Page 7 of 34 FirstFirst 123456789101112131415161732 ... LastLast
Results 121 to 140 of 684

Thread: modding campaign map

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Ordinarius
    Join Date
    Jul 2009
    Location
    Italy
    Posts
    737

    Default Re: modding campaign map

    @spartan_warrior
    why don't you try to add a resource before

  2. #2
    spartan_warrior's Avatar Combating the ignorant
    Join Date
    Oct 2004
    Location
    NS, Canada
    Posts
    840

    Default Re: modding campaign map

    Quote Originally Posted by PietroMicca View Post
    @spartan_warrior
    why don't you try to add a resource before
    Mainly because it is easier to delete info than it is to add it.

  3. #3

    Default Re: modding campaign map

    So these map tools work for all past TW games as well? What about future ones?

    Very interesting to say the least, can't wait to see what comes from it.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by Acousticx View Post
    USA. We were very unprepared for a war .
    Yep, on D-Day in Iraq, we launched over 500,000 pikemen to capture the flag which Rome was holding. Didn't go so well for us but those Spartans didn't win by much with there muskets.

    Quote Originally Posted by Icey Fresh Werewolf View Post
    Rome is not in Iraq...or did I miss something...

  4. #4
    Col. Tartleton's Avatar Comes Limitis
    Join Date
    Aug 2010
    Location
    Cape Ann
    Posts
    13,053

    Default Re: modding campaign map

    Quote Originally Posted by Acousticx View Post
    So these map tools work for all past TW games as well? What about future ones?

    Very interesting to say the least, can't wait to see what comes from it.
    Where was that said?
    The Earth is inhabited by billions of idiots.
    The search for intelligent life continues...

  5. #5
    spartan_warrior's Avatar Combating the ignorant
    Join Date
    Oct 2004
    Location
    NS, Canada
    Posts
    840

    Default Re: modding campaign map

    After some experimentation I finally have some results, I simplified the startpos.esf down to just four factions (I wanted just one but it seems just one faction in the startpos.esf crashes the game )

    Anyways, here it is the first major edits to the campaign map in the warscape engine. The Wako and Nanban base provinces were successfully removed


    Edit: Ok now that I have got everything setup editing the map is fairly easy, no more regions of Kyushu
    Last edited by spartan_warrior; October 20, 2012 at 08:54 PM.

  6. #6
    Hazbones's Avatar Senator
    Join Date
    May 2007
    Location
    Iwakuni, Japan
    Posts
    1,104

    Default Re: modding campaign map

    Cool, now can you attempt to create a region?

  7. #7
    spartan_warrior's Avatar Combating the ignorant
    Join Date
    Oct 2004
    Location
    NS, Canada
    Posts
    840

    Default Re: modding campaign map

    Examining the the tools and the files need for the display of the map, there seems to be a few things missing which will be needed to create a map. These are somewhat minor but will be essential when creating a finished map. The first thing missing is a way to create the rigid_spline files, these are the visual representation of borders, roads and rivers on the map. I have found a work around for this, as the map processing does create a few rigid_splines and there is a way to trick the tool to create what is needed. This works but is far from efficient.

    The other files which are needed for visual effect stuff on the map are .markers files, these control the placement of things like blowing leaves, water spray, and some of the other ambient features such as the animals, and other buildings seen on the map (such as the Torii gates). Last is the .tree_list file, this is probably the most important file which will be needed as this seems to control the location and appearance of all the forests on the map. For any new maps to be made we will need to edit these files, they probably aren't the most complex files, so maybe some converts for these files can be made.
    Last edited by spartan_warrior; October 20, 2012 at 11:30 PM.

  8. #8
    Col. Tartleton's Avatar Comes Limitis
    Join Date
    Aug 2010
    Location
    Cape Ann
    Posts
    13,053

    Default Re: modding campaign map

    Good Work (Can't Rep again)

    Looking Forward to seeing Sicily and the eventual European map.
    The Earth is inhabited by billions of idiots.
    The search for intelligent life continues...

  9. #9
    MathiasOfAthens's Avatar Comes Rei Militaris
    Join Date
    Nov 2006
    Location
    Stockholm, Sverige
    Posts
    22,877

    Default Re: modding campaign map

    What exactly did you do with the second image? Removed those regions?

