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Thread: [Modding] M2TW : Creating a World, a series of tools and tutorials by Gigantus

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  1. #1
    Hesus de bodemloze's Avatar The Gaul
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    Default [Modding] Creating a World – Working with the Worldwind mapper


    Author : gigantus
    Original Thread : Creating a World – Working with the Demis Online mapper

    Creating a World – Working with the Demis Online mapper
    Introduction

    The idea to this tutorial came when I revisited one of my older tutorials: Creating a World – Map Templates with Worldwind. Due to the restrictions of only two display options and the spherical distortions, this was not the optimal tool to develop a map for the Total War games. Lucky for us, the same developers have given us the online mapper.
    The rest of the document will guide you through the basics of creating an accurate map using this tool.


    The manual is in PDF format and 18 pages long due a lot of screenshots ; I had to pack it due to the size restrictions.

    Basic view


    History
    30th June 2011
    - the 'Biome Version' of the mapper is available again
    22nd December 2010
    - Corrected typo, see here
    - Added note for 'indexed' mode pictures, see here
    18th November 2010
    And now the webpage is back here (thanks Big Boss)
    25th October 2010
    - webpage 'disappeared', alternative
    09th August 2010
    - updated manual for new version
    - changed picture saving method
    - changed the name of the tutorial from "Worldwind mapper" to the correct "Demis online Mapper"
    08th August 2010
    - New link to the mapper (thanks IZob)
    29th July 2010
    - Added missing part about map_roughness, map_trade_routes and map_fog

    Download Link
    Last edited by Maximus IV; August 24, 2017 at 11:34 AM. Reason: updated
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  2. #2
    Hesus de bodemloze's Avatar The Gaul
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    Default [Modding] Creating a World – Character portraits, creation and use


    Author : gigantus
    Original Thread : Creating a World – Character portraits, creation and use

    Creating a World – Character portraits, creation and use
    An advanced guide in the creation and use of character portraits. Underneath a teaser of the 16 page PDF manual (had to be packed as it exceeded the limit for PDf files, supporting files included). Lots of illustrations for easy understanding.

    Update 3rd May 2011
    Added reference to the How to make completely new portraits tutorial
    Update 27th December 2010
    Corrected chapter about faction specific portraits. It isn't possible.

    Introduction

    Transparent or not?
    Ever wondered how those modders did it? I am talking about the character pictures in the unit view and the character view.
    The character picture in the summary will have a nice background and the one in the unit list will be transparent. Have a closer look at the picture below. How to make a picture that achieves this will be explained in the Creating the Portrait chapter.



    Who is getting the portrait?
    Once the portrait is created, the question then remains: “How do I get it to right character?” Should it be just for one character, only for a certain faction, or maybe just for a culture? Or for everybody?
    All these questions will be answered in the Using the Portrait chapter.
    Download Link
    Last edited by Maximus IV; August 24, 2017 at 11:41 AM. Reason: updated
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  3. #3

    Default [Modding] M2TW: Creating a World – Basic mapping from scratch


    Author: Gigantus
    Original Thread: Creating a World - Basic mapping from scratch

    Creating a World – Basic mapping from scratch
    This is a tutorial teaching basic mapping (until functional map) from zero using 'The GIMP'.
    The tutorial is in DOCX (Office 2010) format and thirteen pages long with a lot of formatting. This is the reason why I am not displaying it in my post.



    Download Link
    Creating a World - Basic Mapping from Scratch - contains document and Iceland map template

    Version History
    30th August 2012
    added note regarding version differences of GIMP
    added picture for 'scale image'
    27th August 2012
    corrected error in procedure
    13th July 2012
    added link to detailed info for descr_regions
    29th June 2012
    corrected info regarding mod's path, working with layers and smudging
    05th December 2011
    added remarks about minimum number of regions
    11th August 2011
    added formatting information for imperial_campaign_regions_and_settlement_names.txt file
    08th August 2011
    reverted back from PDF to DOCX format due to problems copying text
    27th Juli 2011

    easier method of resizing images
    'High Creation' procedure\chapter more understandable.
    28th March 2011
    added note about the map.rwm file
    27th February 2011
    corrected possibly misleading explanation about river pixels
    31st January 2011
    corrected error with climate names in RGB list
    22nd October 2010
    added details for imperial_campaign_regions_and_settlement_names.txt
    05th September 2010
    added table of contents
    updated errors with map_heights (RGB value)
    05th August 2010
    updated errors with rivers (rejoining)

    Teaser here (unformatted):
    Spoiler Alert, click show to read: 
    First steps - Modding of the modding folder (I love those word plays)
    The ‘Bare Kingdoms’ installation will have created a new directory in M2TW\data\mods (provided you followed instructions) that is aptly named ‘Bare_Kingdoms’. For the purpose of this tutorial I want you to rename it ‘MyMapping’.
    Small warning: if you do not type the names of files or directories in the way it is done here you will have a CTD, so please don’t rush!
    After this we need to turn our attention to the ‘Configuration.cfg’ file in that directory. Open the file with Notepad and change this entry ‘mod = mods/Bare_Kingdoms’ to read ‘mod = mods/MyMapping’. Save and exit. For those of you curious enough to have a look at the rest of the file: we will come back to a few of these entries later.
    Last but not least we will take care of the ‘Executable.bat’ file. Open it by right clicking on it and choosing ‘edit’. Replace ‘Bare_Kingdoms’ with ‘MyMapping’, save and exit.
    Unfortunately this nifty installation does not come with a map directory, which means more hard work for us. Create the following directory: data\world\maps\base. Once done repeat the fun and create this directory: data\world\maps\campaign\imperial_campaign.
    Here now the last preparation: create a new text file in the data\world\maps\base directory by right clicking in an empty space of that directory; choose ‘New’ and then ‘Text Document’. Name this document ‘descr_terrain’. Copy the following lines into this file, save and exit:

    dimensions
    {
    width 225
    height 250
    }
    heights
    {
    min_sea_height -3122.256
    max_land_height 7511.272
    }
    roughness
    {
    min 50.000
    max 200.000
    }
    fractal
    {
    multiplier 0.500
    }
    lattitude
    {
    min 22.000
    max 56.000
    }

    I can hear a complaint: ‘Why didn’t we copy this file from the M2TW directory?’ Answer one: ‘Oops.’ Answer two: ‘Teaching you basic file creating so you don’t have an excuse when I am asking you to create a file’.

