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  1. #1

    Default New buildings

    Finally!!!!

    The process:

    1) Break Pacco's models down into meshes of no more than 3176vertices (I'm not sure what the exact limit is here) - all linked to Scene_Root

    2) Export as .cas

    3) Add line "include dbb_RS2_buildings.txt" to descr_buildings_battle.txt

    4) Create file dbb_RS2_buildings.txt in /data/descr_building_battle

    5) Add new buildings here e.g.:

    Code:
    	curia_new
    	{
    		stat_cat large_stone
    		localised_name great_forum
    		level
    		{
    			min_health 1
    			battle_stats
    			item		curia_new
    			physical_info	info_great_forum_with_curia.cas
    		}
    		transition default_large_stone
    		level
    		{
    			min_health 0
    			battle_stats
    			item		roman_rubble_160x128
    			physical_info	info_roman_rubble_160x128.cas
    		}
    	}
    
    	bath_house_new
    	{
    		stat_cat medium_stone
    		localised_name bath_house
    		level
    		{
    			min_health 0
    			battle_stats
    			item		bath_house_new
    			physical_info	info_bath_house.cas
    		}
    	}
    Lines in red must be new to recognise our new models. Line in green make the game engine use the old collision model (makes things easier)

    6) Add line "include di_RS2_buildings.txt" to descr_items.txt

    7) Create file di_RS2_buildings.txt in /data/descr_items

    8) New code for items in our new di file:

    Code:
    type		bath_house_new 
    lod
    max_distance	4000.0
    model_rigid	bath_house_new.cas
    
    type		curia_new 
    lod
    max_distance	4000.0
    model_rigid	curia_new.cas
    9) Add these to our test Roman settlement (roman_test_town.txt in data/settlement_plans/street_plans):
    Code:
    plan
    
    {
    target rectangle 	x -24 z 24 rot 0 width 32 height 32
    floor		battlefield_settlement_underlay.cas roman_town_overlay.CAS
    ground_types	roman_town_ground.tga -288 -288 288 288
    street_plan	pathfinding_roman_town.cas
    borders
    	{
    
    gateway,	224,	0,	90,	0.50
    gateway,	-224,	0,	-90,	0.50
    gateway,	0,	-224,	0,	0.50
    gateway,	0,	224,	180,	0.50
    
    tower_external_corner_link,	-224,	-224,	0,	0.50
    tower_external_corner_link,	-224,	224,	-90,	0.50
    tower_external_corner_link,	224,	224,	180,	0.50
    tower_external_corner_link,	224,	-224,	90,	0.50
    
    tower_straight,	-128,	-224,	0,	0.50
    tower_straight,	128,	-224,	0,	0.50
    tower_straight,	224,	128,	90,	0.50
    tower_straight,	-128,	224,	-180,	0.50
    tower_straight,	-224,	-128,	-90,	0.50
    tower_straight,	-224,	128,	-90,	0.50
    tower_straight,	128,	224,	-180,	0.50
    tower_straight,	224,	-128,	90,	0.50
    
    straight_link,	-96,	-224,	0,	0.50
    straight_link,	-160,	-224,	0,	0.50
    straight_link,	160,	-224,	0,	0.50
    straight_link,	96,	-224,	0,	0.50
    straight_link,	224,	160,	90,	0.50
    straight_link,	224,	96,	90,	0.50
    straight_link,	-160,	224,	-180,	0.50
    straight_link,	-96,	224,	-180,	0.50
    straight_link,	-224,	-160,	-90,	0.50
    straight_link,	-224,	-96,	-90,	0.50
    straight_link,	-224,	96,	-90,	0.50
    straight_link,	-224,	160,	-90,	0.50
    straight_link,	96,	224,	-180,	0.50
    straight_link,	160,	224,	-180,	0.50
    straight_link,	224,	-96,	90,	0.50
    straight_link,	224,	-160,	90,	0.50
    