  10. #10
    spartan_warrior's Avatar Combating the ignorant
    Join Date
    Oct 2004
    Location
    NS, Canada
    Posts
    840

    Default Re: modding campaign map

    Quote Originally Posted by MathiasOfAthens View Post
    What exactly did you do with the second image? Removed those regions?
    Yes, all the regions on Kyushu are removed, there is no conquerable land on the island anymore.

    However, I have come across several issues which will basically prevent the creation of any new maps. These are the inability to create new supertexture.stpd, campaign.tree_list, and several marker files. The markers are somewhat unimportant but you can't go without the supertexture and tree_list, as the supertexture affects the FOW and the tree_list file shows visually where the forests are.

    EDIT: It seems that someone has made a tool to read the supertexture files for Empire and Napoleon (See Here). Now while this tool doesn't seem to work for opening the Shogun files, it will create files which will work in game so that issue may be adverted.
    Last edited by spartan_warrior; October 21, 2012 at 04:23 PM.

  11. #11
    alhoon's Avatar Comes Rei Militaris
    Join Date
    Apr 2008
    Location
    Chania, Greece
    Posts
    24,222

    Default Re: modding campaign map

    Quote Originally Posted by spartan_warrior View Post
    However, I have come across several issues which will basically prevent the creation of any new maps. These are the inability to create new supertexture.stpd, campaign.tree_list, and several marker files.


    EDIT: It seems that someone has made a tool to read the supertexture files for Empire and Napoleon (See Here). Now while this tool doesn't seem to work for opening the Shogun files, it will create files which will work in game so that issue may be adverted.
    Are you sure there's not a tool or something for that in the pack given by CA? They said it has everything.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  12. #12

    Default Re: modding campaign map

    Impressive. I hope you get those issues sorted out.

  13. #13
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: modding campaign map

    I can already see in a near future the Korean peninsular will be in Shogun 2 map.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  14. #14
    Biggus Splenus's Avatar Primicerius
    Join Date
    Mar 2012
    Location
    South Australia
    Posts
    3,547

    Default Re: modding campaign map

    Quote Originally Posted by LestaT View Post
    I can already see in a near future the Korean peninsular will be in Shogun 2 map.
    And who will be doing that? The only guy that knows how to overhaul the map (spartan_warrior), is working on a Eurasian map.
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  15. #15
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: modding campaign map

    Quote Originally Posted by Splenyi View Post
    And who will be doing that? The only guy that knows how to overhaul the map (spartan_warrior), is working on a Eurasian map.
    I don't know. Somebody will.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  16. #16
    Biggus Splenus's Avatar Primicerius
    Join Date
    Mar 2012
    Location
    South Australia
    Posts
    3,547

    Default Re: modding campaign map

    Quote Originally Posted by LestaT View Post
    I don't know. Somebody will.
    We can only hope there is someone else as skilled
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  17. #17
    spartan_warrior's Avatar Combating the ignorant
    Join Date
    Oct 2004
    Location
    NS, Canada
    Posts
    840

    Default Re: modding campaign map

    Quote Originally Posted by Splenyi View Post
    We can only hope there is someone else as skilled
    I have no problem working on expanding the existing map to Korea, my Eurasia map will just be a personnal project that I will work on over the next year, as I said I am intending to use it for Rome2 if tools are ever released for that, so I am in no real hurry to finish that project. I am willing to work some on another map aswell.

  18. #18
    Artifex
    Patrician

    Join Date
    Oct 2008
    Location
    London, UK
    Posts
    1,332

    Default Re: modding campaign map

    Empire has two formats called .markers - one for bridge.markers (for which there's converter) and one for world.markers (for which there's no converter).

    All S2 .markers files seem to be in the same (or similar) format as world.markers from Empire.
    So it will need a new converter.

    I'll see if it's straightforward enough to do right now, or if it will have to wait.

  19. #19
    Artifex
    Patrician

    Join Date
    Oct 2008
    Location
    London, UK
    Posts
    1,332

    Default Re: modding campaign map

    OK, so I have some answers about markers format.

