I'm putting together the PMs and info from Seth here:


Buildings

http://dl.dropbox.com/u/20582796/k_celt_set.zip

Unzip and put all the files in their correct folders:
- Data\settlement_plans\k_celt_set.txt
- Data\settlement_plans\overlays\k_celt_set_overlay.cas
- Data\settlement_plans\underlays\k_celt_set_underlay.cas
- Data\settlement_plans\street_plans\k_celt_set_path.cas
- Data\models_building\INFO\k_celt_set_INFO.cas
- Data\models_building\textures\BARBARIAN_WOOD_BOARDS.TGA.DDS

http://dl.dropbox.com/u/20582796/k_celt_set_INFO.cas
replace the older
k_celt_set_INFO.cas
in the
Data\models_building\INFO\
folder

http://dl.dropbox.com/u/20582796/dir...0trans%204.dds

and add it to
Data\models_building\textures
folder

To have it in the game you then need to edit the file:

desc_settlement_plan.txt

and search for the lines:

Code:
	plan	Barbarian_Fort			barbarian_fort.txt
	plan	Barbarian_Village		        barbarian_village.txt
	plan	Barbarian_Town			barbarian_town.txt
	plan	Barbarian_Large_Town		barbarian_large_town.txt
	plan	Barbarian_City			barbarian_city.txt
	plan	Barbarian_Large_City		barbarian_city.txt
	plan	Barbarian_Huge_City		barbarian_city.txt
then substitute the *.txt file you want to use that celtic plan with:
Code:
k_celt_set.txt
For example, if you want the barbarian town to use it, the line will be:

Code:
	plan	Barbarian_Town			k_celt_set.txt
A few notations:

1. the plan have no buildings inside because I don't know if you wanted it to have them and in case which one. You can add them yourself if you know how to do so and if not just let me know which one you want and I'll do it for you.

2. the pathfinding file is rough, just to let the units use the ramps in a correct way. Once and if we'll add buildings and/or "streets" inside the settlement I shall improve the pathfinding accordingly.

3. If you like the idea, you can use the plan set for more then one settlement level, e.g. repeating the same call string in descr_settlement_plan.txt

You must add a line to a .dbb file too, for the collision call.
Edit one .dbb file (no matter which one as long as its included in the main DBB file) or even the main descr_building_battle.txt and add this call:


Code:
k_celt_set_collision
	{
		stat_cat indestructable
		localised_name none
		level
		{
			min_health 0
			battle_stats
			item		dummy
			physical_info	k_celt_set_INFO.CAS
		}
	}

Make a dummy.cas file

b1) create a dummy.cas file in a 3d program with nothing but the scene root and a 1x1 pixel mesh using the default void texture. Put it in
Data\models_building\
folder
b2) add its call to the descr_items.txt file, it shall look like that:

Code:
type		dummy 
lod
max_distance	150.0
model_rigid	dummy.CAS
b3) rename the descr_items.db file and launch game. Many errors will show up. Ignore them, CNTRL-ALT-CANC and kill it.
b4) relaunch game, it will now work and will have generated a new descr_items.db file

If everything went ok it shall work.

About your questions:
the model have 2 different kind of walls in it. The 3 internal walls you see in the underlay model are fixed, they cannot be attacked or crossed and will remain the same in every stage of the settlement. There is another line of walls all around the model, they will behave like vanilla walls behave in every way.

Let me know,
S.
towers and gates are hardcoded along the walls - which are set in that plan to appear only if you load it as a settlement - from town to huge city level. If you load it as a village there's no wall.

The plan itself does not change, but you can make different plans for different levels of the settlement of course (actually that's how the vanilla system works).

About building difference related to settlement level, out of the hardcoded wall thing, every level shall have peculiar buildings set to appear. I wrote a tutorial on adding buildings, you can check it there:
http://www.twcenter.net/forums/showthread.php?t=437930
Settlements

Quote Originally Posted by Seth Krn3ll
Quote Originally Posted by tone
By the way have you used this ever and does it work?
http://www.twcenter.net/forums/downl...do=file&id=692
Yes i use it everyday.
Its useful to place the slots and buildings and trees in your settlement model, but still have some bad flaws you must fix by hand. Anyway its the better tool around for the task.

Walls:

As I said, walls are already hardcoded this way.
Just put the celt_plan txt file for all the settlement level in descr_settlement_plan.txt and then load them with custom battle one by one, you'll find village with no external walls, town and big town with the two wooden walls and the last two levels with stone walls.
If then you even want to select precise walls set for each level you'll have to work on descr_walls.txt file.
I wrote another tutorial on that matter too, you can find it here:
http://www.twcenter.net/forums/showthread.php?t=439235

About slots i explain how to manage them in the other tutorial i pointed you to.
Street plans and pathfindings shall remain the same if the underlay does not change.

S.