    straight,	-192,	-224,	0,	0.50
    straight,	-64,	-224,	0,	0.50
    straight,	192,	-224,	0,	0.50
    straight,	64,	-224,	0,	0.50
    straight,	224,	192,	90,	0.50
    straight,	224,	64,	90,	0.50
    straight,	-192,	224,	-180,	0.50
    straight,	-64,	224,	-180,	0.50
    straight,	-224,	-192,	-90,	0.50
    straight,	-224,	-64,	-90,	0.50
    straight,	-224,	64,	-90,	0.50
    straight,	-224,	192,	-90,	0.50
    straight,	64,	224,	-180,	0.50
    straight,	192,	224,	-180,	0.50
    straight,	224,	-64,	90,	0.50
    straight,	224,	-192,	90,	0.50
    
    
    	}
    
    ; road joiners
    
    gateway_slot_into_roman_town,	256,	0,	0,	0
    gateway_slot_into_roman_town,	0,	256,	90,	0
    gateway_slot_into_roman_town,	-256,	0,	180,	0
    gateway_slot_into_roman_town,	0,	-256,	-90,	0
    
    
    ; COLLISION OBJECTS
    
    roman_town_tenament_collision,	0,	0,	0,	0
    
    ; SLOTS
    
    
    
    ;slot_48x32_religious,	-32.00,	-24.00,	180.00,	0.50
    ;slot_48x32_market,	56.00,	-24.00,	180,	0.50
    ;slot_48x32_barracks,	-72.00,	32.00,	-90.00,	0.50
    ;slot_48x32_core_building,	114.00,	52.00,	-90.00,	0.50
    ;slot_plaza_roman_32x32m,	-24.00,	24.00,	0.00,	0.50
    
    
    ; AMBIENT
    
    
    roman_awesome_temple,	-108.23,	-126.35,	0.00,	0.50
    
    
    curia_new,	42.27,	141.44,	0.00,	0.500
    
    
    }
    10) Delete descr_items.db

    11) Start the game - loads of errors appear CTRL_ALT_DELETE to exit

    12) Restart the game and go into the battle_editor and find the test Roman settlement

    13) Take screenshots:









    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  2. #2
    apple's Avatar Searching for 42
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    Default Re: New buildings

    YES!!!
    Son of Legio
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    Roma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer

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  3. #3

    Default Re: New buildings

    Adding the "include" files isn't absolutely essential, but it'll help us keep the coding clean and easy to follow.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  4. #4

    Default Re: New buildings

    Circus maximus - the largest single mesh in this is 3648 vertices (without splitting them up, both this and the great_forum_with_curia crashed):







    Last edited by tone; June 18, 2011 at 12:38 AM.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  5. #5

    Default Re: New buildings

    Pacco,
    Just to say that it's worth using multiple textures shared between buildings as much as you can as it will minimise graphics overload. I know we went with a single texture as we weren't sure why things weren't working.

    Here I've made the central section of the model use a second texture (actually the roofing from the curia) just to show that it can be done:




    Below is the latest cas importer/exporter which allows multiple textures to be exported.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  6. #6
    Chernish's Avatar Decanus
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    Default Re: New buildings

    It`s exellent! Congrat you! Hurragh!!!!
    Do what must be and let be what will

  7. #7

    Default Re: New buildings

    So the Urban barracks works and that's 6196 vertices in a single mesh:





    The important thing is finding out what the original info file names were (which are in the DBB files e.g. dbb_nicks_roman_buildings.txt)

    So we now have:

    Code:
    	urban_barracks_new
    	{
    		stat_cat large_stone
    		localised_name city_barracks
    		level
    		{
    			min_health 1
    			battle_stats
    			item		urban_barracks_new
    			physical_info	info_city_barracks_roman.cas
    		}
    		transition default_large_stone
    		level
    		{
    			min_health 0
    			battle_stats
    			item		roman_rubble_112x64
    			physical_info	info_roman_rubble_112x64.cas
    		}
    	}
    Last edited by tone; June 18, 2011 at 01:12 AM.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  8. #8

    Default Re: New buildings

    Mate, that is brilliant work!