    There are actually multiple different formats of markersets, and it looks like the format is repository of markersets.
    All S2 data has 1 markerset per file (easy), ETW's world.markers has ton of different ones.

    Here are some decodings:

    Spoiler Alert, click show to read: 


    samples/shogun2/campaign_prop_marker.markers
    "BASE_MARKER_REPOSITORY"
    [0, 0, 0, 645563, 1, 1, 0, 0, 0]
    [710865409, "CAMPAIGN_PROP_MARKER"]
    [0, 0, 0, 710865409, 1]
    [[-273.22153, 0.377313107252121, -101.78998, 0.619299113750458, 1.0, 1.0, 1.0, 0, "Trade_Port"],
    [-229.44243, 0.226084291934967, -47.46737, 0.58204984664917, 1.0, 1.0, 1.0, 112, "Trade_Port"],
    [-91.5718460083008, 0.111903250217438, -44.9615173339844, 0.850688219070435, 1.0, 1.0, 1.0, 248, "Trade_Port"],
    [-269.68866, 0.207795858383179, -150.6786, 1.91795539855957, 1.0, 1.0, 1.0, 128, "Trade_Port"],
    [-246.06589, 0.367836236953735, -196.85204, 2.87314605712891, 1.0, 1.0, 1.0, 8, "Trade_Port"],
    [196.29039, 0.118697226047516, 50.79166, 0.365662693977356, 1.0, 1.0, 1.0, 144, "Trade_Port"],
    [-89.8754, 0.181756854057312, -134.54245, 4.6935977935791, 1.0, 1.0, 1.0, 24, "small_land_bridge"],
    [-198.15733, 0.325727254152298, -91.6479339599609, 3.51454186439514, 0.7, 0.7, 0.7, 160, "small_land_bridge"],
    [-270.48419, 0.230474770069122, -150.35695, 0.865644574165344, 1.0, 1.0, 1.0, 40, "house"],
    [-229.25385, 0.357913255691528, -47.4569244384766, 0.0, 1.0, 1.0, 1.0, 176, "house"],
    [-229.93692, 0.498489916324615, -48.03332, 5.48465251922607, 1.0, 1.0, 1.0, 56, "house"],
    [196.95164, 0.171354934573174, 50.6643447875977, 0.141797348856926, 1.0, 1.0, 1.0, 192, "house"],
    [195.71065, 0.0812634825706482, 50.4062767028809, 5.79816, 1.0, 1.0, 1.0, 72, "house"],
    [-246.7739, -0.00897277891635895, -165.23805, 4.60405158996582, 1.0, 1.0, 1.0, 208, "sea_gate"],
    [-151.53276, 0.00287319719791412, -97.37862, 5.47017574310303, 1.0, 1.0, 1.0, 88, "sea_gate"],
    [151.78648, -0.0284975804388523, -86.31248, 1.42535579204559, 1.0, 1.0, 1.0, 224, "sea_gate"],
    [-272.76578, 0.275191247463226, -101.94982, -0.880597114562988, 1.0, 1.0, 1.0, 104, "house"],
    [-273.93472, 0.334194004535675, -102.37908, 0.0, 1.0, 1.0, 1.0, 104, "house"]]
    [[1, "Trade_Port", [0, 1, 2, 3, 4, 5]],
    [1, "small_land_bridge", [6, 7]],
    [1, "house", [8, 9, 10, 11, 12, 16, 17]],
    [1, "sea_gate", [13, 14, 15]]]
    ----
    samples/shogun2/campaign_display_model_marker.markers
    "BASE_MARKER_REPOSITORY"
    [0, 0, 0, 645563, 1, 1, 0, 0, 0]
    [710799874, "CAMPAIGN_DISPLAY_MODEL_MARKER"]
    [0, 0, 0, 710799874, 2]
    []
    ----
    samples/shogun2/campaign_display_overlay_marker.markers
    "BASE_MARKER_REPOSITORY"
    [0, 0, 0, 645563, 1, 1, 0, 0, 0]
    [710799875, "CAMPAIGN_DISPLAY_OVERLAY_MARKER"]
    [0, 0, 0, 710799875, 5]
    []
    ----
    samples/shogun2/campaign_display_emitter_marker.markers
    "BASE_MARKER_REPOSITORY"
    [0, 0, 0, 645563, 1, 1, 0, 0, 0]
    [710799873, "CAMPAIGN_DISPLAY_EMITTER_MARKER"]
    [0, 0, 0, 710799873, 3]
    [[13691920, -44.7349433898926, 0.568339824676514, -115.40048, 1.00003039836884],
    [13691920, -148.63734, 1.30317735671997, -148.04543, -0.244258865714073],
