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  1. #1
    wolfslayer's Avatar Senator
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    Argantonio, none of the techtree models have a pathfinding file because they reside inside the cities/castles that have their own pathfinding.

    The ambient settlements that are placed around a battlemap have pathfinding, but most are restricted to the roads only, like the hamlets.

    One decent ambient settlement is ne_large_farm_a; you can place units near the walls.

    What I want to do is create a basic 64 x 64 box with a few small openings for units to pass through.

    The worldcollision for this wall makes it a good defensive position.



    True, animinstances is for damage modeling and sounds; the gates, bells, towers etc.
    Last edited by wolfslayer; February 09, 2008 at 05:43 PM.

  2. #2

    Default Re: Ambient settlements and worldpathfinding

    I fail again and again, :hmmm: modify the files but I do not see his effect in the game. I need bypassing the need to re-build the pack files. Exists slightly similarly to
    [util]
    no_animdb = true
    or
    [io] file_first = 1

    which forces to the game to read the unpacked files , and read settelments modificated.

  3. #3
    wolfslayer's Avatar Senator
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    Default Re: Ambient settlements and worldpathfinding

    Are you trying to add damage anim to techtree models?

  4. #4

    Default Re: Ambient settlements and worldpathfinding

    I continue trying it.
    I manage to make all permeable buildings , just changing place the file worldpathfinding to other folder ,
    Attachment 8921
    but not serve like defense,
    All inside the farm
    Attachment 8922
    Attachment 8923
    It seems that those bulidings to be in techtree cannot change as if
    the game not read , I donīt know that happens , For example if I make eliminate the folder settlements , only the buildings that are in techtree continue appearing as if nothing! The rest disappear.

  5. #5
    wolfslayer's Avatar Senator
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    Default Re: Ambient settlements and worldpathfinding

    Lol what mod are you playing that has girl warriors?

    Here's the south_european_town_a, minus all the techtree models used as a buildable fort; only because of the worldpathfinding, the large open areas where the techtree buildings go are unuseable. Still, it's a nice change from the default_fort. So most of the buildings here in the .world should have damage models.


  6. #6
    Opifex
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    Default Re: Ambient settlements and worldpathfinding

    Interesting research guys, keep it up!


    "If ye love wealth greater than liberty,
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    home from us in peace. We seek not
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    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  7. #7

    Default Re: Ambient settlements and worldpathfinding

    girl warriors :

    They are a mixture , top half body of northern_princess.cas in models_strat , and low half body amazon_axe00.cas of RTW's mod (PROJECTILEs 1.2); the animation is MTW2-Spear and the texture is princess_france.tga also in models_strat
    Attachment 8969

  8. #8
    wolfslayer's Avatar Senator
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    Default Re: Ambient settlements and worldpathfinding

    I'm going to have to try them out..do they have a mounted archer version?

    The stone forts from crusades and Britannia are very quirky; there are some places on the map where they will not load; and some places they will; if they do crash it always seems to be right at the point where the spear meshes for the plaza are loading.

    So I'm subbing village and low level town/castle models for the default wood fort; just for fun and variety in my campaign ;good thing is they never crash.

    Above, se_small_town, is my subsitute for stone_fort_a ..



    Teutonic village for ne_fort_a



    Teutonic keep for se_fort_a..

    I'm putting these into my Stainless Steel campaign using my .sav game, not descr_strat. Since I'm well into my campaign,I don't have to start a new hotseat campaign and painstakingly create opposing armies to see if these work on the battlemap, since I already have some forts under siege I can test them quickly.

    I know me_fort_a, the biggest stone fort in the game, has a bad worldpathfinding model so I'll have to find a subsitute. I'm still testing some others, so I'll try all the available models, in the fort slots.

    You have to use a packageDB.txt in your mod folder to get these to load properly (or else everything defaults to vanilla models) and it is very touchy about what it will accept when you boot up and it verifies all the worldpkgdescr files, plus it doesn't like some of the techtree models in your mod folder so keep them in vanilla at first.

    So you can't just slap any model into your settlement folder and expect it to work on the battlemap.

    Tc_castle is a really fun fort and I was building it and playing battles with it, but then again there are some times it simply would not load..
    Last edited by wolfslayer; February 11, 2008 at 11:08 PM.

  9. #9
    wolfslayer's Avatar Senator
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    Default Re: Ambient settlements and worldpathfinding

    A new fort always writes to .sav as wooden_fort; it looks like the location is referenced here in hex; I just built this one so I'll check some of the others and see if the location bit is consistent.

    E3 = 227, D7 = 215

    The region ID looks like it follows 8 bits after that 11 = 17
    Last edited by wolfslayer; February 11, 2008 at 11:28 PM.

  10. #10
    wolfslayer's Avatar Senator
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    Default Re: Ambient settlements and worldpathfinding





    This is one of the best ambient settlements I've just seen load for a campaign battlemap, not sure what it is; it's a northern_european model. Tons of room
    for units, with accessible low stone walls.

  11. #11
    wolfslayer's Avatar Senator
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    Default Re: Ambient settlements and worldpathfinding

    One thing about the worldpathfinding files that seems certain: the "3F 00" data
    represents the accessible areas.

    Starting with something simple, like me_ruined_cirle_a; one can see 8 distinct data areas in the file, most probably representing an octagon around the model.

    That's a start ;-)

  12. #12

    Default Re: Ambient settlements and worldpathfinding

    I think that the file worldpathfinding , is a map of coordinates, which says that zones it is not possible to enter or to pass.
    Since transforming it into an image could be edited.
    Generally the coordinates are the same that the surface of the object if you alter to cross objects or to be impossible to accede to sites(places) without objects
    Really this farm is useful, since allows to enter(approach) inside the enclosure of the fences.
    The mills ( ME_mills_a y ME_mills_B) are interesting because in a are together and b separated , if you change yours worldpathfinding curious things happen.
    Last edited by Argantonio; February 13, 2008 at 07:36 AM.

  13. #13

    Default Re: Ambient settlements and worldpathfinding

    Attachment 9014
    Attachment 9015
    Red line zone that cannot be penetrated, the visual application of the information in file worldpathfinding.
    In me_mill_a both buildings are united it is not possible to pass between them , and in me_mill_b the mills estan separated is possible to pass between them.
    If we change the file worldpathfinding , It is to say ME_mill_a con el ME_mill_b worldpathfinding , It happens what you see in the image
    Attachment 9016
    The colors of the arms of the mill and of the secondary building are modifications in the file world, everything what this one written in the files in ascii is modifiable, the problem is to read the binary ones and to understand that it is.
    We continue

  14. #14
    wolfslayer's Avatar Senator
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    Default Re: Ambient settlements and worldpathfinding

    I am going to compare the 2 mills and see what differences they have in their pathfinding files.

    I noticed in battle editor the stone forts have HUGE world terrain files; I wonder if that is a factor in them not wanting to load in campaign battles.

    You can quickly test ambient scenery in a battle by copying one of the map folders from world/map/custom over to world/maps/battle/custom; edit and save and copy back to world/map/custom; load in custom battle, set up your armies and play; you don't even have to exit the game, just <alt tab> to copy the folders.


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