Last edited by wangrin; April 21, 2014 at 06:47 AM.
Reason: adding Modding Summit report to the OP
« Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES
CS2 exporter & raw models related to unit & equipments modeling
CS2 exporter & raw models related to engine modeling
CS2 exporter & raw models related to ship modeling
are collected here.
#1 : {3d models} issue with directX shaders
ISSUE : Bug with textures when creating custom new model
#2 : {3d models} issue with directX shaders
Effect : impossible to process new model exported as CS2 through BoB
Description : missing "standard_lighting_R2_3.fx" file
Textures and shaders references point to a T drive, T drive that likely refers to a drive existing in CA developpers environment.
CA probably try to fix this by giving us another shader(fx) file called "ca_shader.fx" but 3ds max crash when testing
Some "ca_shader.fx" point to the T drive too.
Notes :
CA models use DirectX shaders and not normal ones.
The only problem is the missing shader is that it will not be automatically loaded when you open a scene in 3MAKS. More on what is not affected, instead to shaders in the stage need to load the shader that is provided in the folder exporter.
#3 : {3d models} Model editor
NEED : Unit editor allowing to[/list][*]open, assemble and tune meshes from ingame models[*]export game models (rigid_model_v2, cs2.parsed, etc.) to useful 3d file formats (.fbx, .max, .dae, etc.) allowing to modify them[/list]
Feedback & questions related to the use of BoB (tool allowing to create pack file) are collected here.
Feedback & questions related to the use of DaVe (tool allowing to edit db tables) are collected here.
#1 : UPDATING DB SCHEMA IN PARALLEL OF PATCHES
DAvE use a source xml data provided with Assembly Kit.
But this document has not been updated when the game was patched and db schema modified.
Is it possible that CA provide a db schema update for DAvE (Assembly Kit) in parallel with game patches to update DAvE.
#2 : CONNECTING TO MULTIPLE DATABASE
DAvE seems to have the possibility to connect to multiple database.
Could this be expanded to a system similar to PFM's MyMod functionality that allow support for separate mods.
Functionnalities needed :
#2 : CONNECTING TO MULTIPLE DATABASE
creating new working database (copy raw data for editing)
selecting which database to connect (one for each mod)
« Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES
CS2 exporter & raw models related to campaign mapping
CS2 exporter & raw models related to unit & equipments modeling
CS2 exporter & raw models related to engine modeling
CS2 exporter & raw models related to building modeling
CS2 exporter & raw models related to ship modeling
are collected here.
#1 : {Buildings} Creating EFlines
EFlines are use to place men in buildings.
No tools had been released to create EFlines, moreover EFlines objects in .max models are not real EFlines (that are splines), but only objects use to materialized EFlines.
EFlines are defined in *_tech.xml files such as Stronghold_temple_building_tech.xml and the problem is to create this xml file that contains coordinates, direction and type for each EFlines.
As a test, I’ve created EFlines for a redoubt model.
First, I created splines where I wanted to place EFlines.
Then, I checked their coordinates and copy/pasted them in an excel document.
The excel document was also used to calculate direction and define type.
Finally, I created xml file “by hand”.
It’s a very long and boring process that could be automated. But I’m not able to write script nor plugin for 3ds max.
I’m quite sure that CA use a tool to create EFlines. It would be kind if CA could provided it.
Referring to “Stronghold_temple_building_tech.xml”, I’ve found this :
Code:
<ef_artillery_info>
</ef_artillery_info>
But we have no clues about this.
Maybe is it possible that artillery is placed by using a system similar to EFlines, but, as we have no example of building with artillery, it is impossible to be sure nor to know how it work.
We would need a raw model of a building with guns such as coastal battery to understand how to place guns.
#3 : {Ships} How to place artillery
The problem with ship is of same nature, we have no clue about how to place cannons.
NOTE : examining models_naval table, I've found this "pattern" for cannons :
But we still need to know how CA really format this.
Giving us some more ships raw models would greetly help us.