    [13691920, -123.09784, 0.849490165710449, -141.27509, 1.00003039836884],
    [13691920, -121.16157, 1.20789074897766, -146.91148, 1.00003039836884],
    [13691920, -120.430755615234, 0.853174448013306, -142.36998, -59.2783164978027],
    [13691920, -131.56992, 0.691713809967041, -133.68062, 1.00003039836884],
    [13691920, -132.39128, 0.581311225891113, -129.48447, 1.00003039836884],
    [13691920, -140.30293, 0.451642990112305, -121.72011, 70.6445236206055],
    [13691920, -164.76645, 1.32368230819702, -129.10556, 1.00003039836884],
    [13691920, -164.55283, 1.18437480926514, -131.69788, 0.30000302195549],
    [13691920, -168.09706, 1.35804986953735, -126.61345, -0.192806228995323],
    [13691920, -170.67726, 1.61310625076294, -126.47745513916, 0.30000302195549],
    [13691920, -97.55923, 0.709219455718994, -142.06276, 70.6445236206055],
    ...
    [13691920, 36.60443, 1.68900203704834, -140.03423, 255],
    [13691920, 23.35399, 1.35957968235016, -152.02625, 255],
    [13691920, 111.43686, 0.525501430034637, -134.30037, 255],
    [13691920, 25.34326171875, 4.70304, -56.8467826843262, 255],
    [13691920, -63.5155830383301, 0.665486514568329, -122.11919, 255],
    [13691920, -149.70451, 1.0561056137085, -131.9239, 255],
    [13691920, 146.93399, 1.2930223941803, -43.6351432800293, 255],
    [13691920, 205.62257, 0.978608667850494, 32.0786819458008, 255],
    [13691920, -251.7868, 0.58725917339325, -165.04163, 255],
    [13691920, -219.32881, 0.579312086105347, -98.5429, 255]]
    [[1,
    "Local_cherry_blossom",
    [0,
    1,
    2,
    3,
    4,
    5,
    6,
    7,
    8,
    9,
    10,
    11,
    12,
    13,
    14,
    15,
    16,
    17,
    18,
    19,
    20,
    21,
    22,
    23,
    24,
    25,
    26,
    27,
    [...]
    [1,
    "campaign_waterfall_rainbow",
    [1459,
    1460,
    1461,
    1462,
    1463,
    1464,
    1465,
    1466,
    1467,
    1468,
    1469,
    1470,
    1471,
    1472,
    1473]],
    [1,
    "campaign_waterfall_bottom",
    [1474, 1475, 1476, 1477, 1478, 1479, 1480, 1481, 1482, 1483]],
    [1, "campaign_waterfall", [1484]],
    [1,
    "campaign_ambient_god_rays",
    [1485, 1486, 1487, 1488, 1489, 1490, 1491, 1492, 1493]]]



    So it looks like some header, list of markers (in one of two formats), and then index table of strings-to-marker-indexes.

    Files without any markers in them do not have index table at all.

    I still haven't decoded Empire's world.markers, but that's probably of least interest to everyone.

    And yes - that's either 4 floats or 3 floats, then "255" (not a float, uint32 as NULL placeholder probably) in that last markers format. No idea why.

    Does it make sense so far?

  20. #20
    Artifex
    Patrician

    Join Date
    Oct 2008
    Location
    London, UK
    Posts
    1,332

    Default Re: modding campaign map

    OK, there's packer and unpacker now. Usage:

    jruby world_markers_unpack file.markers file.txt
    jruby world_markers_pack file.txt file.markers

    It might be fragile. It's up to you to ensure second array points to correct entries of the first array.

    Have fun.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •