some notes the woldslayer stone forts thread:
I reuploaded the Byzantine fort with different textures; if you want to restore stock textures, just delete or move the blockset/textures/faction_variations/byzantium files-folder.
The same for other factions; if you want to use Teutonic brick textures, say for Poland, create a new folder blockset/textures/faction_variations/poland and copy all the teutonic_order textures, along with the /winter subfolder into the new poland folder.
The faction_variation texture folders should work for all forts built by that faction and preplaced in it's regions, and for all settlements created by that faction in descr_strat.txt ("faction_creator"").
from:
http://www.twcenter.net/forums/showt...19#post3044519
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The main download has all the fort models, you need these as a base for buildable ones like the Holy Roman Empire fort; then download
the HRE fort and the Byzantine fort, they should all work ok as long as you have the main download installed (top of this thread) and SS6 installed (KK included the 1.5 Crusades stone forts) .
Zuma added the Crusades stone fort fort strat models I think in his mod, but I can add too to mine if needed.
For now I would install his first for the strat models and descr_cultures* (fort cost) and some extra Crusades settlement textures, and then install mine second.
.....
bz_fort_m.zip Buildable me_fort_a for Byzantium
holyr_fort_b.rar Buildable stone_fort_b for HRE
Knightly_Order_Fort_P.zip Placeable/permanent version of SS6 buildable north_european culture's default stone fort (Crusades knightly_order_fort_b).
from:
http://www.twcenter.net/forums/showt...78#post3063978
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Here's the .worldpkgdesc file from the buildable HRE fort I made from one of the British Isle forts.
http://www.twcenter.net/forums/showt...95#post3025295
Every entry must be proceeded 3 hex spaces by the exact hex value of the following text entry. You can see here "07" is the hex value for the number of characters in "culture". "hre" is proceeded by "03", etc..
Online hex/decimal conversion
http://www.easycalculation.com/decimal-converter.php
Each faction fort or any fort/settlement (plus most of all the battlemap models) can have 4 different texture variations in the blockset/textures folder
/data/blockset/textures
/faction_variations
/hre <---default textures
/winter <---winter textures
/variations
/middle_eastern <----subfolder(s) in /variations
/south_european
I only included the default and winter skins in this version of the HRE fort.
You can download and check out the file structure for an example.
The knightly_order_fort_a in original Kingdoms- Crusades has defective plaza placement , making it pretty much unusable, but the patched kingdoms version is usable, with just a few minor pathfinding bugs in the plaza (doorway leading up to the wall).
Here's some examples I was working on before the Kingdoms patch, but haven't released some of these yet.
http://www.twcenter.net/forums/showt...59#post2788659
The patched Crusades stone_fort_a is the same model on a smaller hill, so there are 2 usable forts here if you have the original and rename them.
You can make preplaced forts out of any settlement model, even a village, with the "fortificationlevel" in .worldpkgdesc indicating what kind of siege gear is needed to attack it ( and to tell the AI what to build):
(note : this section needs confirming, my files show "none" as the value for no wall, and 0 for wooden pallisade)
none = no wall or siege gear needed (village)
0 = pallisade (stock wooden fort) - rams
1 = wooden wall (stone_keep) - rams/small towers/small ladders
2 = ? (large_town or level 1 city?)
3 = castles - rams/large towers/ large ladders
4 = huge city only? (I've never made a fort from one) - rams / huge siege towers
Buildable forts should always use the "variant....wooden_fort" in .worldpkgdesc
Preplaced forts should always repeat the the name of the fort.
Example for stone_fort_z : "variant....stone_fort_z"
Another example:
You could take my Kwarezm fort (me_castle with modified pathfinding) and hex edit the faction from "07...kwarezm" and change it to "03...any" and it would become the default buildable fort for all factions that are middle_eastern culture.
You HAVE to have packagedb.txt in the data folder of the mod you are using custom forts/settlements in.
This file makes the game check all the .worldpkgdesc files when you start the game and verifies they are legit. Any errors in the hex values = CTD.
This file also forces the game to recognise and use settlements in the mod folder, otherwise it may default to vanilla models; it runs once on game start and keeps the mod settlement path in memory the entire time you have the game running."
from:
http://www.twcenter.net/forums/showt...09#post4195509
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