QUESTIONS
PC MODDING AND TOTAL WAR
Uanime5 :
MODABILITY
Compared to M2TW I found the following easier to mod:
1) Unit meshes because you didn't need to make a new model for each different weapon or to give it different accessories. Separating the unit from their weapon and equipment was a good idea.
2) Unit textures because you can edit the gloss map so ETW will automatically paint a unit in the faction's colour. This means you only need to make 1 texture for 50 factions, rather than 50 textures.
3) Unit cards because you can edit the gloss map so ETW will automatically paint a unit in the faction's colour. This means you only need to make 1 unit card for 50 factions, rather than 50 unit cards.
Compared to M2TW I found the following harder to mod:
1) No error log. In M2TW the error log would often tell you what you did wrong or indicate where the problem was. In ETW, NTW, and S2TW you don't have any clue what you're doing wrong or which file you need to edit.
2) Mapping: in the regions.esf you have to code the boundaries of every region, settlement, resource, and town/port. Then you have to add the same boundaries to a host of grid_cells in the pathfinding.esf. Then you have to add it to the world and cai_world parts of the startpos. Finally you have to add it to the DB tables.
It would be helpful if there was a tool that would create a basic map which you could edit and compile into esf files. I'd recommend something like the Geomod tool for M2TW.
3) CAI_world in the startpos. Everything is assigned a numerical ID and a large number, which makes it very difficult to understand what everything is for. I had to make a spreadsheet for all of this part of the startpos before I was able to decode it.
wangrin :
UNIQUE REGIMENTAL FLAGS :
Battle flag's texture should not be assign to faction but to unit to allow modders to create unique flags for units.
It could be interesting to be able to choose the particle model used to be able to use different shape for battle flags too.
For instance, if a modder create Gardes Françaises unit, he should be able to give them Gardes Françaises regiment's flag.
To do this, one possibility could be 2 column in units tables:
- a column to define flag texture filepath
- a column to define the flag's particle model
A texture atlas could be added to allow even more diversity.
A same unit could use different flags cyclically.
For instance, a fusilier unit could use texture 1 with 1st unit recruited, texture 2 with 2d unit recruited, ... texture 10 for 10th unit recruited and then texture 1 with 11th unit recruited, etc.
This means that texture should be grouped depending of faction when using "generic" units.
Game should use French flag texture with French fusilier, Austrian French texture with Austrian fusilier, etc.
This means that the game should be able to extract information about what faction is using each unit and use it to search texture (maybe using filename (fr_european_fusilier, au_european_fusilier) or using filepath (textures\france\..., textures\austria\..., etc.)
UNIT EVOLUTION SYSTEM
ETW use a system to convert or disband units depending of government.
This is use after a successful revolution to convert, for instance, monarchical units into their republican counterpart or disbanded them.
A very similar system could be use to simulate military reform : depending of units, they could be convert into a new unit or disband.
For instance, Mousquetaires de la Garde Ordinaire du Roi could be converted into the same unit but with a new model and texture after a technology "1750 cavalry regulation" is reached.
The new unit could be then disbanded after reaching the technology "1786 cavalry regulation".
So, the modified system will be based on technology instead of government.
This could be done using a new db tables : "unit_evolution" for instance.
This table will use 4 columns :
- column 1 : technology id
- column 2 : old unit id
- column 3 : convert / disband
- column 4 : new unit id or null (if unit is disbanded)
The evolution system could use the slightly modified function used for converting or disbanding units depending of government.
UNIT MODELS : SKELETON (JOINTS)
Instead of hardcoding "skeletons" that units used (men, horse, camel and elephant), skeleton should be define using db tables to allow modder to use their own skeleton with their units and animations.
This could be done :
adding a "model_skeleton" tables to define skeleton (skeleton_id) and filepath to skeleton ;
adding a column into warscape_animated_lod tables to define what skeleton (skeleton_id) use for each models.
