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  1. #1
    spartan_warrior's Avatar Combating the ignorant
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    Default Re: modding campaign map

    Great work taw. These markers are an extremely minor aspect of the campaign maps, but atleast now we have the option to edit them. +rep when I can

    EDIT: So judging from this, I believe that every file needed to make the campaign map is indeed editable. There should be nothing to stop us from making new maps, the only limiting factors now are any hardcoded limits we will encounter, such as maximum map dimensions and/or region limits. I can't wait to start seeing what is possible now, however I don't expect I will have much time to work tampering with the maps until after this week, as I am quite busy with midterms currently.
    Last edited by spartan_warrior; October 22, 2012 at 05:39 PM.

  2. #2
    Biggus Splenus's Avatar Primicerius
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    Default Re: modding campaign map

    spartan_warrior, I have a request.

    Would you be able to keep documentation on the processes your using to create a map? Just so that you can create a tutorial out of it and release to the community.

    It will definitely revolutionise a whole heap of mods.

    I hope you consider
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  3. #3
    spartan_warrior's Avatar Combating the ignorant
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    Default Re: modding campaign map

    Quote Originally Posted by Splenyi View Post
    spartan_warrior, I have a request.

    Would you be able to keep documentation on the processes your using to create a map? Just so that you can create a tutorial out of it and release to the community.

    It will definitely revolutionise a whole heap of mods.

    I hope you consider
    I will try to do definitely try to do that, but right now I still don't have a definite process yet. A lot of what I am doing now has been trial and error to figure out what works and what does not.

  4. #4

    Default Re: modding campaign map

    Quote Originally Posted by spartan_warrior View Post
    I will try to do definitely try to do that, but right now I still don't have a definite process yet. A lot of what I am doing now has been trial and error to figure out what works and what does not.
    A youtube video or text instructions with pictures would be really helpful. For some reason I feel like making a fictional Japanese invasion of New Zealand (probably set during the Sengoku period).

  5. #5
    Giorgios's Avatar Campidoctor
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    Default Re: modding campaign map

    Some excellent progress here- I can't comment other than to say, good luck!

  6. #6
    spartan_warrior's Avatar Combating the ignorant
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    Default Re: modding campaign map

    Well it seems that I was wrong about having everything sorted out for working with all the mapping files. It seems that the supertexture tool which exists currently will not work, as there is a difference between the old Empire/Napoleon format and the Shogun ones. The old format is an alpha and a colour bitmap layer, while the new format is a normal and a colour layer. So when a new texture is packed with the tool for Shogun it reads wrong. Also the tool doesn't allow for creating files of different dimensions, so it won't be good for any new size maps.

  7. #7
    88HaZZarD88's Avatar Tiro
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    Default Re: modding campaign map

    sorry if i post here but i see is the thread with more progression results
    i would like to know if create/modify new mesh/model for soldiers in already possible

  8. #8
    Biggus Splenus's Avatar Primicerius
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    Default Re: modding campaign map

    Quote Originally Posted by 88HaZZarD88 View Post
    sorry if i post here but i see is the thread with more progression results
    i would like to know if create/modify new mesh/model for soldiers in already possible
    Yes sir, that has been possible for a while in the warscape engine I'm currently working on some Seven Years War models for the Shogun 2 engine, but that's off topic
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  9. #9
    88HaZZarD88's Avatar Tiro
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    Default Re: modding campaign map

    Quote Originally Posted by Splenyi View Post
    Yes sir, that has been possible for a while in the warscape engine I'm currently working on some Seven Years War models for the Shogun 2 engine, but that's off topic


    OT
    Spoiler Alert, click show to read: 
    can you show us some new model/mesh you made for shogunII ?(i cheked all the forum and i have not seen yet a new model only recoloured .. maybe is early idk uhm) just curious too see how a 1700/1800 soldier looks in shougun 2 engine compared to the ones from napoleon and empire total war
    Last edited by 88HaZZarD88; October 24, 2012 at 08:52 PM.

  10. #10
    spartan_warrior's Avatar Combating the ignorant
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    Default Re: modding campaign map

    Some sad news, but without being able to edit the supertextures there is no reason to edit the map, as we will always be stuck with the existing normal map, and the map of Japan for the FOW. It's a shame that we have all the tools to edit everything else but now we are held up by what is essentially just a compressed texture file. The existing tool won't work for the Shogun 2 maps, and since its creator Crux3D isn't around anymore it doesn't look like it will be updated. Unless of course someone feels like tackling this file format, but since we don't have any info about Crux3D's tool or documentation about the file format, it would be starting from scratch again. I have spoken to taw about the supertextures and he says that they are quite complex, I know nothing about programming so I can't do it or else I would, and someone comes along wanting to do this it seems that I won't bother with this project anymore.

    The only other hope is that if CA would update the assembly kit to convert the supertextures into something editable such as a TIFF or PSB. I don't know how likely that is though.