    **RS Dev Team***Reciprocal Repper!* RIP Calvin- you will be missed

  9. #9

    Default Re: New buildings

    Damn .. that looks just fab ! Great stuff guys!

  10. #10
    dvk901's Avatar Consummatum est
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    Default Re: New buildings


    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  11. #11

    Default Re: New buildings

    Just one question, DVK....do you know which ones we've already got in and working? Is it just the awesome temple?

    The great forum.....didn't need splitting (vertex count 4788):



    Last edited by tone; June 18, 2011 at 10:59 AM.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  12. #12
    pacco's Avatar -master-of-none-
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    Default Re: New buildings

    DAMN!!!! IT WORKS!!!
    Great news mate!
    Its good news that we can use multiple textures as vanilla did. For example walls, roof tiles... for all roman buildings.
    Last edited by pacco; June 18, 2011 at 11:47 AM.

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
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  13. #13

    Default Re: New buildings

    It does indeed. The only one I'm not going to be able to deal with easily is the colisseum.....and that is over 100,000 vertices.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  14. #14

    Default Re: New buildings

    Well the vertex limit for single mesh within the model lies somewhere between 6196 and 8284 vertices (the normal Roman forum model has 8284 and caused a crash).


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  15. #15
    pacco's Avatar -master-of-none-
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    Default Re: New buildings

    Quote Originally Posted by tone View Post
    Well the vertex limit for single mesh within the model lies somewhere between 6196 and 8284 vertices (the normal Roman forum model has 8284 and caused a crash).
    It's good to know that.

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  16. #16
    pacco's Avatar -master-of-none-
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    Default Re: New buildings

    You know that I did the colliseum model not for game, just for fun.
    Few question:
    1. What did you do with models - now they have less vertices?
    2. What about settlement plans? Is it possible to change them too?
    If that is possilble, we can create more different buildings/bloks, temples...
    Last edited by pacco; June 18, 2011 at 12:09 PM.

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  17. #17

    Default Re: New buildings

    Quote Originally Posted by pacco View Post
    You know that I did the colliseum model not for game, just for fun.
    Few question:
    1. What did you do with models - now they have less vertices?
    2. What about settlement plans? Is it possible to change them too?
    If that is possilble, we can create more different buildings/bloks, temples...
    No I didn't change the models apart from separating some elements into separate meshes which are separately attached to the scene root. Attached are some examples.

    Yes it's possible to create some new settlement plans, but it would take some work, and I guess the question is....do you/we/I have time enough?

    I'm certainly keen to try and get these barbarian settlements looking better if we can, but like you, don't have unlimited time....Finch is also going to be helping with some of this too as he is a really good modeller....but much of the work will be creating the underlays, overlays and collision files for any new settlements we create.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  18. #18
    dvk901's Avatar Consummatum est
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    Default Re: New buildings

    Do those buildings, then, sit on the regular RTW 'slot' file?

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  19. #19
    pacco's Avatar -master-of-none-
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    Default Re: New buildings

    Ahhh, I see.
    It's really said that we didn't find this before 1-2 years.
    Those buildings will work without problems in campaign?
    And one more question, do you have this model?

    Roman tenament C (about 4300 vertices)... It works in game.


    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  20. #20

    Default Re: New buildings

    Quote Originally Posted by pacco View Post
    Ahhh, I see.
    It's really said that we didn't find this before 1-2 years.
    Those buildings will work without problems in campaign?
    And one more question, do you have this model?

    Roman tenament C (about 4300 vertices)... It works in game.

    Is this one actually in the game?
    If not then I'll need the model....what does the other insula refer to (what's the vanilla equivalent? - I think it's the insulae_white?)


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

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