I propose :
cannon_bune
chiyodagata
chiyodagata_2 (one of the chiyodagata is a torpedo boat, could be very interesting to create submarine-like for a WWI mod... )
black_ship (mostly for sails)
#4 : {Buildings} CS2 exporter & raw models
Having completed the model of redoubt, I’ve tried the CS2 converter to create CS file.
But conversion didn’t work.
To be sure that problem didn’t come from my model, I’ve used CS2 converter with .max model provided by CA.
None of building models can be converted to CS2 file.
Moreover, when loading a .max building model in 3ds max, we can see an error message about building_attribure.mcr script.
You will have to note that the process here is :
The problem is that.max models provided with Assembly Kit have been saved in a .max posterior to 2010 (you have to open them user 3ds max 2012 or 2013) when CS2 exporter work only with 3ds max 2009 and 2010...
So, we have to convert .max models to old .max (2010) or .max (2009) file format and, of course, install two version of 3ds max on ours computers.
Moreover, it is not possible to legally install 3ds max 2009 and 2010 now, as they have been removed from Autodesk Education Community program...
This situation will lead to the death of modeling for TW:S2.
An other problem is that several .max models doesn't work.
This is maybe a consequence of the .max (2012 ?) to .max (2010) conversion, or not.
Did you have test Assembly Kit CS2 converter, scripts and raw models you have provided with the TW:S2 Assembly Kit ?
Will you upgrade CS2 exporter and its scripts to newer 3ds max version or release source code to allow tool creator to do this job ?
#5 : {units & engines} Animations
Does CS2 exporter handle animation (is it possible to export animation through CS2 exporter) ?
If not, what tool do you use to export animations and is it possible to release it ?
#6 : {raw materials} up to date files
It seems that raw files, particularly db ones are not up to date since Otomo pack.
Doing this, DaVe is useless and it is better to use PFM.
Will CA upgrade raw files to be up to date with latest TWS2 version ?
#7 : {campaign map} modding radar map coverage
The radar map do not adapt when creating a bigger campaign map, and remains the same size
Result, icons are all at the wrong place.
Originally Posted by uanime5
Some information regarding how to change the area the radar covers on the campaign map in Shogun 2 would be helpful. At present even if you make the map bigger the radar remains the same size, so all the icons are in the wrong place.
Feedback & questions related to the use of the Unit Editor are collected here.
Feedback & questions related to the use of BoB (tool allowing to create pack file) are collected here.
Feedback & questions related to the use of DaVe (tool allowing to edit db tables) are collected here.
db schema update with patch
DAvE use a source xml data provided with Assembly Kit.
But this document has not been updated when the game was patched and db schema modified.
Is it possible that CA provide a db schema update for DAvE (Assembly Kit) in parallel with game patches
Feedback & questions related to the use of TEd (tool allowing to create battlemaps) are collected here.
Uncategorized questions are collected here.
#1 : models_naval tables
Would it be possible to release models_naval tables file formats.
This is tied to logic.xlm, but it will save some time to create an editor for this very complex tables.
The idea would be to create an editor to convert models_naval tables to .fbx (or any other 3d file format such as .max) back and forth to modify them.
Would it be possible to release a LUA compiler to create LUAC files.
And would it be possible to release LUA uncompiled files to use them as a base for modificiations.
#3: Factions
Up until now, it seems that nobdy has found how to add true new faction (and not only modifying existing one).
Is it possible to add new factions and how ?
This is a very important problem for complete overhaul mods.
#4: Animation exporter
Will it be possible to release an exporter for animation for TW:S2 ?
Last edited by wangrin; January 30, 2014 at 01:40 PM.
« Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES
Re: Preparing the Modding Summit - 2014, late January
i have questions to the cs2 exporter and raw models .
when we want to integrate new ships with completely new models into the game.
we need examples to know how to make this right.
but CA only provided a example of the bow_kobaya with Assembly Kit.
we need to know how to place cannons right on a ship.
so it would be very helpful to have a model-example including the logic.xml files related to the ship-models.for ships like cannon-bune,ataka-bune or nihon-maru .
how we can edit and/or convert the models-naval tables ? or create new ones ?
until now,when we create new eflines,we have to make it by hand,but is there any possibility to create them faster , to make it by hand needs ages and take a lot of energy we could
better use with be creative.