BATTLEFIELD UNIT FORMATIONS
It is not possible to modify nor create formation (line, square, etc.).
As CA create formation depending on vanilla game era, modders should be allowed to create their own formations.
This means, defining formation but also parameters used by IA to decide what formation use.
Question 1 : agent (Campaign map)
We are able to add a new agent but he is unable to use its abilities (such as converting).
We have modify those db tables :
- agent_culture_details
- agent_spawning_to_government_types_tables
- agent_spawnings_tables
- agent_to_agent_abilities_tables
- agent_to_agent_attributes_tables
- agents_tables
- building_effects_junction_tables
- campaign_character_anim_set_agent_junctions_tables
- effect_bonus_value_agent_junction_tables
- religions_tables
- trait_triggers_tables
And also modify starpos.esf :
- CAMPAIGN_ENV > CAMPAIGN_MODEL > PORTRAIT_ALLOCATOR > European, Indian, etc. > CHARACTER_PORTRAIT_PATHS > CULTURE_PATHS : add agent to the list
- CAMPAIGN_ENV > CAMPAIGN_MODEL > PORTRAIT_ALLOCATOR > European, Indian, etc. > CHARACTER_PORTRAIT_PATHS > PORTRAIT_CATEGORIES : add files for new agent
Do we have forgot something in db tables, starpos.esf or elsewhere ?
QUESTION 2 : naval modding
What process (internal CA process) do you follow to add a new ship model to ETW/NTW/S2TW
Do you have documents about it/them ?
Do you have documents about file formats used (it is already possible to open rigid_naval_model and rigid_naval_animation using UU3D and ETW/NTW plugin) ?
QUESTION 3 : building modding (Battle map)
Do you have documents about cs2.parsed file format
What process (internal CA process) do you follow to add a new building
I am afraid that your goals is completely out of summit and CA related intentions. They have strictly noted that there will not be given any how to for anything. This summit is going to be only about how they made the game elements, why it is difficult is to be moddable and why -finally- there will be no modding tools at all! It is obvious that summit is a public relation marketing move to improve the bad image and reputation of CA among modders.
I suggest to exchange your potential presence with a CA statement of what modding solutions they gonna offer in this summit (they seem very well informed of the needs..). Else you should boycott it.
But that is my opinion...
I like your engagement, andy i´m sure anyone would be happy if some parts of warscape modding would be revealed.
But husserl´s statement is true, and Craig also said " if you’re expecting more to result from the event than a friendly chat, you’ll likely go away disappointed."
I really really hope we get some information which will help us, but i don´t want expect too much.
At least, if we don't collect our questions we will certainly have no answer ^^
Thank you for the effort to organise this. I am going to wait for a definite CA answer about the date of this summit and then I will be able to provide questions etc. if are needed. I think this summit is going to work more as a brainstorm than a formal meeting about technical knowledge by the way.
I think too that the meeting will be more a brainstorming than a technical meeting, but I think it could be useful to collect technical questions, not necessarily to get answers but maybe to select most important topics and focus on them.
If I should choose a topic, I would choose pathfinding.esf. I know I am repetitive, but this the real obstacle between us and a new campaign map. So I'd like to concentrate my attention on Building the Campaign Map and Total War infrastructure. I know we will not allowed to make technical questions, but anyway know how pathfinding works and why it is so important could be important.
Here's a few things I'd like to know.
General
What are the differences between the regions.esf, startpos.esf, and DB tables? For example let's say I try to add a new settlement to the mexico_wilderness but the name doesn't appear on the campaign map. Is the problem with the regions.esf, startpos.esf, or DB tables? At present I have no way of knowing because I don't know the function of each file.
I'd also like to know if the startpos contains any information you need to edit when making changes to the pathfinding.esf.
Pathfinding.esf
Specifically regarding the pathfinding.esf I'd like to know the following:
1) What information each grid_cell contains? For example is it the weather or how quickly you can move through this region?