  11. #11

    Default Re: modding campaign map

    Quote Originally Posted by spartan_warrior View Post
    Some sad news, but without being able to edit the supertextures there is no reason to edit the map, as we will always be stuck with the existing normal map, and the map of Japan for the FOW. It's a shame that we have all the tools to edit everything else but now we are held up by what is essentially just a compressed texture file. The existing tool won't work for the Shogun 2 maps, and since its creator Crux3D isn't around anymore it doesn't look like it will be updated. Unless of course someone feels like tackling this file format, but since we don't have any info about Crux3D's tool or documentation about the file format, it would be starting from scratch again. I have spoken to taw about the supertextures and he says that they are quite complex, I know nothing about programming so I can't do it or else I would, and someone comes along wanting to do this it seems that I won't bother with this project anymore.

    The only other hope is that if CA would update the assembly kit to convert the supertextures into something editable such as a TIFF or PSB. I don't know how likely that is though.

  12. #12
    Dynamo11's Avatar Domesticus
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    Default Re: modding campaign map

    I wish I could help spartan_warrior, you could ask the CA guys in the Documentation thread


  13. #13
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: modding campaign map

    So your positive you cant add or edit regions?

  14. #14
    spartan_warrior's Avatar Combating the ignorant
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    Default Re: modding campaign map

    Quote Originally Posted by MathiasOfAthens View Post
    So your positive you cant add or edit regions?
    No, editing the regions can easily be done. Of all things now its this texture, there is no point in creating new maps if we are stuck with a supertexture of Japan. You will definitely be able to add regions to the map, but I won't be bothering to work on any maps as without the supertexture it won't look right. So even if you wanted to add Korea to the existing map it will look really odd to the rest as it will be missing the normal texture.

  15. #15

    Default Re: modding campaign map

    Hi guys,

    We are looking into the supertexture stuff, see what we can do.

    Another thing I would like to say is that the way campaign mpas are made is changing completely for Rome II. Anything you make using Shogun 2 will not work in Rome II. There is no point starting campaign map projects now for it.
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  16. #16
    Muizer's Avatar member 3519
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    Default Re: modding campaign map

    Quote Originally Posted by Jack Lusted View Post
    Hi guys,

    We are looking into the supertexture stuff, see what we can do.

    Another thing I would like to say is that the way campaign mpas are made is changing completely for Rome II. Anything you make using Shogun 2 will not work in Rome II. There is no point starting campaign map projects now for it.
    That's a pity, but I suppose it is good to know now rather than in a year's time. Are you considering mod support for Rome II as part of the development process?
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  17. #17

    Default Re: modding campaign map

    Quote Originally Posted by Jack Lusted View Post
    Hi guys,

    We are looking into the supertexture stuff, see what we can do.

    Another thing I would like to say is that the way campaign mpas are made is changing completely for Rome II. Anything you make using Shogun 2 will not work in Rome II. There is no point starting campaign map projects now for it.
    But will the rome 2 campaign map be moddable

  18. #18
    spartan_warrior's Avatar Combating the ignorant
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    Default Re: modding campaign map

    Quote Originally Posted by Chosen Man Lt. Richard Sharpe View Post
    But will the rome 2 campaign map be moddable
    I highly doubt that the Rome 2 campaign map will be moddable, at least not on release anyway. If CA releases the equivalent of Shogun 2's assembly kit then it probably will, but I wouldn't expect that until after all the expansions are out, which would likely be a year and a half after the initial release, and that is if they even decide to. But I am optimistic that they will, as the demand for mod tools will be extremely high for that game as it is what most people have been wanting for years now.

  19. #19
    Pazu the Kitsune's Avatar Shopkeeper
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    Default Re: modding campaign map

    Quote Originally Posted by Jack Lusted View Post
    Hi guys,

    We are looking into the supertexture stuff, see what we can do.

    Another thing I would like to say is that the way campaign mpas are made is changing completely for Rome II. Anything you make using Shogun 2 will not work in Rome II. There is no point starting campaign map projects now for it.
    It seems that CA is as eager to see a modded Shogun 2 campaign map as we are

    Im keeping my eye on this thread, very important stuff, a moddable Shogun 2 campaign map would be earth shattering

    "If you can keep your head when all about you
    Are losing theirs and blaming it on you,"

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  20. #20
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: modding campaign map

    Quote Originally Posted by Jack Lusted View Post
    Hi guys,

    We are looking into the supertexture stuff, see what we can do.

    Another thing I would like to say is that the way campaign mpas are made is changing completely for Rome II. Anything you make using Shogun 2 will not work in Rome II. There is no point starting campaign map projects now for it.
    So does this mean it will be easier for Rome II or harder. If the tech keeps changing it wont help modders one bit. Any chance we will get some help modding borders or will this process remain the same compared to Shogun II?

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