Hello every1, my question is - how to change the scale of the strat map models, for example: watchtowers, castles, towns etc...
Hello every1, my question is - how to change the scale of the strat map models, for example: watchtowers, castles, towns etc...
i'll say convert to milkshape file (.ms3d) and then use the scale option, no bone or texture problem if it's only scaling.
Good luck, use KnightErrant's GOAT : http://www.twcenter.net/forums/showthread.php?t=190197 (pyhton required), or strat model converter : http://www.twcenter.net/forums/showthread.php?t=139169. I used the last one to make a new captain, and you can also scale it without prob.
I'm not talking about units, I need to change scale of the settlements and towers![]()
What I want to say, the scaling process must be the same for units and settlement, towers, etc ...
I remenber that i have successfuly modified a settlement model with gmax, and milkshape using the tools I've listed before.
Oh okay, I misunderstood you... will try that tomorrow
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Hm I tried to use goat to convert settlements' models but each time I tried that the black window told me like Error: not enough items in file((The second converter didn't help also, each time I double-clicked the needed file the black window just flashed and nothing happened
(
Last edited by Ishan; October 10, 2010 at 03:20 AM. Reason: Double Post
Those are python based scripts or tools so make sure u have Python 2.6 x86(32-bit) version installed only otherwise it won't work.
Higher version of python doesn't works on Medieval 2 tools.![]()
Hm I have Python 2.7, d oyou think it's causing the problem?
Sir Ron has given the link above^ and make sure u download the X86 one only.
And yes 2.7 was the reason for not working in the first place.![]()
Hm I downloaded Python from the link give by irishron, this one : Windows x86 MSI Installer (2.6.4) (sig)
...Nope, the same problems
Did you uninstall 2.7 first?
Ofcourse
There are no problems with units CAS, only with settlements and towers ... can't convert them to ms3d
with the gmax converter, you can import them in 3ds Max 7-8-9 but 3ds cost a lot of money ...
BIG UP
I have succesfully scaled the strat maps (fix) models like settlements, etc ...
Here is a little tuto on how doing this :
REQUIRED
Tools needed :
3ds max, version 7, 8, 9, or 2010 (the one I'm gonna use in this tuto)
SHAREWARE, free trial here
Vercingetorix old max script used for RTW
FREE, here
Lets' start
1) Choose the CAS you want to modify (scale, change, etc ...), fpr the exemple, I'm gonna use southern_european_village.cas in the data/model_strat/residences folder:
Spoiler Alert, click show to read:
2) Put the script CAS_IE_b79.ms in your 3dsmaxfolder/Scripts
Spoiler Alert, click show to read:
3) Start 3ds max :
Spoiler Alert, click show to read:
4) Go to the tab with a hammer icon :
Spoiler Alert, click show to read:
5) The go to "MAXscript" part, then "execute script and then search for the CAS_IE_b79.ms script and open.
Spoiler Alert, click show to read:
6) Then go to "utility" choose RTW import/export, go to the "R:TW import" section "import CAS" and choose the CAS file you want to modify, here southern_european_village.cas.
Spoiler Alert, click show to read:
7) Congrat, you CAS is now ready to be modified ! Here, on southern_european_village.cas, you can easily see : the trees (that I'm gonna remove, the small houses, that I'm gonna make smaller, and a big edge /!\DO NOT TOUCH IT/!\ it's used to put the flag.
Spoiler Alert, click show to read:
8) Right click somewhere and choose "scale" (echelle, here as my 3ds is in french) and scale it as your liking ... I'm also gonna copy/paste the house to add more....
Spoiler Alert, click show to read:
9) Once that's done ( look, the house are smaller, there is more of them, and no more trees ... and the edge is still here ), go to the "R:TW export" and give a name to your new cas, no need to be worried about the textures, as we didn't created anything. I give here the name "test.cas"
Spoiler Alert, click show to read:
10) The put it in your mod (data/model_strat/residences) and do whatever you want of it. I'm gonna use the new village model as a (new) resource. I renamed the "test.cas" in resource_villages.cas I put the cas in the descr_sm_resources.txt and put some resources on the map.
Spoiler Alert, click show to read:
LAST THING
If this is a kingdom mod like mine, you must have ALL the texture of the vanilla game in your models_strat\residences\textures of your mod. This is needed, if not, you'll have a "insuficient video memory size" error !!
FINISH !!!
here is the result : the houses of the southern_european_village.cas are now very small compared to the near general strat map model... The principe is the same for other CAS like settlements one, anyway, you have the idea !
Spoiler Alert, click show to read:
Hope it can help someone !!
@overlord.ru : if you need to scale a cas, i can do it for you![]()
Last edited by Ishan; October 12, 2010 at 04:51 PM. Reason: added spoilers.
Okay, I'll try that definitely this weekend. I'll let you know about the resultThanks for the tuto!
Okay Dwaine, I've tried it and...it worked!!!))
Thank you man, you're awesome!
Though the program itself is very complicated, could please make another tuto on how to select, delete, copy, mod etc. particular objects, for example a tower on a castle's model, because as far as I tried I could only select groups of objects, but not a certain one. Also, any information on how you modified that village model for example would be cool, so I could learn general info about basic instumentary if you know what I mean![]()
Waiting for your reply, and thanks again!
+rep ofcourse!
Hello,
thx Overlord, I never did anything on 3dsmax before that, so my help is limited, I did the tuto and discovered vercingetorix work & 3ds at the same time.
Hopefully, I easily understand the soft.
To modify a tower only or something like that :
Start 3ds and import the CAS, but this time we will use another tab : "modify tab"
Spoiler Alert, click show to read:
Once you're in the tab "modify", select the "group" you want to modify ("groups" tab in milkshape)
Spoiler Alert, click show to read:
Now select the vertex you want to modify, here I'm gonna make this house a very high roof :
Spoiler Alert, click show to read:
Now, Use the "move" option (right click) and you can freely do anything of the selected vertex ! Higher tower, bigger walls, smaller houses , etc !
Spoiler Alert, click show to read:
Once you've selected the goup you want to modify, go to "selection" panel (I guess it's the same word for english) and click on the little icon with 3 points, you will now selct vertex to modify :
Spoiler Alert, click show to read:
Finish !!!
Now unleash your imagination
Now that I know how to do that, I'm gonna do my own strat map models
The idea I had when I did the tuto : Villages of 3 different sizes !
Spoiler Alert, click show to read:
To have a village like that, I simply selected the village group (without the trees) and simply done a+c to copy and
+v to paste and do it 10-times, play on the scale and rotation and have fun !!!
The villages above are only copy/paste, scaling and rotation fun !
Okay, I don't know when, but I'll try that.
Thanks a lot!![]()
Dwaine, I've encountered an issue with eastern european large castle(fortress on the strat-map) - I did the same operations like with all other models(only increased the scale) and now it's sort of highlighted in 2 places ( watch the arrows
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Attachment 115470
But when I mouseover it it's ok.?
Attachment 115471
I'll attach the default cas and the one I modded.