    Last edited by Maximus IV; August 24, 2017 at 11:43 AM. Reason: updated

  4. #4

    Default [Modding] M2TW: Creating a World - Mod Install for Steam


    Author: Gigantus
    Original Thread: Creating a World - Mod Install for Steam

    Creating a World - Mod Install for Steam
    At present (after July 2014 Steam update) the tool is obsolete - follow this tutorial instead: Creating a World - Starting Steam mods the easy way

    Spoiler for original article
    One day I got tired trying to explain how mods are installed with Steam and then Squid came along with his Kingdoms Launcher App. A short time later musicdemon applied the tool to Third Age and wrote an instruction on how to do the stuff hands on.
    And then I came and generalized that instruction. So without further ado I give you the "Mod Install for Steam" tutorial:

    All credit (and rep) goes to:

    - musicdemon for first publishing this in the Third Age forum
    - Squid for making the Kingdoms Launcher App


    Step by step instruction

    1. Run your game at least once before installing any mods (thanks bohema)
    2. Make sure you run this program as administrator
    3. Install your brand new mod, but make sure to change your install directory as follows:

    32-bit Windows Users:
    From - C:\Program Files\SEGA\Medieval II Total War
    To - C:\Program Files\Steam\steamapps\common\medieval ii total war
    64-bit Windows Users:
    From - C:\Program Files (x86)\SEGA\Medieval II Total War
    To - C:\Program Files (x86)\Steam\steamapps\common\medieval ii total war

    • Repeat step two for any other parts\patches of this mod
    • Download the Kingdoms Launcher App designed by Squid. This tool modifies the necessary registry entries to enable a mod start via Steam's Medieval II\Kingdoms Launcher.
    • Run the Kingdoms Launcher App


    Step 1:


    • Click "File\New mod"




    Step 2:





    Step 3:


    • Browse to your mod's base folder and click\highlight it
    • Click 'OK'



    Step 4:


    • Your Config file details and Path to the mod will automatically be entered
    • Click "OK"



    Step 5:


    • The name of your mod's entry appears now in the list of the Launcher Application
    • Click "File\Exit" or use the close button on the top right of the frame




    Step 6:


    • Run the Kingdoms Launcher and select your mod from the list
    • Play





    Note: the above instructions are for version 1.4 of Squid's Kingdoms Launcher Application. Please drop me a PM if this is outdated at any time.

    Removing an entry:
    Simply open the application, high light the entry and then click 'File\Delete Mod Settings' - this will only remove the installation from the launcher, you will have to remove the actual mod installation via the mod's uninstaller or do it manually in your browser.

    Other info:

    • I have gotten a report where the restart of Steam solved the problem when the game launcher's shortcut to a mod did not work correctly (started a new launcher).
    • Some member released a new M2TW launcher, it might be of interest for Steam users. Please note that support for that launcher will have to be through that site\link.


    Last edited by Maximus IV; August 24, 2017 at 12:02 PM. Reason: updated

  5. #5

    Default [Modding] M2TW: Creating a World - Replacing Strat Models



    Author: Gigantus
    Original Thread: Creating a World - Replacing Strat Models

    Creating a World - Replacing Strat Models
    A small tutorial regarding strat models

    This entry in descr_character (only the default model in this example):
    faction venice
    dictionary 15
    strat_model catholic_priest ; default model
    strat_model catholic_bishop ; medium level priest
    strat_model catholic_cardinal ; advanced priest
    Relates to descr_model_strat like this:

    type catholic_priest
    skeleton strat_priest
    scale 0.7
    indiv_range 40
    texture venice, models_strat/textures/catholic_priest_venice.tga
    model_flexi_m models_strat/catholic_priest.cas, max
    shadow_model_flexi models_strat/shadow_staff.CAS, max
    Nowhere else!!!!!!!!

    To change the model, you have to change the CAS file (copy into data\model_strat folder) and it's associated textures (copy into data\model_strat\textures folder):

    type catholic_priest
    skeleton strat_priest
    scale 0.7
    indiv_range 40
    texture venice, models_strat/textures/pagan_priest_venice.tga
    model_flexi_m models_strat/pagan_priest.cas, max
    shadow_model_flexi models_strat/shadow_staff.CAS, max
    Note: the CAS file has always a default texture file. To determine it's name, open the CAS file with notepad and have a look at the bottom for the name of that texture. Example here from pagan_priest.cas:
    n textures\pagan_priest_lithuania.tga €? €? €? €?
    If this texture is not present in the model_strat\texture folder, you will get a CTD with an 'out of video memory' error. The easiest way to avoid this, is to use it in the descr_model_strat file like this:
    type catholic_priest
    skeleton strat_priest
    scale 0.7
    indiv_range 40
    texture venice, models_strat/textures/pagan_priest_lithuania.tga
    model_flexi_m models_strat/pagan_priest.cas, max
    shadow_model_flexi models_strat/shadow_staff.CAS, max
    Next note: simply changing the name of the texture will not be enough, the correct (original) texture has to be in the model_strat\textures folder as name. You cannot rename the catholic_priest_venice.tga into pagan_priest_lithuania.tga and expect a proper result. There will be no CTD, but the skin will not fit.


  6. #6

    Default [Modding] M2TW: Creating a World - Functional Grape Shot



    Author: Gigantus
    Original Thread: Creating a World - Functional Grape Shot

    Creating a World - Functional Grape Shot
    In it’s wisdom, CA provided us with the banana shot and through the crusades campaign the grape shot as well (must have been a fruit day). Whereas the first one works quite well, weird as it is, the second one does not.

    I will now try to simplify the way to achieve functionality for this shot variety, explaining the connections between files on the way.


