebel_standard_index	0
    Here the standard_index refers to the position of the files symbols6.tga.dds (indexes 0-3), symbols7.tga.dds (indexes 4-7) and symbols8.tga.dds (indexes 8-11).
    It works in the same way as in descr_sm_factions.txt:
    Code:
    faction						romans_julii
    culture						roman
    symbol						models_strat/symbol_julii.CAS
    rebel_symbol				models_strat/symbol_slaves.CAS
    primary_colour				red 140, green 20, blue 20
    secondary_colour			red 100, green 0, blue 0
    loading_logo				loading_screen/symbols/symbol128_romano.tga
    standard_index				0
    but in this case indexes start from symbols1.tga.dds (0-3) and subsequently.

    The only explanation (for me) to the existence of symbols8.tga.dds is the initial project of including 12 default cultures, but finally they were only 5 (with one more possible).

    The only way to use them all would be to be able to include more cultures. At least I think so.

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