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Thread: Adding & Editing Battlemap Models

  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Adding & Editing Battlemap Models

    I'm doing this tutorial because khelvan requested it. I don't have the time to make this very detailed, so I'll stick to the basic outlines.

    STEP 1
    create the 3D model in max. It is best to import an item file first so you know what scale to work on. Also, when making new walls you have to import the original walls because you cannot change wall heights or dimensions (atleast not until the guys from Zhanghuo TW finally release their tool to the public...)

    STEP 2
    export the model(s) in cas format (not item). Put them in the data/models_building folder

    STEP 3
    run the db editor. I'm not going in detail on how to use this. What you have to do is add a new model entry (or overwrite an existing one), setting your new 3D models in the LOD slots. The values in the boxes next to the LOD slots have to be a sequence of the values "0.00 10.96". The last values in this sequence are the LOD distance values. For example of you have 3 LOD models it will be:
    0.00 10.96 0.00
    10.96 0.00 10.96 <= repeating sequence
    100.00 500.00 4000.00 <= last 3 values are LOD distances

    EDIT: this step is now outdated, use Alpaca's method instead

    STEP 4
    define your new item entry in one of the files in data\descr_building_battle (or create a new file, but then it must first be included in data\descr_building_battle.txt).

    STEP 5
    use your new item entry in a settlement plan. As soon as you start a game using this plan the game will create an item file from the cas LOD levels (which then become obsolete).

    NOTE: changing physical dimensions of battlemap models is not yet possible. A modeller from the Zhanghuo mod is working on a tool for this (and might already have completed it) but so far he refused to release this tool until they have completed their mod. Let's be happy people like Vercingetorix do not behave like this or the only RTW mods we'd have by now would be edited skins.
    Last edited by Lord Adherbal; 08-02-2006 at 15:53.
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  2. #2
    Member Member Nero's Avatar
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    Default Re: Adding & Editing Battlemap Models

    Could you clarify how I export a model as .cas when I start with a .item file? I've been editing an existing building model, but it keeps moaning about bones. I even added some bones, linked them etc, but still it doesn't work as expected. Just can't export.

    'Mesh xx must have a bone as its parent'

    Maybe I'm just too noobish at modelling :P

  3. #3

    Default Re: Adding & Editing Battlemap Models

    dude help me out im a noob but when i try to export it it says "cannot export without the scene root. verify it exists

  4. #4

    Default Re: Adding & Editing Battlemap Models

    Hey Manny, buildings dont require a sceneroot so how is it possible?!
    What model are you exporting?
    I doubt he will reply since that post is from 10-31-2005.
    You might wanna post http://www.twcenter.net/forums/forumdisplay.php?f=22

  5. #5

    Default Re: Adding & Editing Battlemap Models

    ohh hey mac i got that covered.. and thanks

  6. #6
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Adding & Editing Battlemap Models

    models DO require a sceneroot bone. All meshes need to be linked to it. After that you can export.

    if you import an item file the root bone should be present IIRC. You just need to ungroup the building so you can edit/delete the different LOD models.

    does that solve your problems ?
    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

  7. #7
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Adding & Editing Battlemap Models

    note that STEP 3 is now outdated. You should use the method described by Alpaca.
    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

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