Last edited by manolops3; December 03, 2013 at 01:32 PM.
Re: Preparing the Modding Summit - 2014, late January
I would love to know if they can add the following unit stats to the next games:
- Attack power: how much damage the unit's weapon causes. Melee attack should be renamed to hit chance.
- Dismounted Defense: the same as defense, but while on foot. Infantry can evade attacks with sidesteps and evasive maneuvers. Cavalry can't. Therefore, if cavalry dismounts, they too should be able to benefit from a better defense value.
When do they intend to fix Shogun 2 (AI problems, the infamous sound bug etc.)?
Will they release an up-to-date version of the Assembly Kit (with Otomo support) for Shogun 2?
My Mod:
Shogun II Total Realism
A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai
Re: Preparing the Modding Summit - 2014, late January
Will they release proper 3d model importer/exporter from/to something industry standard like fbx with animation/skeleton support? This would be of utmost importance if we ever dream of getting unique looking units into the game that are not hacked and sewn together from existing parts. A 3ds max script would be preferable, but anything works, really. Even a standalone application that converts fbx to rigidmodel format and back.
Detailed documentation on ESF. We can see whats in there, but its anyone's sophisticated guess what some values mean.
Campaign mapping. Adding/removing settlements, creating new landmass or limiting existing one (kind of like what they do with Ceaser expansion).
Re: Preparing the Modding Summit - 2014, late January
I've upgraded TW:S2 Assembly Kit questions.
It's all about CS2 exporter and raw models.
Originally Posted by Destin Faroda
I would love to know if they can add the following unit stats to the next games:
- Attack power: how much damage the unit's weapon causes. Melee attack should be renamed to hit chance.
- Dismounted Defence: the same as defence, but while on foot. Infantry can evade attacks with sidesteps and evasive manoeuvres. Cavalry can't. Therefore, if cavalry dismounts, they too should be able to benefit from a better defence value.
When do they intend to fix Shogun 2 (AI problems, the infamous sound bug etc.)?
Will they release an up-to-date version of the Assembly Kit (with Otomo support) for Shogun 2?
Questions about TW:R2 are about modding, not game design (at least, it's how I understand your questions, maybe I am mistaking, English isn't my mother tongue...).
Questions about TW:S2 are about Assembly Kit feedback.
Question about upgrading TW:S2 Assembly Kit is valid and a very important concern.
Originally Posted by hunharibo
Will they release proper 3d model importer/exporter from/to something industry standard like fbx with animation/skeleton support? This would be of utmost importance if we ever dream of getting unique looking units into the game that are not hacked and sewn together from existing parts. A 3ds max script would be preferable, but anything works, really. Even a standalone application that converts fbx to rigidmodel format and back.
Detailed documentation on ESF. We can see whats in there, but its anyone's sophisticated guess what some values mean.
Campaign mapping. Adding/removing settlements, creating new landmass or limiting existing one (kind of like what they do with Ceaser expansion).
As far as I know, CS2 exporter from TW:S2 Assembly Kit didn't manage exporting animations, but I'm not sure about this as I didn't try it.
I agree with you that a more "open" standard would be better, such as .fbx or .dae rather than .max.
It would be great if they could release file format data, this would help modders community to create their tools too.
Campaign mapping is possible using TW:S2 CS2 exporter. I also hope they will keep this possibility for the future TW:R2 Assembly Kit.
Last edited by wangrin; December 04, 2013 at 03:01 AM.
« Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES
Re: Preparing the Modding Summit - 2014, late January
What commands would be the most likely for the console ?
I suppose commands such as in M2TW.
« Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES
Re: Preparing the Modding Summit - 2014, late January
Added.
Thanks
« Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES
Also, I'd love the limit on traits to be changed into a variable we can change eg.
In the character details panel you only see the three first traits, but in the scrolling list on faction overview, you can scroll through all the characters traits.
Also in general, it would be awesome to have documentation on the LUA, even what arguments all of the functions take, and why exactly some advisor functions give a ctd now, eg.