2) What is the function of the 0-3 flags?
3) Why was ETW's Native campaign and NTW's Spain campaign so different from the other campaigns? Their pathfinding information was in different format and I would like to know if there was a reason for this.
DB tables
Regarding DB tables I'd like to know if it's possible to code new towns. For example in ETW can you create a town which specialises in horse breeding?
Modability
Compared to M2TW I found the following easier to mod:
1) Unit meshes because you didn't need to make a new model for each different weapon or to give it different accessories. Separating the unit from their weapon and equipment was a good idea.
2) Unit textures because you can edit the gloss map so ETW will automatically paint a unit in the faction's colour. This means you only need to make 1 texture for 50 factions, rather than 50 textures.
3) Unit cards because you can edit the gloss map so ETW will automatically paint a unit in the faction's colour. This means you only need to make 1 unit card for 50 factions, rather than 50 unit cards.
Compared to M2TW I found the following harder to mod:
1) No error log. In M2TW the error log would often tell you what you did wrong or indicate where the problem was. In ETW, NTW, and S2TW you don't have any clue what you're doing wrong or which file you need to edit.
2) Mapping: in the regions.esf you have to code the boundaries of every region, settlement, resource, and town/port. Then you have to add the same boundaries to a host of grid_cells in the pathfinding.esf. Then you have to add it to the world and cai_world parts of the startpos. Finally you have to add it to the DB tables.
It would be helpful if there was a tool that would create a basic map which you could edit and compile into esf files. I'd recommend something like the Geomod tool for M2TW.
3) CAI_world in the startpos. Everything is assigned a numerical ID and a large number, which makes it very difficult to understand what everything is for. I had to make a spreadsheet for all of this part of the startpos before I was able to decode it.
Last edited by uanime5; July 03, 2012 at 04:53 PM.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
PC MODDING AND TOTAL WAR
UNIQUE REGIMENTAL FLAGS :
Battle flag's texture should not be assign to faction but to unit to allow modders to create unique flags for units.
It could be interesting to be able to choose the particle model used to allow to use different shape for battle flags.
For instance, if a modder create Gardes Françaises unit, he should be able to give them Gardes Françaises regiment's flag.
To do this, one possibility could be 2 column in units tables:
- a column to define flag texture filepath
- a column to define the flag's particle model
A texture atlas could be added to allow even more diversity.
A same unit could use different flags cyclically.
For instance, a fusilier unit could use texture 1 with 1st unit recruited, texture 2 with 2d unit recruited, ... texture 10 for 10th unit recruited and then texture 1 with 11th unit recruited, etc.
This means that texture should be grouped depending of faction when using "generic" units.
Game should use French flag texture with French fusilier, Austrian French texture with Austrian fusilier, etc.
This means that the game should be able to extract information about what faction is using each unit and use it to search texture (maybe using filename (fr_european_fusilier, au_european_fusilier) or using filepath (textures\france\..., textures\austria\..., etc.)
UNIT EVOLUTION SYSTEM
ETW use a system to convert or disband units depending of government.
This is use after a successful revolution to convert, for instance, monarchical units into their republican counterpart or disbanded them.
A very similar system could be use to simulate military reform : depending of units, they could be convert into a new unit or disband.
For instance, Mousquetaires de la Garde Ordinaire du Roi could be converted into the same unit but with a new model and texture after a technology "1750 cavalry regulation" is reached.
The new unit could be then disbanded after reaching the technology "1786 cavalry regulation".
So, the modified system will be based on technology instead of government.
This could be done using a new db tables : "unit_evolution" for instance.
This table will use 4 columns :
- column 1 : technology id
- column 2 : old unit id
- column 3 : convert / disband
- column 4 : new unit id or null (if unit is disbanded)
The evolution system could use the slightly modified function used for converting or disbanding units depending of government.