    -------------------------------------------------

    In figure 1 I have taken the entry for the NE Bombard unit from the crusades campaign and highlighted the regular shot and the grapeshot.

    type NE Bombard
    dictionary NE_Bombard ; Bombard
    category siege
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier NE_Bombard_Crew, 16, 2, 1
    engine bombard
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 7, 3, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1.8
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 55, 3, bombard_shot, 325, 30, siege_missile, artillery_gunpowder, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap, bp, area, launching
    stat_ter 65, 3, grape_shot, 115, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    ;stat_ter_ex 0, 0, 0
    stat_ter_attr ap, launching
    Figure 1

    Figure 2 shows the entry for grape shot in the descr_projectiles file. Note the highlighted entry <area_effect> entry at the bottom. This means that a certain effect is needed for this shot.

    projectile grape_shot

    ;effect bombard_set
    end_effect bullet_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect bullet_impact_wall_set
    end_shatter_effect bullet_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect bullet_impact_wall_set

    damage 120
    damage_to_troops 100
    radius 0.3
    mass 1.0
    area 2.0
    accuracy_vs_units 0.0725
    accuracy_vs_buildings 0.0455
    accuracy_vs_towers 0.025
    min_angle -15
    max_angle 25
    velocity 20 50
    bounce 0.01 0.01 0.93 0.5
    grapeshot
    ; self_explode <prob> <min sec> <max sec> [<area effect>]
    self_explode 1.0 0.1 0.1 grape_shot
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only
    Figure 2



    In figure 3 the effect for the grape shot is detailed. And here was the major fault: the highlighted musket_bullet entry was originally “grape_shot”. This caused a circular reference (known to anybody who has worked with spreadsheets) between the descr_projectile file and the descr_area_effects. Changing it to the entry shown below fixes this.

    <area_effect>
    <name>grape_shot</name>
    <type>projectile</type>
    <projectile_type>musket_bullet</projectile_type>
    <explosion_force_min>0.5</explosion_force_min>
    <explosion_force_max>1.5</explosion_force_max>
    <preserve_momentum>true</preserve_momentum>
    <direction>horizontal</direction>
    <scatter_angle>45</scatter_angle>
    <projectile_number>60</projectile_number>
    </area_effect>
    Figure 3

    The spoilers underneath (figure 4) show a movie from our 1648 mod and a screenshot during research for this function - the projectiles on their way to the hapless unit.

    Spoiler for the movie

    Spoiler for the picture
    Figure 4

    Should you wish to transfer this feature to a mod, the following files (found in the attachments) will be required:

    1.Descr_area_effects.xml - contains the corrected entry
    2.Descr_flaming_projectiles - kingdoms file for flaming projectiles
    3.Descr_projectiles.txt - kingdoms file for projectiles
    4.Grape.cas - 3D model for the grape shot, the texture is a standard ‘vanilla’ file
    5.Shared.txt - contains the tooltip (custom battle) for the grapeshot
    6.Battlepage_03.tga - contains the special function button for grape shot
    7.Battle.sd - contains the location details for the special function graphic


    One note for the user: due to some programming quirk the use of grape shot requires that either a flaming or an exploding projectile is present. In the case of bombard_shot as in figure 1 CA provided us with the flaming_bombard_projectile. Other cannon shots have not got that second type of projectile and therefore the grapeshot will not work.

    I have added “exploding_serpentine_shot” and “exploding_culverin_shot” to the descr_projectile file. You can therefore use the grape shot feature with any cannon that uses either serpentine_shot or culverin_shot. Other varieties can be added according to your need and knowledge.


    This has been another tutorial by gigantus

    Download Link, contains the following:
    - GrapeShot = files discussed in this article
    - Creating a World - Functional Grape Shot = this article
    Last edited by Maximus IV; August 24, 2017 at 11:53 AM. Reason: updated

  7. #7

    Default [Modding] M2TW: Creating a World – Adding a new Faction


    Author: Gigantus
    Original Thread: Creating a World – Adding a new Faction

    Creating a World – Adding a new Faction
    The more experienced modders in the community will know the great work that DukeofSerbia published two years ago. This is my effort to simplify and expand this work. Give the man rep when you see him.
    Having had a hand in the subject matter in the 'Pro Deo et Rege' and 'Last Kingdom' mods, I thought it might be of interest to rewrite the tutorial.
    A couple of days later I came up with the document below to which I have added an installer that contains the unmodded text files plus the required graphic files. I am not the greatest at graphics and I am sure a lot of other modders are not much better. For those suffering souls the inclusion of ready made faction graphics should be a delight. Included are also links to tools used and tips on error messages.
    So without further ado I give you the new chapter in the 'Creating a World' series: 'Adding a new Faction'.

    The tutorial\download consists of three parts:

    • A manual in PDF format (10 pages) - 0.6MB
    • An installer for the unmodded files required (functional mod) - 2.4MB
    • The mtw2.lnt file



    Update 21st January 2015
    Manual
    - added reference to Creating a World - 29 Factions on selection display
    - added reference to Creating a World - Editable Settlement Faction Symbols
    Update 29th January 2011
    Attachment
    - added mtw2 file with 26 slots for CoA in faction screen, extract into data\menu
    Update 7th December 2010
    Document
    - more details for using additional banner\symbolxx.tga files
    Update 27th March 2010
    Document
    - Added 'table of content'
    Update 21st March 2010
    Document
    - Added info for EDU entry 'general_unit'
    Update 06th March 2009
    Document
    - Added chapter 'captain banners'
    Installer
    - Provided graphics for 'captain banners' (portraits)
    - Provided 'cleaned' descr_model_strat.txt file (the stuff that CA forgot to take out)


    Spoiler Alert, click show to read: 

    Tools used in this endeavour
    The GIMP
    DDS Plugin for GIMP 2.6
    Texture2DDS Converter
    ModelDB Checker
    Shared, Tooltips and Strat.txt
    StringBin Converter
    Notepad

    Preparations
    For the diehard this would start with unpacking the game. Afterward get the files needed, undo the read-only attributes and put them all into a mod folder. After which they will be converting string.bin, texture and modeldb files. However, do not despair, help is near – here is the link for my installer which includes all the files necessary in their unmodded form (does converting count as modding?)
    New Factions Installer 2.47MB
    Simply run the installer, it will do everything automatic. After the installation, you will now have a brand new subdirectory in your mods folder, aptly named ‘New_Faction’, complete with executable and configuration file as well as the basic map and campaign files. It is written for Kingdoms, should you only have Medieval2 then you will have to edit the ‘executable.bat’ (right-click\edit) by replacing ‘Kingdoms’ with ‘Medieval2’. You will also have to delete the data\sounds folder and copy the folder in the original game in to this mod. For a complete Kingdoms version, you will need to add the files contained in my mod Bare Kingdoms 0.001. Time to start!


