One of the problems is that modders know what to edit in the pack, but don't know where to put it in the Assembly Kit folders.
I can tell where the db files come from and the models, but where would I put other art? For instance, background images, loading screens, unit cards, portraits? There don't seem to be sample entries for those. Same for LUA files, really.
The Wiki lists a number of valid paths, but I assume those are the vanilla ones; can we just add portraits at, say, raw_data/UI/Portraits/custom/cards/my_portrait.tga and they'll get added to our mod?
Or more generally, will a path like data/<path_to_file> be resolved by adding <path_to_file> at raw_data? Or somewhere else (EmpireDesignData)?
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(Its clickable by the way....An S2 overhaul mod.)
Seriously. Click it. Its the only overhaul mod that's overhauling enough to bring out NEW clans
Masaie. Retainer of Akaie|AntonIII
S-te-Fan did it.
Anyway, I'd like to know if it is possible to reshape and create regions, the terrain, and how. A moddable Shogun 2 gave me one great idea for a mod...
Ummm then how was da chosen one that did it...
EDIT: Never mind. Blatta Optima Maxima said it.
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CA, if I hadn't bought S2TW for myself and a friend when you released those tools a few days ago, I would now.
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It may help, let me know if it doesn't or not. Providing absolute paths is relatively easy if that doesn't give the info you want.Ooooh, I thought it gave a list of files in the pack? That I can get easily, so I haven't even tried it out...
What I need is a list of absolute paths in the filesystem, or relative to the mod tool installation folder.
I'll check tonight what export_pack_file does.
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I already sent you some questions. They are not directly related to the new tools, since I had them before, and are for ETW/NTW.
They are about some stuff that I can't find how to make working, or don't know where to find. Mostly related to the db, and a little to the startpos.
Like: is it possible to have an agent successfully convert, other than the agent which are originally "converter?"
I tried in NTW to make a new agent for conversion. He did not convert. I tried to make the gentleman convert. He didn't. Only the missionaries convert.
So if it is possible to do that, can you explain what to change in the DB to have any agent be able to convert?
I have others...
A while back you guys released scripting documentation - these were released as attachments to posts on this forum, specifically one of Craig's as I remember. Would it be possible for you guys to A.) Publish this documentation on the new wiki and B.) update it? The documentation was out of date, inconsistent and at times just wrong (e.g. not doing what it should, having incorrect arguments listed etc). Now perhaps I was reading it wrong, but I know from extensive use of certain functions that they did not, or would not, behave as documented. For me it's not a problem, because I'd already figured out how to use them. But for beginner scripters relying on official documentation, rather than community made documentation, it could be a potential issue.
I'm sure this documentation wouldn't take long to get up - I can't imagine how your in house scripters would function without some sort of reference.
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Another question:
How flexible is the game engine regarding animations and skeletons? Is the number of bones and it's hierarchy of a model somewhere hard coded or might it possible to set up a complete new skeleton and animations for Men and horses? (I'm aware that this means also a complete set of new animations)
Sounds like you knew what was coming
No, it just exports the pack file list, as I suspected.
What we need to know is: if I want to add <X>, where do I need to put it in the mod tools folders for the tools to find and process it? The sample files are really helpful, but there are more things we might want to add.
- animations (animations/...)
- loading screens (ui/loading_screen_pictures/)
- unit icons (ui/units/icons/, .../icons_square, .../recruitment_(large|small))
Those paths I just looked up by checking in DMUC and Radious' Mod packs; this is the way it was always done: look into the pack files and guess what the respective paths mean - that shouldn't be needed with documentation. If we want to use the tools to do stuff, we need to know where to put our files in the filesystem.
I would guess data that doesn't need processing can go into working_data and BOB will pack it; but what paths can be used so the game will load and use them? Also, if there are files that need to be referenced in the DB for example, that should cause problems, because then it probably has to go in raw_data or so for TWeak to be able to see it?
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Can do that next week for you guys, already at home for the weekend.. I'll post up a list of file paths for things you are likely to want to change and where they should live in raw/working data, maybe with some more example rules.bob files to show what you can do with them.Sounds like you knew what was coming
No, it just exports the pack file list, as I suspected.
What we need to know is: if I want to add <X>, where do I need to put it in the mod tools folders for the tools to find and process it? The sample files are really helpful, but there are more things we might want to add.
- animations (animations/...)
- loading screens (ui/loading_screen_pictures/)
- unit icons (ui/units/icons/, .../icons_square, .../recruitment_(large|small))
Those paths I just looked up by checking in DMUC and Radious' Mod packs; this is the way it was always done: look into the pack files and guess what the respective paths mean - that shouldn't be needed with documentation. If we want to use the tools to do stuff, we need to know where to put our files in the filesystem.
I would guess data that doesn't need processing can go into working_data and BOB will pack it; but what paths can be used so the game will load and use them? Also, if there are files that need to be referenced in the DB for example, that should cause problems, because then it probably has to go in raw_data or so for TWeak to be able to see it?
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Last edited by Radzeer; October 06, 2012 at 11:09 AM.
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Last edited by AngryTitusPullo; October 06, 2012 at 06:52 AM.
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What exactly are the possibilities with the Campaign Map Reprocessing?
Well I have max 2011 , would it take sommuch work to get the script author to tweack the 2010 script to work for 2011? And 2012?
How about the heightmap importing in the map editor ? Doing manual work is not only ending in sloppy results but is also extremely long to do and not worth in my opinion to get a good map that is realistic and belieavable ... I am used to create landscape with severall external tools including manual work in photoshop but without the possibility to import the heightmap worked there is only ineditor handwork that would never reach the same quality...
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I think I figured out how it's supposed to work, but it doesn't for me. You need to reprocess, not export.
After editing with TWeak, start BOB; in the raw_data column, expand "database"; find start_pos_calendars.
Select it and in the popup, check the campaign you were editing the TPY for (for instance "Campaign/Export to XML (...jap_shogun/start_pos_calendars.xml)").
A lot of items will get selected along with it because the whole startpos needs to be created.
The "Start" button will then begin processing.
However, for me, the Mod Manager starts up, and when I close it, the message "Failed to save startpos.esf in c:/official_mod_tools/working_data/campaigns/jap_shogun/!" appears in the "Process start pos (jap_shogun)" entry... and indeed the startpos.esf at that location hasn't changed (directory and file are writable of course).
I've come across the Mod Manager starting when something goes wrong several times now...
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Try deleting the existing start pos file before reprocessing it, that may help.I think I figured out how it's supposed to work, but it doesn't for me. You need to reprocess, not export.
After editing with TWeak, start BOB; in the raw_data column, expand "database"; find start_pos_calendars.
Select it and in the popup, check the campaign you were editing the TPY for (for instance "Campaign/Export to XML (...jap_shogun/start_pos_calendars.xml)").
A lot of items will get selected along with it because the whole startpos needs to be created.
The "Start" button will then begin processing.
However, for me, the Mod Manager starts up, and when I close it, the message "Failed to save startpos.esf in c:/official_mod_tools/working_data/campaigns/jap_shogun/!" appears in the "Process start pos (jap_shogun)" entry... and indeed the startpos.esf at that location hasn't changed (directory and file are writable of course).
I've come across the Mod Manager starting when something goes wrong several times now...
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