Code:
effect.advice(string.format(RRR_RomeIndustrialisation))
effect.advice(tostring(RRR_RomeIndustrialisation))
effect.advice(RRR_RomeIndustrialisation))
all give CTDs, though I am doing this in college, so my case or syntax may be wrong here, as I'm just giving examples from memory
and then, in a perfect world, we could get a UI Converter and maybe more setting functions in the LUA code, eg. changing add_event_restricted_unit_record() so that it also disables upgrading to those units via retraining, force_diplomacy (I realise there is a function called this in the api atm, but it's not used or documented anywhere, from what I can see)
Re: Preparing the Modding Summit - 2014, late January
What about making new skeletons with the Assembly kit? Is that possible? If not currently possible, could CA make it so? New skeletons could be necessary for total overhaul mods if you want to make non-human soldiers(example: elephants, trolls etc)
Last edited by removed_user_1806422876; December 04, 2013 at 11:14 AM.
Re: Preparing the Modding Summit - 2014, late January
Do they plan on releasing any way of editing the campaign map? And if so, to what extent (moving cities/adding provinces/completely changing the map)?
Spoiler Alert, click show to read:
I am me. You are not me. You are you. If I was you, I wouldn't be me.
If you were me, I'd be sad.But I wouldn't then be me because you'd be me so you wouldn't be me because I wasn't me because you were me but you couldn't be because I'd be a different me. I'd rather be any kind of bird (apart from a goose) than be you because to be you I'd have to not be me which I couldn't do unless someone else was me but then they would be you aswell so there would still be no me. They would be you because I was you so to restore balance you would have to be me and them meaning all three of us would become one continously the same. That would be very bad.
Re: Preparing the Modding Summit - 2014, late January
Originally Posted by Aodh Mor
another useful one would be to directly print out and set variables defined in the LUA
On a related note, while there are bazillions (ok, maybe just a lot ) of conditions available through for the LUA scripting, there are very limited effects one can use for meaningful scripting (and I'm not even sure some of these work as expected).
If there was a way we could add to the available scripting library that would be absolutely amazing.
Failing that, documentation of what is available would also be very nice
@Aodh Mor
You probably need a context reference
eg.
Assuming RRR_RomeIndustrialisation is a variable holding the string you want to print in the advice window
Code:
effect.advice(RRR_RomeIndustrialisation,context)
All of the effects I've used so far have required it.
EDIT
CA uses the effect.advance_contextual_advice_thread() which references the tables advice_threads and on to advice_levels. You can find a bunch of examples inside the export_advice.lua file
Last edited by crzyrndm; December 04, 2013 at 08:24 PM.
Re: Preparing the Modding Summit - 2014, late January
The Lua implimentation at the end of the day is almost entirely used for the user interface. Things like advice popups and disabling buttons...
I have no doubt there lies true power somewhere though, in the compiled Lua files (.luac) Im sure there could be some stuff that could let us do truly game changing things. Alas no company would in their right mind give access to what is essentially a large proportion of their source code.
Greater scripting abilities aching to the likes of pre-Warscape days is like my wet dream, but you can't do bugger all with Warscapes scripting since Shogun 2, and not much even before that.
I and a friend even embarked on a extremely complex major project to try and give the Lua scripting more power...
Scripting should definitely be a major point at the summit, I'd go so far as to say even the 2nd biggest topic behind "wtf have you done to sound modding". If I'm lucky enough to go again in January I will fight the fight for more scripting shiz!!!
Last edited by .Mitch.; December 04, 2013 at 08:28 PM.
Re: Preparing the Modding Summit - 2014, late January
Yea, I know (I did find the hundred odd functions using the game scripting interface, but most are either unreliable, UI related, or performing functionality thats normally done through db). But I can hope can't I
As far as the list of R2 related subjects that I think would be important assuming all functionality from the assembly kit returns (fingers crossed, with less bugs): Music/sound (because wut), debug functionality (proper crash reports...), scripting (documentation, extending functionality), and UI (because wtf were they thinking)