    Quick note for the next update:
    It is advisable to delete any 'unlock' files in the imperial_campaign folder as they will cause a crash when a faction gets defeated.

    Download Link
    Last edited by Maximus IV; August 24, 2017 at 11:46 AM. Reason: updated

  8. #8

    Default [Modding] M2TW: Creating a World – Adding detailed Regions


    Author: Gigantus
    Original Thread: Creating a World – Adding detailed Regions

    Creating a World – Adding detailed Regions
    There is more then just the descr_regions file to this. The most obvious additional (and essential) file is the data\text\imperial_campaign_regions_and_settlement_names file. Must also be the file with the longest name. If you like things simple and uncomplicated (and boring) leave it at this. If you want to go a bit more dedicated read on:

    data\world\maps\base\descr_regions.txt
    There are a couple of lines that need to be filled sensibly for the game to work properly.
    Line one: region name
    Line two: city name
    Line three: faction creator (determines the loyalty of the city, eg whom it will rebel to), independent from descr_strat entry, this cannot be the slave faction!
    Line four: Rebel type (see data\descr_rebel_factions.txt)
    Line five: RGB numericals (color code, duh)
    Line six: hidden resources, multiple listing does not have a comma,, trading resources have no effect!
    Line seven: triumph value (left over from RTW unless someone can tell me otherwise) has to be 5, else CTD
    Line eight: level of farming\pop increase – anything above 6 is ridiculous: 5000 city with no farming will grow at 4.5% at level 10.
    Line nine: religions – must total 100 (percent), else another CTD

    Note: the entry for a unit’s regional name still works like it did in Rome Total War. You would enter a line after the region name (line one) looking like this:
    Code:
    legion: Gotland_Legion
    data\text\imperial_campaign_regions_and_settlement_names.txt
    Simple data base consisting of two (three with legion name) lines for each region:
    Code:
    {Island_of_Cyprus}Island of Cyprus
    {Nicosia}Nicosia
    {Gotland_Legion}Visby’s Finest
    The first line is for the region name and the second line for the city name. Last line is for the legion's name. The names in brackets have to agree with the entries in the descr_regions file. The second part of each line can be changed at any time.

    data\world\maps\campaign\imperial_campaign\descr_regions_and_settlement_name_lookup.txt
    Pretty much the same as the previous file, just with out the second part of the line and no parentheses:
    Code:
    Island_of_Cyprus
    Nicosia
    not required

    data\world\maps\base\descr_sounds_music_types.txt
    Three lines of entry here to get the right music:
    Code:
    music_type [culture name]
    regions [region name]
    faction [faction name]
    data\world\maps\campaign\imperial_campaign\descr_mercenaries.txt
    This is where you get to define the bad guys and their area of appearance. Basically three lines:
    Code:
    pool Scotland_Ireland
        regions Scottish_Lowlands Scottish_Highlands
        unit merc cog,            exp 0 cost 200 replenish 0.36 - 1.0 max 1 initial 1 religions { catholic } crusading
        unit merc cog,            exp 0 cost 1000 replenish 0.02 - 0.10 max 1 initial 1
        unit Mercenary Crossbowmen    exp 0 cost 860 replenish 0.04 - 0.13 max 2 initial 1
    There is an exhausting explanation at the top of the file for all the entries so I will not repeat it, gimme a break, man!

    Download link for PDF file containing this material.
    Last edited by Maximus IV; August 24, 2017 at 11:42 AM. Reason: updated

  9. #9

    Default [Modding] M2TW: Creating a World - Name Converter for data\text files



    Author: Gigantus
    Original Thread: Creating a World - Name Converter for data\text files

    Creating a World - Name Converter for data\text files One day I got tired of repeating all my entries from the look up files to the data bases just for the sake of a parenthesis. You know, that fancy bracket. So I thought to myself: my spreadsheet has got some really nifty functions, why not check there?
    And Lo and Behold: the name converter was born!

    Instructions for use
    - included on top of the sheets
    Note
    - The descr_names_lookup file is no longer required for kingdoms.
    Download LinkVersion History
    Update (4.0) - 22nd October 2012
    Added a sheet for easy generating of ancillary entries
    Update (3.1) - 28th June 2012
    Corrected formulas for entries in the EDB sheet, added templates for two more cultures (editable)
    Update (3.0) - 18th January 2011
    Corrected typo in the entries for the export_buildings file (CTD on splash screen)
    Update (2.0) - 28th November 2010
    Added a sheet for conversion of entries for the text\export_building file. Simple text converted to formatted entries for all culture's entries.
    Last edited by Maximus IV; August 24, 2017 at 11:27 AM. Reason: updated

  10. #10

    Default [Modding] M2TW: Creating a World - Registry Entries for the Launcher


    Author: Gigantus
    Original Thread: Creating a World - Registry Entries for the Launcher

    Creating a World - Registry Entries for the Launcher

    Warning: incorrect entries in the registry may cause your computer to behave erratically!

    Having said the needful warning here the thought behind this tutorial:
    I came across a thread where a player had downloaded the Retrofit mod, deleted all the files in the mod folder and then copied his mod of choice into that folder. His answer to my curiosity: “It is the only way I can play the mod with my Steam version of M2TW.” Appears Retrofit provides a registry entry to be able to use the launcher. Here now the way to create your own registry entry for the mod of your choice for use with the Launcher.

    Note: these entries will work only with the Launcher in the disk version. Since the latest update it does not work anymore with Steam!

