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  1. #1

    Default Buildings Models?

    Okay, probably a stupid question, but where are the buildings model files? EDB looks in data/models_building but that folder doesn't exist. So I tried using the unpacker again with no luck. What's up with this, am I looking in the wrong place or is my unpacker broken?

  2. #2
    KnightErrant's Avatar Decanus
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    Default Re: Buildings Models?

    Hi Spartos,

    The ones for the battle map are under data\settlements.
    They're split by culture so you have north_european etc.
    Under the cultures they're castles, settlements, and others.
    The files that have the mesh information for the buildings
    are the .world files. These are very large binary files, basically
    they resemble gluing together 90 or so .mesh files. The buildings
    are grouped into complexes of several buildings plus some
    "litter" meshes of barrels and other things.

    No, there's no converter for them. Don't know when I'm going to
    get back to this.

  3. #3
    Opifex
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    Default Re: Buildings Models?



    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  4. #4

    Default Re: Buildings Models?

    Really, so there's no way to mod the battlemap buildings? :hmmm:
    I wonder then if the settlement plans can be altered. In context, I'm trying to make a viking settlement that is fairly large and contains lots of round-houses and other wattle-and-daub style dwellings (no English-Tudor or fancy brick chimneys).

    Would this be possible via editing settlment layouts like in R:TW? (I'm starting to think Rome was much more mod-friendly, too bad its graphics are so, )

  5. #5
    KnightErrant's Avatar Decanus
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    Default Re: Buildings Models?

    I never modded RTW (other than the simple things) but I think you're
    correct; it was a lot easier. This is the sticking point about settlements:
    the world files can be read, after some header stuff the buildings really
    are just mesh files glued together and grouped into complexes. The
    complexes are usually a few building layouts and some "litterlod" things
    like barrels and sawhorses; stuff you'd see in any village. They consist
    of the stuff we are familiar with: verts, tris, uvs, some texture files, but
    no bones or bone assignments of course. But they have two
    "mystery blocks". These are 4 byte entries, each the size of the number
    of vertices. Caliban spoke with his software guy and these two are:

    (1) lighting models, something to do with how the buildings are illuminated.
    This seemed ok, Gmax and certainly 3ds Max can deal with lights and
    cameras and so on. The implication was that there was a default
    scheme of 63 lights and this block described how they were used on a
    vertex basis.
    (2) Animations, this I didn't get. Mostly these entries are zero bytes
    but some are non-zero. I made up the idea that these tie smoke
    animations, etc. to chimneys or something like that.

    Without knowing how to update these two blocks of data when a
    building is changed, i.e. the tudor style buildings are changed to a round
    house or a wattle and daub structure, I wouldn't know how to reconstruct
    a .world file. Worse, if any of this is tied to all the other data at
    the bottom of a world file, (and there's a lot and it gets bigger as
    you go up the food chain to towns, cities, etc.) getting a modified
    .world file back in game seems really hard. This is sort of the reason
    I'm back working on models and animations; the problems are more
    tractable.

  6. #6
    Opifex
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    Default Re: Buildings Models?

    KE, CA is back at doing another MTW patch, try to get in contact with them and see if they have anyone as helpful as Caliban was.


    EDIT: Animations are probably windmills rotating, and gate doors opening, and some such.

    Perhaps they're animations of building or wall wreckage falling apart?


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  7. #7
    wolfslayer's Avatar Senator
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    Default Re: Buildings Models?

    Animations are separate from the world files, in blocksets, and referenced in animinstances, right?

    Anything in the world file would be the placeholders for the animations.

    The loading sequence (using the default_fort as an example) usually goes;

    .world

    blockset textures for the structures (these are referenced throughout this sequence)

    .animinstances

    blockset/animations: .anim and .evt
    including the towers and gates open/closed/damaged/destroyed, etc.

    .worldcollision

    .worldterrain

    .worldvegetation

    ambient settlements

    plus more blockset animations for them, if needed.

    .worldpathfinding

    All the vegetation meshes and terrain/weather/sky textures.

    banner meshes for the plaza, then unit and effects textures start their loading sequence.
    Last edited by wolfslayer; February 07, 2008 at 09:07 PM.

  8. #8

    Default Re: Buildings Models?

    I really hope we can get to model buildings and edit them, because this might ruin my vision for an Ancient Egypt mod .

  9. #9
    wolfslayer's Avatar Senator
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    Default Re: Buildings Models?

    My goals are less lofty; I just want to be able to edit the worldoathfinding files for existing structures, so buildings like this can be used as small fortresses.


  10. #10

    Default Re: Buildings Models?

    Does anyone know how to edit the stratmap buildings? Every time I try their either invisible on the campmap or the game crashes. Even just importing a say, northern_european_town.cas with Verc's Imp/Exp for R:TW and saving it right away (no changes made) using CA's .cas Exporter makes the buildings invisible. If the model is actually there, would the textures somehow not be loading properly (hence the invisibility)?

    Alletun's "Stratmap Models Reloaded" tutorial seems only to be for stratmap characters, not buildings

    So does anyone know anything here or has got their own buildings to work right?

  11. #11

    Default Re: Buildings Models?

    Using the battle editor.
    You have observed that there are two types different of settlements.
    Attachment 8889
    Inside the folder techtree these buildings allow to cross them and it is possible to enter to his interior.
    Attachment 8890Attachment 8891
    , and others inside the folder ambient_settlements that do not allow , interior is blocked.
    Attachment 8893Attachment 8892
    I am trying to unravel with winhex the files , probably it is the way to edit the buildings.
    They are the same files world, worldcollision , worldpkgdesc, worldterrain , worldvegetation y animistances .
    Where are the difference of his behavior?:hmmm:
    Attachment 8894
    Sometimes when I edited the buildings goes out of the limit, Is it possible to change this limit ?.

  12. #12

    Default Re: Buildings Models?

    Not too sure what you're talking about Argantonio. I'm asking about the strategy map buildings, if anyone can tell me how to get that to work.

  13. #13
    wolfslayer's Avatar Senator
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    Default

    Worldcollision controls the damage modeling, ie, missiles can't pass through the structure; worldpathfinding controls where units can move.

    Argantonio, I'm going to start a new thread on battlemap models; Spartos, hopefully someone can help with the stratmap models, it's not an area I know a lot about.

    I would open your exported .cas with a hex editor and check the end of file for the texture references; and compare with the original.
    Last edited by Sher Khan; February 09, 2008 at 06:28 PM.

  14. #14

    Default

    Good !! , This is the key , this file worldpathfinding is not in the buildings of the techtree folder ( or in field_fortifications) , Attachment 8895

    the stuctures are permeable, the other buildigs in the other folders they have it and they are not permeable.
    Thank you

    The information of the textures are in the file world ,open it , seach texture and to modify. Is written several times , specially the normal texture.
    Attachment 8897
    Damage are in animistances ,i am trying to modify it.:hmmm:

    Attachment 8898
    Last edited by Sher Khan; February 09, 2008 at 06:28 PM.

  15. #15
    wolfslayer's Avatar Senator
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    Default Re: Buildings Models?

    Go to here for battlemap settlements discussion : http://www.twcenter.net/forums/showthread.php?t=146234

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