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:
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.