    Preparation:
    1. Create a restore point for your computer by running ‘System Restore’
    2. Write down the path to your mod (mods\mymod for example)
    3. Write down the name of your cfg file in that mod folder (mymod.cfg for example)

    The dive into the registry:
    1. Click ‘Start’ ‘Run’ type ‘regedit’ and hit return
    2. In the Registry Editor manoeuvre all the way to this key: HKEY_LOCAL_MACHINE\SOFTWARE\SEGA\Medieval II Total War\Mods\Unofficial – it works exactly like the Windows Explorer.
    3. Right Click on the ‘Unofficial’ key (directory) and choose ‘New’ and ‘Key’.
    4. Enter a four-digit number and name (9999Template for this tutorial – no space!), hit Enter.
    5. Right Click the new key (directory), choose ‘New’ and ‘String Value’
    6. Enter ‘Author’ hit Enter. Hit Enter again and enter your name. Click ‘OK’

    In the same way, create the following entries:
    "ConfigFile"="Mymod.cfg" Remark by author = see point 3 of preparation
    "DisplayName"="My Mod" Remark by author = name of your mod, displayed on Launcher
    "FullName"="My Mod" Remark by author = full name of your mod
    "GameExe"="kingdoms.exe" Remark by author = vital entry
    "Language"="English" Remark by author = vital entry?
    "Path"="mods/MyMod" Remark by author = see point 2 of preparation
    "Version"="1.0" Remark by author = version number of your mod, else put 1.0

    Example from Stainless Steel






    Multiple Mods
    It would be cumbersome to repeat the whole procedure above for each mod, so we are going to make a template:

    1. Right Click ‘9999Template’ and choose ‘Export’.
    2. For convenience save on the Desktop named ‘M2TWmod’ as ‘Registration Files’
    3. Rename ‘9999Template’ to something distinctive like ‘8257MyMod’
    4. Double click the registry file on your desktop and start the above procedure by editing the entries with a simple double click
    5. Rinse and repeat for more mods

    Attached the registry entry for ‘9999Template’

    Download Link
    Last edited by Maximus IV; August 24, 2017 at 12:03 PM. Reason: updated

  11. #11

    Default [Modding] M2TW: Creating a World - Bare Geomod



    Author: Gigantus
    Original Thread: [Resource] Creating a World - Bare Geomod

    Creating a World - Bare Geomod
    Kingdoms Geomod Base Folder - a mod folder based on Medieval 2 'Vanilla' for use with the Geomod tool.

    Now available for Kingdoms and Medieval2

    Installation

    • - The installer will copy files into the mods\bare_geomod directory
    • - Simply follow the instructions

    General Notes

    • - The installations are fully compatible
    • - Designed to work with the Geomod tool, not included

    Features

    • - Fully functional
    • - All files for use with the Geomod tool included
    • - Converter provided for string.bin files (needs Python below version 2.7)
    • - Basic errors removed (Ragusa Bug, Mongols winning etc)
    • - All factions unlocked
    • - Kingdom version is steam compatible

    Download Links



    Version History

    2.1.01 - kingdoms only
    - Converted universal BAT file to EXE (universal start.exe) Reverted
    - enabled full width historic event movies
    - Moved log back to default log (to = system.log.txt) to prevent occasional non writing
    - Corrected descr_faction_standing when occupying a settlement penalizes reputation
    2.1.0 - kingdoms only
    - Converted all files to lowercase for Linux\Mac use
    2.04 - kingdoms only
    - Added file verification after installation
    - Provided missing descr_faction_movies file for custom campaigns
    2.03 - kingdoms only
    - DOS window will display error message at mod start if installed into wrong path
    - added cleaned up descr_characters and descr_model_strat files
    - commented all CFG file entries
    - intro movies re-enabled
    - windowed mode disabled again
    2.02 - kingdoms only
    - corrected text errors and incorrect symbol placements
    2.01 - kingdoms only
    - added text files for sound IDX\DAT file generating
    2.00 - kingdoms only
    - enabled custom campaigns for single player (provincial campaigns)
    - enabled custom campaigns for hotseat (inspired by Custom Campaign Mod 2)
    - added 'Moghul' and 'Shogun' basic custom campaigns (from Gig's Map Collection)
    - intro movies disabled
    - windowed mode enabled
    - removed 'Tutorial' menu option (Norman prologue)
    1.15 - kingdoms only
    - enabled the display of 29 playable factions
    - revised Steam compatibility, no further action is required to use with Steam or 'regular'
    - no further false positives by AV programs
    1.14 - kingdoms only
    - resolved start up file being removed from installation - an alternative form of download is provided in the download section as well
    1.13 - kingdoms only
    - split desktop shortcuts for steam and non-steam
    1.12 - kingdoms only
    - fixed missing reinforcement portrait
    1.11
    - corrected 'square smoke trails'
    1.10 - kingdoms only
    - corrected UI bug with re-enforcements
    1.09
    -
    corrected tooltips.txt, thanks Danny X
    1.08 - kingdoms only
    - added the Steam compatible ModStarter
    1.07 - kingdoms only

    - corrected an error in descr_projectiles that made the rocket projectile fly upright, thanks BM309K58SMERCH
    1.06
    - There was an error that disabled winter textures on the strat map when applying the 1.04 corrections, thanks Bullseye00
    1.05 - kingdoms only
    - Corrected the siege ladder bug again, thanks Mak
    1.04
    - Corrected the 'dark hole' appearance of dense tropical forest
    1.03
    - Added directory structure for the battle editor (returns to menu otherwise)
    1.02
    - Corrected the siege ladder bug
    1.01
    - Added descr_event_images from kingdoms to enable the YES\NO event

    Related Links


    Last edited by Maximus IV; August 24, 2017 at 11:15 AM. Reason: updated

  12. #12

    Default [Modding] M2TW : Creating a World - Map Templates with Worldwind


    Author: Gigantus
    Original Thread: [Tool] Creating a World - Map Templates with Worldwind

    Creating a World - Map Templates with Worldwind
    A couple of weeks ago I came across the Worldwind mapping program from NASA. Not sure whether it was in of the forums here or not. At first glance it was just another Google Earth – until I discovered the add-ons! Underneath a simple screenshot from the program with ‘Demis Worldmap’ add on.

