in custom battle much of the battlemaps have no screenshot to give you an idea of what kind it really is.should i post pictures of every battle map tthats missing one?caus eit really annoyes me so i wanna fix it myself
in custom battle much of the battlemaps have no screenshot to give you an idea of what kind it really is.should i post pictures of every battle map tthats missing one?caus eit really annoyes me so i wanna fix it myself
Atheist
Quantum physics
Paleonthology
RSII Betatester
Ultimate irony Quote by total relism:
-this is the number one tactic of evolutionist hand waving they close there ears and eyes to any evidence they do not want to here.
If you would like to work on that, I would much appreciate it. I just haven't had time yet.
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Atheist
Quantum physics
Paleonthology
RSII Betatester
Ultimate irony Quote by total relism:
-this is the number one tactic of evolutionist hand waving they close there ears and eyes to any evidence they do not want to here.
Once the custom battlefields are decided someone would have to sit down with a drawing tool and do them... As I posted before it's not the work of a few minutes.
Once the strategy map is 'fixed' (it was fluid for a while) it's fairly easy to collect decent locations on the strategy map. Prior to entering any battle select your army and then open up the 'Rome Console'. Enter the command show_cursorstat and take down the co-ordinates. If you like the battlefield put the co-ordinates somewhere safe.
The file that contains custom battlefields is in the data folder and is called custom_locations.txt. The following is a sample of what is in the file;
Spoiler Alert, click show to read:
Last edited by Brusilov; July 12, 2009 at 07:03 PM.
Local Forum Moderator (Total War: Eras Technical Help, Shogun 2: Total War, RSII, RTR, World Of Tanks) - please no PMs
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Even easier than this is using the battlemap editor to pick random points on the map where the altitude isn't too high...it immediately takes you to that point on the map, and tells you the coordinates. Or else we all need to be thoroughly disciplined about noting down coordinates in campaign battles.
The problems with the custom map images is that they only show a small portion of the map and that may be misleading. What would be ideal is a 'topographical map' that shows a true representation of the map. It would show hill contours, roads, buildings and the type of vegetation.
I don't imagine that for one moment that this would be an easy task to complete.
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perhaps something like this,
if you use radar maps you will have to cut out the units and sight lines.
the radar map is square, so there's some space left on the side(s), perhaps an in-game shot next to it?
DESARC92 / Product Design
Once known as MarcelP | Product Designer | Under the Patronage of Legio
Marcel's Modder's Resources | Tutorials | The Graphics Workshop
Or else you open a custom battle with say two units, move your general to one corner, start the battle and save the replay. Now do the replay and just have it panned in from one end so you can see most of the battlefield. Take a screenshot then.
But we need a load of good custom locations. Do you know how to get these? Best thing is to use the battlemap editor to find them.
i fought on some really stunning battlefields between corinth and Athens today,whoever did the new environment is a genius
Atheist
Quantum physics
Paleonthology
RSII Betatester
Ultimate irony Quote by total relism:
-this is the number one tactic of evolutionist hand waving they close there ears and eyes to any evidence they do not want to here.
shall i get these done?
DESARC92 / Product Design
Once known as MarcelP | Product Designer | Under the Patronage of Legio
Marcel's Modder's Resources | Tutorials | The Graphics Workshop
We probably need to find some good custom battlemap locations first.
I also need to sort out the distant tree canopies and edgings first, although if you could do that it'd be even better....I could help you through the process if you like.
sure, what needs to be done on them exactly?
DESARC92 / Product Design
Once known as MarcelP | Product Designer | Under the Patronage of Legio
Marcel's Modder's Resources | Tutorials | The Graphics Workshop
Basically we need to regenerate them but using high density layout files. It may need a bit of experimentation to get it right.
The idea is to get distant woodland to look dense like this:
Spoiler Alert, click show to read:
The process is basically this:
1) open descr_vegetation.txt
2) scroll to near the bottom where it begins:
3) for each kind of climate you'll see something like this (it basically tells the game:; ***************************************************
; *** VEGETATION TYPES
; ***************************************************
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;redo sprites
;; *** Main forest used by test_climate (Medi)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
what sort of layout pattern to use for that kind of climate
what area the tiling for that layout will be spread out over
what vegetation models to use and the sizes of those )
4) you need to alter the bit in red to read:vegetation rs_medi_forest
{
layout 1024 rs_forest_layout.tga
radius 1
height_range 0.6 0.9
aspect_range 0.7 1.2
lod trees
model pinus_pinea2
model pinus_pinaster
model quercus_cerris
model scots_pine
}
layout 256 rs_forest_dense_layout.tga
this will make it denser through a) shrinking down the tiling of the layout and b) using a denser layout pattern
5) so for example starting with the mediterranean climate, it'd look like this (these are the denser forest files for the Mediterranean climate for summer and winter):
That deals with the denser forest - the sparse ones we can ignore for the moment as they'll be mainly shrubs and rocks.; ***************************************************
; *** VEGETATION TYPES
; ***************************************************
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;redo sprites
;; *** Main forest used by test_climate (Medi)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
vegetation rs_medi_forest
{
layout 256 rs_forest_dense_layout.tga
radius 1
height_range 0.6 0.9
aspect_range 0.7 1.2
lod trees
model pinus_pinea2
model pinus_pinaster
model quercus_cerris
model scots_pine
}
vegetation rs_medi_forest_win
{
layout 256 rs_forest_dense_layout.tga
radius 1
height_range 0.6 0.9
aspect_range 0.7 1.2
lod trees
model pinus_pinea2
model pinus_pinaster
model quercus_cerris
model scots_pine
}
6) Save your changes
7) restart RTW and adjust settings as follows:
16 bit colour
1024x768
antialiasing off
quit RTW
8) delete /data/descr_vegetation.db
9) restart RTW and allow to progress to the menu to regenerate the sprites and edging/canopy files. Quit RTW.
10) go to /data/vegetation//textures and delete these files (the old canopy / edging files):
rs_medi_forest_canopy.tga.dds
rs_medi_forest_edging.tga.dds
rs_medi_forest_win_canopy.tga.dds
rs_medi_forest_win_edging.tga.dds
11) you should also see some files with these names:
rs_medi_forest_canopy.tga
rs_medi_forest_edging.tga
rs_medi_forest_win_canopy.tga
rs_medi_forest_win_edging.tga
(i.e. .tga not .tga.dds files)
these are the newly created ones. Convert these to .tga.dds to replace the old ones using your favourite .dds converter.
12) Open RTW and go to a custom battle using the mediterranean climate, e.g. Italian lowland
13) Take some screenshots....how does it look?
got some problems with my copy of rs, so ive got to reinstall everything first. ill start working on it tomorrow
DESARC92 / Product Design
Once known as MarcelP | Product Designer | Under the Patronage of Legio
Marcel's Modder's Resources | Tutorials | The Graphics Workshop
i got this, the before screenshot turned out black so i cant really compare it myself.
this is the Italian lowland map.
Spoiler Alert, click show to read:
DESARC92 / Product Design
Once known as MarcelP | Product Designer | Under the Patronage of Legio
Marcel's Modder's Resources | Tutorials | The Graphics Workshop
Looks pretty good to me...I'm just doing some playing around with trees and tree placement files so it might be worth just holding off doing too much just for the moment. Would you be up for helping out with buildings images as well?
sure no problem
DESARC92 / Product Design
Once known as MarcelP | Product Designer | Under the Patronage of Legio
Marcel's Modder's Resources | Tutorials | The Graphics Workshop