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  1. #1

    Default Multiples Types of PSFs

    Hi guys,

    I'm having a bit of an issue trying to represent PSFs as villages, towns, etc. on the battle map.

    Here you can see that the fort shows up perfectly fine on the strat map as a town:

    Spoiler for strat map





    But ingame, the fort is still showing up as a wooden fort. Here is my .worldpkgdesc file hex:
    Spoiler for hex





    I was trying to follow the "fort-to-village" tutorial exactly, but obviously something's not right. Is there a typo in my hex files that I'm missing?

  2. #2

    Default Re: Multiples Types of PSFs

    Do you have packagedb.txt in your data folder of your mod? Otherwise your custom pkg files won't be acknowledged.

  3. #3

    Default Re: Multiples Types of PSFs

    Yes, its there.

  4. #4
    makanyane's Avatar Praeses
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    Default Re: Multiples Types of PSFs

    the main thing I can spot which is wrong is the
    'type'
    should be 'default_fort'
    you've still got small_town....

    (the 'name' in the pkg file where you've got 'se_fort_a' is almost completely irrelevant - except if you're trying to find things in the battle editor menu!)

  5. #5

    Default Re: Multiples Types of PSFs

    So even if the type is default_fort it will still show up as a town?

  6. #6
    makanyane's Avatar Praeses
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    Default Re: Multiples Types of PSFs

    yup the bit that tells it what model to load is the string that ends
    /south_european_town_A.world
    that's telling it which battle model to use

    the rest of it is controlling where it loads it - in your case you're trying to make it appear as a default fort for the southern europeans...

    ...& sorry but actually in the case of pre-sited permanent forts the name is relevant in that you need to call it from the descr_strat file - but it would probably be less confusing if you gave it a unique name like
    knins_se_town_fort etc.... and use that both as the name in the pkg and in descr_strat, otherwise you might get a mix up with the existing files.

  7. #7

    Default Re: Multiples Types of PSFs

    Now I'm getting a CTD. I apologize if this is simple stuff, this is a type of coding completely unfamiliar to me.

    Spoiler for hex file




  8. #8

    Default Re: Multiples Types of PSFs

    Crash means that your custom changes are being read to a bit of good news in that. Are you editing it manually or using the ITWE tool to do it? It's easier if you do it with the tool, that omits human error by significant factor.

  9. #9

    Default Re: Multiples Types of PSFs

    If you take a look at the spoiler in my last post, that's the code in IWTE with the changes makanyane told me to make.

  10. #10
    makanyane's Avatar Praeses
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    Default Re: Multiples Types of PSFs

    thats not IWTE shown in the spoiler that's XV132 hex editor.

    IWTE function for editing a pkg looks like the image in the attachment,
    with the bits you need marked in red - download is linked from here;
    http://www.twcenter.net/forums/showthread.php?t=323503
    all the lines in the pkg have a string count encoded before them if you get that wrong then the game will crash at start-up. IWTE puts the correct string length code in automatically which makes things easier....

    the IWTE tool generates a new .worldpkgdesc with the revised information in that new file has _wd added to the orignal filename. You need to keep that one (you can change the filename if you want to) and make sure you get rid of any unwanted/non-working copies of old ones, as they ALL get read if they are in the settlements folder.

  11. #11

    Default Re: Multiples Types of PSFs

    Oops, my bad. Ok, so now I've edited it in IWTE as you said, and still no luck.

    Spoiler Alert, click show to read: 




  12. #12
    makanyane's Avatar Praeses
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    Default Re: Multiples Types of PSFs

    presumably you're now crashing when you try and load the battle? not when re-starting the game??

    if it's at battle load then it's possibly your path - you seem to have changed the path to the world from
    settlements\south_european\settlements\town\south_european_town_a.world
    to
    settlements\south_european\ambient_settlements\se_town_fort\south_european_town_a.world
    you didn't need to do that unless you later wanted to make a revised version of the town_a.world which is different from the version you're using in the \town folder.