    Worldwind Mapper - Screnshot


    You will note that this shot includes clearly visible rivers which are kind of difficult with Google Earth (or I haven’t figured out how). I have always found that placing rivers without a proper template is a lot of guesswork (which those perfectionists really hate) and takes a lot of time.
    With this kind of screeny all you need to do is size it into the map_heights format and the map_features format of your map and then layers is your best friend.

    Here are the links:
    Worldwind
    Demis Worldmap
    Worldwind Wiki

    More stuff:
    [Tutorial] Creating a World – Working with the Worldwind mapper
    Online Mapper (updated 08.08.2010 - thanks IZob)

    The new online mapper includes the "Biome" settings which can be used for map_climates. Unfortunately the individual biome are seperated by a black line, so some small work is required coloring that into the correct RGB value.

    Biome screenshot



    Last edited by Maximus IV; August 24, 2017 at 11:25 AM. Reason: updated

  13. #13

    Default [Modding] M2TW: Creating a World - The Geomod Manual by gig


    Author: Gigantus
    Original Thread: [Resource] Creating a World - The Geomod Manual by gig

    Creating a World - The Geomod Manual by gig

    Download LinkNote

    • The manual is in PDF format and requires Adobe Acrobat Reader or a compatible reader.
    • Due to file restriction the download is compressed in ZIP format and requires 7zip or a compatible unpacker.


    Version History

    12th September 2012
    - added more detailed instructions regarding ports
    - added note regarding the removal of existing factions
    21st February 2012
    - added info regarding working with GIMP and Photoshop (Recommendation chapter)
    27th January 2012
    - More error solutions
    16th March 2011
    - Added chapter for error messages
    10th August 2010
    - Added chapters for hording, family tree and faction standing
    14th July 2010
    - Updated BinEditor Info to version 3.0
    12th July 2010
    - Added some chapters for factions

    05th June 2010
    - Added chapter for the tool features (info map generation etc)
    29th May 2010
    - Added chapter for resources, forts and drawing

    27th May 2010
    - Finished the region details chapter

    26th May 2010
    - Added some chapters for information maps and region details
    25th May 2010
    - Added the first chapter (adding a new region - basic)
    Last edited by Maximus IV; August 24, 2017 at 11:30 AM. Reason: updated

  14. #14

    Default [Modding] M2TW: Creating a World - Gig's Map Collection



    Author: Gigantus
    Original Thread: [Resource] Creating a World - Gig's Map Collection

    Creating a World - Gig's Map Collection
    Basic Maps for the budding modder

    - Feel free to use these maps in your mod, a little credit (map based on...) would be nice should you do so.
    - The installer is build on my "Bare Geomod" installation
    - Provided are radarmaps, mapFE and a splash screen
    - map_climates, map_ground_types are basic - small number of regions - three factions (england, france, slaves)
    - maps are developed using information provided by my "Working with the Demis online Mapper" tutorial

    Click on the map pictures to begin the download of the installer. Dimensions on the picture are the map_heights dimensions

    Note: to work on the maps with Geomod you need to run the mod at least once all the way to the campaign start to generate the required string.bin files. Those are not provided to keep the installer size small.

    ------------------------------------------------

    .......................

    Japan ........................................................... Holy Land


    ........................

    India ............................................................. Australasia


    ..........................


    Europe....................................................Alexandros


    ...........................

    Medieval Shogun.............................................North America
    .
    Last edited by Maximus IV; August 24, 2017 at 11:20 AM. Reason: updated pics

  15. #15

    Default [Modding] M2TW: Creating a World - Stone Forts on the Battle Map


    Author: Gigantus
    Original Thread: [Resource] Creating a World - Stone Forts on the Battle Map

    Creating a World - Stone Forts on the Battle Map
    This is what we want to see on the battle field: (Click on thumbnail to see the full size picture)

    01 - knightly_order_fort_b....02 - me_fort_a......... 03 - me_fort_b





    04 - stone_fort_a...................05 - stone_fort_b.....06 - stone_fort_c




    07 - stone_fort_d

    08 - Stone Watch Tower



    The old and hard way

    Download Link

    Note on the use of the installer

    If you have already unpacked the Crusade and Brittania campaigns then simply delete these lines in the batchfile (Copy_Files.bat):
    Code:
    cd ..\..
    rem --- Unpacking Crusades and British Isles ---
    cd tools\unpacker
    unpack_crusades.bat
    unpack_britannia.bat
    Save the batchfile and run\doubleclick it.

    This is how we are going to do it if you have a problem with the installer:

    You will need to unpack the ‘Crusade’ and the ‘British_isle’ campaigns. Cruise to tools\unpacker in your M2TW directory and click on the appropriate batch files.
    Now go and download the ‘ME Forts Fix’ by zxiang1983 from here: http://www.twcenter.net/forums/downl...o=file&id=1695

    Preparations done, now we are getting down and dirty:
    1. Copy these files from mods\crusades\data into mods\mymod\data: descr_campaign_db.xml, packagedb.txt and packageglobalconfig.txt
    2. Open descr_campaign_db.xml with Notepad and scroll down to the <settlements> sections. The following two lines have to be written exactly like they are here:
    Code:
    <destroy_empty_forts bool="false"/> 
    <can_build_forts bool="false"/>
    Save and exit
    The first line disables the automatic desctruct of forts when left empty.
    The second line stops the AI (and you) to erect (now indesctructable) forts.
    3. Copy the complete (including subdirectories) mods\crusades\data\blockset directory into mods\mymod\data
    4. Copy the complete (including subdirectories) mods\crusades\data\models_strat\residences directory into mods\mymod\data\models_strat
    5. Copy the complete (including subdirectories) mods\crusades\data\settlements directory into mods\mymod\data
    6. Repeat steps 3 to 5 for mods\british_isles
    7. Unzip 'ME Forts Fix' into mods\mymod
    8. Open mods\mymods\data\world\maps\campaign\imperial_campaign\descr_strat.txt with Notepad. Scroll all the way to the bottom. Enter your fort like this (Just before the 'script' entry at the bottom):

    Code:
    region Region_Name
    farming_level 4
    famine_threat 1
    ;fort    68 103 me_fort_a culture middle_eastern
    ;fort    68 103 me_fort_a culture middle_eastern
    ;fort    68 103 stone_fort_a culture northern_european
    ;fort    68 103 stone_fort_b culture northern_european
    ;fort    68 103 stone_fort_c culture northern_european
    ;fort    68 103 stone_fort_d culture northern_european
    fort    68 103 knightly_order_fort_b culture northern_european
     
    ;watchtower     66 27
    The Region_Name entry represents the region the fort is placed in. The numerical values are the x and y co-ordinates of your fort. These HAVE to be in this region, otherwise you will get a CTM (Crash To Menu).
    The fort entries can alternatively be activated\deactivated by removing\adding a semi colon in front of the line. This is also the place where to place watch towers.