UNIT MODELS : SKELETON (JOINTS)
Instead of hardcoding "skeletons" that units used (men, horse, camel and elephant), skeleton should be define using db tables to allow modder to use their own skeleton with their units and animations.
This could be done :
adding a "model_skeleton" tables to define skeleton (skeleton_id) and filepath to skeleton ;
adding a column into warscape_animated_lod tables to define what skeleton (skeleton_id) use for each models.
BATTLEFIELD UNIT FORMATIONS
It is not possible to modify nor create formation (line, square, etc.).
As CA create formation depending on vanilla game era, modders should be allowed to create their own formations.
This means, defining formation but also parameters used by IA to decide what formation use.
Yes, the trick is to create a new equipment but those flags are rigid.
What I was speaking about was using the "animated" flag (particle model).
It's a shame that CA didn't think to define textures to use in units tables or in a "regimental_flags" tables.
Still no news from CA by the way.
If there was a possibility to go there, now it gradually diminishes, because I must book tickets etc. and cannot do this at the last time + I have some obligations in Late July that I cannot postpone any further.
Does anybody know the exact date of this modding summit?
Eurogamer interviewed Mike Simpson early July :
So, if CA really prepare a Modding Summit, it should be not append before August.To that end, Creative Assembly has organised a modding summit at Total War HQ in Horsham, England. That's next month. Key modders from the community will be invited and both parties will work together for mutual gain.
But we still have no direct news from CA.
Question :
- .cs2.parsed :
Collision model informations seems to be define in cs2.parsed.
Can you send us .cs2.parsed file format information to allow modders to create a tools to create/modify/import/export such files.
Taw already work on those files ([Tool] cs2.parsed converter - alpha version arrived!), but we need more informations about file format.
It is necessary to be able to create our own cs2.parsed files if we want to be able to create real new buildings or engines.
This is a really critic issue.- .template :
uied.template is use to define, at least, parts of campaign user interface.
Albtraum23 modify it to create his Albtraum23UIModEmpire for 40 Units and for 30 units.
Can you send us .template file format information, it will be easier to mod this file instead of working with hexadecimal.
- LUAC :
Compiled lua are used to define a lot of feature in ETW/NTW/S2TW.
Thanks to taw, we can decompile some of them, but it's not easy.
Can you send us enough informations about luac and how you compile lua to be able to create our awn lua compiler/decompiler.
This will probably allow modders to create their own user interface, particularly the recruitment list.
It's interesting you're asking about three things I worked on....
For luac we have full spec of lua 5.1 VM and we can disassemble luac files. There's nothing ETW-specific about these files, they just use 32bit floats rather than 64bit floats as in default lua settings.
The issue is that decompiling any VM code back to source code is a big project, and nobody made any good decompiler for lua 5.1. We can use hacked decompiler for lua 5.0, but it fails for more complex code.
Releasing .lua sources corresponding for .luac files would solve the problem completely.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Yes, I know that you have and you work on cs2.parsed files and on luac and you've done a pretty good job.
I also know that tools aren't completed yet.
We still have problem with cs2.parsed file format (all the "unknown" fields).
For luac, I suppose that CA had its own compiler, it could be time-saving if they give us as much informations as possible, or even release it for modding community.
I'm only a modder, I'm not able to create my own tools.
Morever, I'm also busy with Imperial Splendour mod to create models, to search for historical materials, modifying stats, etc. and I cannot spend too much time on modding due to "Real Life".
So I know what I need, something that is not too complex to use and, if possible, using a GUI instead of command lines.
Don't you think that having informations about file formats wouldn't help ?
If we want to keep the modding community alive, we need tools that are easy to handle and not restrict to few modders.
I've seen too many people that wanted to work on mods but finally abandon because using tools was considered as too complex.
They use totally standard lua 5.1 compiler, nothing custom about it, you can build it using scripts in etwng (the script doesn't actually work for Windows, only Linux and OSX, but that's just because I never bothered..., it's really just a few lines).
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.