    If you want to use that path you have to make sure you actually made the folder on that path and copied the .world and the .worldcollision file into it (.world and .worldcollision have to have same name and be present in the same folder that the path specifies, the location of the other files is specified from the .world file and will be referring to their old location unless you edit the .world)

    It'd be simpler at the moment if you left the path as
    settlements\south_european\settlements\town\south_european_town_a.world

    *****

    if it's crashing when trying to start m2tw then you've probably still got an older defective .pkg file around
    (remember all the pkgs inside the data/settlements folder are read even if you call them XXXne_fort.worldpkgdesc etc)

  13. #13

    Default Re: Multiples Types of PSFs

    Actually, it didn't crash this time, it loaded fine and everything, just that it still looks like a wooden fort on the battle map.

    I changed the path intentionally - I think that's what caused the previous crash - because that's the only folder present in south_european (I didn't paste the entire folder from vanilla in order to save space...or do I need to?) either way, it should be the same file just in the se_town_fort folder. In se_town_fort are all seven .world files as well as the maps subfolder.

  14. #14
    makanyane's Avatar Praeses
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    Default Re: Multiples Types of PSFs

    I changed the path intentionally - I think that's what caused the previous crash - because that's the only folder present in south_european (I didn't paste the entire folder from vanilla in order to save space...or do I need to?) either way, it should be the same file just in the se_town_fort folder. In se_town_fort are all seven .world files as well as the maps subfolder.
    If the original bits - the files other than .world and .worldcollsion are present at the data level of the vanilla folder - then no you don't need to copy them. Those bits will be in the correct place except for anything you're moving from another mod - or from something that was only present in one of the Kingdoms 'mods'.

    re; still getting the vanilla fort.... after you changed the fort name inside the pkg did you change the descr_strat file for the location where you wanted it to appear?

    i.e. to something like
    region Abbeville_Province
    road_level 0
    farming_level 0
    famine_threat 0
    fort 292 9 se_town_fort culture southern_european

    that's the bit that's required to link to a pre-placed fort
    you'd probably then also need to delete the map.rwm and re-start the campaign

  15. #15

    Default Re: Multiples Types of PSFs

    Why did you take them from vanilla for?

    Sorry if i've missed something, but a much better idea would be to take them from here by Gigantus: http://www.twcenter.net/forums/showthread.php?t=170327


  16. #16

    Default Re: Multiples Types of PSFs

    Finally, success!
    Spoiler Alert, click show to read: 




    I went back and looked at the coding of the forts which I know work and realized that I needed to put "se_town_fort" as the variant of the "default_fort" type. Thank you very much for your help, makanyane and Ishan!

    Quote Originally Posted by dannyxx30 View Post
    Why did you take them from vanilla for?

    Sorry if i've missed something, but a much better idea would be to take them from here by Gigantus: http://www.twcenter.net/forums/showthread.php?t=170327
    Those are stone forts, which Gigantus has done a great job with, but I'm trying to make the forts appear as towns, cities, etc.

  17. #17

  18. #18

    Default Re: Multiples Types of PSFs

    Ok I lied, one more question. If I want one type of fort ("se_town_fort") to look like a town on the strat map and another ("se_city_fort") to look like a city, how would I go about doing that?

  19. #19

    Default Re: Multiples Types of PSFs

    Quote Originally Posted by knin View Post
    Ok I lied, one more question. If I want one type of fort ("se_town_fort") to look like a town on the strat map and another ("se_city_fort") to look like a city, how would I go about doing that?
    You just have to shuffle some .cas 3D strat models in your mod folder for it. This tutorial (Only Part I for strat map) will give you some background on it, it's fairly easy compared to the battle map problem you were having.

  20. #20

    Default Re: Multiples Types of PSFs

    Hmm, yes I have both "southern_european_city.CAS" and "southern_european_town.CAS" in the correct folder. I was more thinking it might have something to do with descr_cultures.txt, but I don't know how it could be defined.

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