    The new and easy way
    Download and run the installer. Then read the ReadMe file carefully and follow it. That's it.



    Thanks to all of the guys (and girls) that have spent time on this issue and left their findings and advice for me to combine and develop upon.

    !! If you want to add names to the forts have a look at this tutorial of mine. !!
    Last edited by Maximus IV; August 24, 2017 at 11:31 AM. Reason: updated

  16. #16
    Vađarholmr's Avatar Archivum Scriptorium
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    Default Re: [Modding] M2TW : Creating a World, a series of tools and tutorials by Gigantus

    Author: Gigantus
    Original: [Tutorial] Creating a World - Named Forts

    [Tutorial] Creating a World - Named Forts A short tutorial for naming forts. After following the tutorial (other supporting files are included in the download) you will be able to have named forts in two different display methods (see spoiler - pictures courtesy of the 1648 - Der dreissigjährige Krieg mod).



    Instructions how to place the necessary permanent forts first can be found here.


    Regular Display Option



    Permanent Display Option




    Version History
    14th September
    - added attachment for required files, link provided in manual
    13th September
    - added link to Creating a World - Stone Forts on the Battle Map tutorial for placement of permanent stone forts


    Last edited by Maximus IV; August 24, 2017 at 12:04 PM. Reason: updated
    {I cook weird stuff}-{Patronised by the fearsome Chloe}
    „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
    (The Frosta-thing law, 1260)

    Is acher in gaíth innocht,
    fu-fuasna fairggae findfolt:
    ní ágor réimm mora minn
    dond láechraid lainn ua Lothlind.

  17. #17
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    Default Re: [Modding] M2TW : Creating a World, a series of tools and tutorials by Gigantus


    Author: Gigantus
    Original: [Tutorial] Creating a World - Killing characters multiple ways

    [Tutorial] Creating a World - Killing characters multiple ways
    This is a tutorial building on an old thread of mine.

    The script allows us to kill individual characters at whim with the simple script command kill_character [character name]. This will result in the character disappearing from the game, should he be a family member then he will be marked as 'died peacefully' in the family tree.
    Note: as this can only be used with known characters it is advisable (to avoid possible errors) to label the character like this: character Robert, named character, male, age 24, x 104, y 134, label william1
    It is possible to let the character die in a variety of ways by adding definitions to the script command as listed below, eg kill_character DET_BATTLE [character name]. This will result in the 'Died a heroic Death' message and he will be listed in the family tree as 'died heroically'. Unfortunately this is the only type of death that gets an automatic message, others will have to use the 'historic_event' method.
    Underneath is a list of the 'kill options' with ingame message displayed and text used for entries in the family tree (see pic below).
    Code:
      campaign_script       text\event_title        text\strat
      script command        ingame message      family tree entry
            
    DET_BATTLE        {character_dies_heroic}    {SMT_DIED_BATTLE}
    DET_STARVATION             None        {SMT_DIED_TRAGIC}
    DET_PLAGUE                 None        {SMT_DIED_PLAGUE}
    DET_POISONED               None        {SMT_DIED_ASSASSINATED}
    DET_EXECUTED_PRISONER      None        {SMT_EXECUTED_PRISONER}
    DET_EXECUTED               None        {SMT_EXECUTED}
    DET_ASSASSINATED           None        {SMT_DIED_ASSASSINATED}
    DET_DISASTER               None        {SMT_DIED_TRAGIC}
    DET_NATURAL                None        {SMT_DIED}
    Family tree entry using DET_ASSASSINATED



    Sample script use:

    Code:
        monitor_event FactionTurnStart FactionIsLocal
                if I_TurnNumber = 0
                    I_CharacterExists [character_label]
                        kill_character DET_ASSASSINATED [character_label]
                        historic_event [assassination event]
                end_if
        end_monitor
    .
    Last edited by Gigantus; August 28, 2017 at 08:13 PM. Reason: media updated
    {I cook weird stuff}-{Patronised by the fearsome Chloe}
    „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
    (The Frosta-thing law, 1260)

    Is acher in gaíth innocht,
    fu-fuasna fairggae findfolt:
    ní ágor réimm mora minn
    dond láechraid lainn ua Lothlind.

  18. #18
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    Default Re: [Modding] M2TW : Creating a World, a series of tools and tutorials by Gigantus

    Author: Gigantus
    Original: [Resource] Creating a World - Editable Settlement Faction Symbols

    [Resource] Creating a World - Editable Settlement Faction Symbols This is simply a set of faction symbols in 4 different sizes.

    Instructions:

    • Open symbol in Milkshape
    • Change the faction name in the models comment (#banner_symbol_[faction name])
    • Save as symbol_[faction name]
    • Convert to CAS with the included converter (requires Python, preferably version 2.6.6)


    • Use the included texture template for the graphics, save as #banner_symbol_[faction name]
    • Change the 'symbol' and 'rebel_symbol' entry in descr_sm_factions to match your new CAS's name


    Remarks:

    • It is recommended to use a larger then default size TGA file for the texture when using the larger symbols to avoid pixelation.
    • To avoid the 'frills' of the vanilla flag, do not use texture below the 110 coordinates of the graphic. Using the remaining space fully will still result in a square display.
    • As you have unlimited symbols now at your disposal you may want to think about giving each faction their own rebel symbol as well (implemented in 1648).


    Sample:



    Texture:





    Download Link

    Last edited by Maximus IV; August 24, 2017 at 11:54 AM. Reason: updated
    {I cook weird stuff}-{Patronised by the fearsome Chloe}
    „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
    (The Frosta-thing law, 1260)

    Is acher in gaíth innocht,
    fu-fuasna fairggae findfolt:
    ní ágor réimm mora minn
    dond láechraid lainn ua Lothlind.

  19. #19
    Vađarholmr's Avatar Archivum Scriptorium
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    Default Re: [Modding] M2TW : Creating a World, a series of tools and tutorials by Gigantus

    Author: Gigantus
    Original: [Resource] Creating a World - Unpacking the Game

    [Resource] Creating a World - Unpacking the Game The following article is available as download in PDF format with additional graphics, supporting BAT files are included in the download.

    Attention Linux (Ubuntu) users, there is now a similar tutorial available for the M2TW version for your operating system.

    Unpacking the Game Introduction

    The reason
    I decided to make this manual after having answered the “I have unpacked and now my battles crash!” question for the 217th time. As there were other queries as well to be addressed made it worthwhile.

    General Information

    The unpacking of the game and its campaigns takes up a good amount of additional hard drive space (6.6GB for the main game, 4.0GB for the campaigns). Removing unused files after modding may cause the game to malfunction as there are already ‘unpacked’ files present in the folders. Due to this all the attached unpack files will extract the files into the C:\Unpack folder. This will make it unnecessary to delete the pesky ‘geography’ files which otherwise would cause crashes in battle. It also creates a backup for any file that you transfer into your mod folder and the unpack folders can be deleted after use without problems.

    Requirements

    To run the unpacker requires a minimum of patch 1.02 to be installed. For the purpose of this tutorial I will assume that you have at least this version.

    Editing of BAT files

    To edit batch (BAT) files is relatively easy: simply right click the file and choose ‘Edit’ from the drop down menu, afterward simply ‘Save’.

    Attachment

    The attachment contains the following BAT files:

    • · files_individual – sample file for unpacking individual files (export_descr_units.txt) into C:\Unpack
    • · files_type - sample file for unpacking files of a defined type (TXT files) into C:\Unpack
    • · list_contents – will create a file with the complete list of files in the main game’s pack file
    • · unpack_all_Unpack – will unpack the main game into C:\Unpack
    • · unpack_americas_Unpack - will unpack the americas campaign into C:\Unpack
    • · unpack_britannia_Unpack - will unpack the britania campaign into C:\Unpack
    • · unpack_crusades_Unpack- will unpack the crusades campaign into C:\Unpack
    • · unpack_teutonic_Unpack - will unpack the teutonics campaign into C:\Unpack

    All files contain the ‘pause’ command which will leave the DOS window open until input from the user. This will enable you to read any possible error messages
    Extract the attachment into the tools\unpacker folder of your game.

    Use of attached Files


    General
    Double click the file of your choice. A small black window (DOS window) will appear. You are supposed to answer ‘Yes’ (Y) three times – but you can cut that short by typing ‘Yes’ three times (YYY) and then pressing ‘Enter’.
    Depending on which file you are using the unpacking process can take some time. Do not close the window until you see the ‘Successfully extracted all pack files’ message.

    Restricted unpacking

    The unpacker cannot handle the extracting of complete folders, but it is possible to restrict unpacking to individual files or types of files.

    Individual Files

    The files_individual BAT file contains as example the export_descr_units.txt file of the main game. This can be altered to extract other individual files from other packs as well.
    Example provided:
    Code:
    unpacker.exe --source=..\..\packs\*.pack --destination=C:\Unpack --filter=export_descr_unit.txt
    Other file from Americas campaign:
    Code:
    unpacker.exe --source=..\..\mods\americas\packs\*.pack --destination=C:\Unpack --filter= battle_models.modeldb

    File Types

    The files_types BAT file contains as example the TXT files of the main game. As discussed in the’Individual Files’ section this can be changed to different types and from different packs.
    Example provided:
    Code:
    unpacker.exe --source=..\..\packs\*.pack --destination=C:\Unpack --filter=*.txt
    Other file type from Americas campaign:
    Code:
    unpacker.exe --source=..\..\mods\americas\packs\*.pack --destination=C:\Unpack --filter= *.TGA
    Troubleshooting

    Missing DLL file prevents the unpacker from running

    • · Copy the missing file from the game’s main directory into the tools\unpacker directory


    Success message and no files


    • · If you use the provided BAT files then the files will be in C:\Unpack
    • · If the files are not in that directory and you have modified the provided files, check the spelling and syntax
    • · If all else fails then the files may have ended up in the VirtualStore, check this tutorial to solve this issue.


    Error message about unpacking a file


    • The file in the pack is corrupt. You will need to re-install the game.



    Download Link

    Last edited by Maximus IV; August 24, 2017 at 12:07 PM. Reason: updated
    {I cook weird stuff}-{Patronised by the fearsome Chloe}
    „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
    (The Frosta-thing law, 1260)

    Is acher in gaíth innocht,
    fu-fuasna fairggae findfolt:
    ní ágor réimm mora minn
    dond láechraid lainn ua Lothlind.

  20. #20
    Vađarholmr's Avatar Archivum Scriptorium
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    Default Re: [Modding] M2TW : Creating a World, a series of tools and tutorials by Gigantus



    Author: Gigantus
    Original: [Tutorial] Creating a World - Height Map with 3Dem

    Creating a World - Height Map with 3Dem This tutorial is about creating gray scale maps (map_height) from satellite data. The original was done by BDH a while back. After getting into it I decided to put it in a more 'user friendly' form, the tool is excellent!
    It contains Step by Step instructions from downloading the tools and data to the finished map_heights.

    The setup file is provided as well as the website for it is defunct.

    Note: I will not support this tool\thread anymore as the tool is outdated (apart from not being supported by the author). Please have a look at my Map Templates with Worldwind or Working with the Demis online Mapper tutorials instead.

    Download Link
    .

    {I cook weird stuff}-{Patronised by the fearsome Chloe}
    „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
    (The Frosta-thing law, 1260)

    Is acher in gaíth innocht,
    fu-fuasna fairggae findfolt:
    ní ágor réimm mora minn
    dond láechraid lainn ua Lothlind.

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