Results 1 to 7 of 7

Thread: Custom Map Discussion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    The Wandering Storyteller's Avatar Protector Domesticus
    Join Date
    Dec 2010
    Location
    I wash my hands of this weirdness!
    Posts
    4,509

    Default Custom Map Discussion

    Yay Mod Awards, Good luck on the essays, they can be a pain :3

    Also do ask if they are ever going to release a patch for Attila AK. Might need some help for cities and whatnot, maybe asking if they will fix Terry, and AE needs all the rest of the help it can get. Artstudio transformed the campaign map so to speak, etc. Anyway you know's what best so I'm sure you'll do fine there. Just some suggestions.

    I envy you going to CA HQ. They really have some slick offices over there.
    Last edited by The Wandering Storyteller; November 12, 2016 at 07:25 PM.





















































  2. #2

    Default Re: Ancient Empires Tournament: Friday 11th November - 1st December

    Quote Originally Posted by The Ancient World View Post
    Yay Mod Awards, Good luck on the essays, they can be a pain :3

    Also do ask if they are ever going to release a patch for Attila AK. Might need some help for cities and whatnot, maybe asking if they will fix Terry, and AE needs all the rest of the help it can get. Artstudio transformed the campaign map so to speak, etc. Anyway you know's what best so I'm sure you'll do fine there. Just some suggestions.

    I envy you going to CA HQ. They really have some slick offices over there.
    What Artstudio at Medieval Kingdoms is doing with the campaign map, AE can already do (and are already doing so, I believe, to transform Attila's cities into Rome 2 styled ones). That's model replacement. Honestly, it makes little difference in the end of things. With the manual fix to Terry you can already change the campaign map, and even so, again, it's an editing tool, it doesn't give us any real capabilities that we couldn't do before. We can actually just modify the raw png images and process them with Bob.

    I don't know what asking CA for will allow us to do that we cannot already. Terry can be fixed trivially, and any longer-term fixes or changes CA are unlikely to even consider.

    Really, as far as I'm concerned, waiting for CA to fix these tools is a lost cause. We've already asked many times and nothing has happened. Hell, I talked directly to a producer at CA and explained the fix to him, and after being told that a patch was in development it's still broken. CA don't have the time to spend on modding tools, it's just not profitable in the end.

    If we want to make big changes, it's on us. It is now, and it always has been. Even back with the original Rome 1 and Medieval 2, there was never any modding tools.

    So, we're left to do it ourselves. In the regard of reverse engineering we're all making more progress than ever there. I've largely decoded UI files and the tilemap to assign battle maps, and now after joining Medieval Kingdoms I'm looking into creating tools for allow us to do more such as creating the files for new ship models.

    Mr. Jox approached me and we've worked together, too, which is great! There's not many people modding TW with the technical ability to reverse-engineer files so having somebody I can discuss and collaborate with is truly fantastic.

    Real progress is being made here: he recently released a free tool to export models from the game. Previously this was only possible via buying a relatively expensive third-party program which was slightly flawed. We've also made huge progress on exporting animations from the game to be able to modify them, which is something nobody has been able to do before.

    Mr. Jox and I will likely work together on decoding campaign map files in the future, which will definitely be interesting regardless of what successes (or lack thereof) we have.

    Modding isn't CA's problem, it's ours. CA aren't going to expend anything more than the minimal effort here, and especially not for Attila which they've already dropped support for. However, this is a chance to push boundaries.

    My point is: waiting for CA to fix our problems is a lost cause. We've got to do it ourselves. Frankly, waiting around for CA does more harm than good. People constantly claim something is impossible but after it's looked into, it can nearly always be changed...
    Last edited by Causeless; November 12, 2016 at 08:34 PM.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  3. #3
    The Wandering Storyteller's Avatar Protector Domesticus
    Join Date
    Dec 2010
    Location
    I wash my hands of this weirdness!
    Posts
    4,509

    Default Re: Ancient Empires Tournament: Friday 11th November - 1st December

    Quote Originally Posted by Causeless View Post
    What Artstudio at Medieval Kingdoms is doing with the campaign map, AE can already do (and are already doing so, I believe, to transform Attila's cities into Rome 2 styled ones). That's model replacement. Honestly, it makes little difference in the end of things. With the manual fix to Terry you can already change the campaign map, and even so, again, it's an editing tool, it doesn't give us any real capabilities that we couldn't do before. We can actually just modify the raw png images and process them with Bob.

    I don't know what asking CA for will allow us to do that we cannot already. Terry can be fixed trivially, and any longer-term fixes or changes CA are unlikely to even consider.

    Really, as far as I'm concerned, waiting for CA to fix these tools is a lost cause. We've already asked many times and nothing has happened. Hell, I talked directly to a producer at CA and explained the fix to him, and after being told that a patch was in development it's still broken. CA don't have the time to spend on modding tools, it's just not profitable in the end.

    If we want to make big changes, it's on us. It is now, and it always has been. Even back with the original Rome 1 and Medieval 2, there was never any modding tools.

    So, we're left to do it ourselves. In the regard of reverse engineering we're all making more progress than ever there. I've largely decoded UI files and the tilemap to assign battle maps, and now after joining Medieval Kingdoms I'm looking into creating tools for allow us to do more such as creating the files for new ship models.

    Mr. Jox approached me and we've worked together, too, which is great! There's not many people modding TW with the technical ability to reverse-engineer files so having somebody I can discuss and collaborate with is truly fantastic.

    Real progress is being made here: he recently released a free tool to export models from the game. Previously this was only possible via buying a relatively expensive third-party program which was slightly flawed. We've also made huge progress on exporting animations from the game to be able to modify them, which is something nobody has been able to do before.

    Mr. Jox and I will likely work together on decoding campaign map files in the future, which will definitely be interesting regardless of what successes (or lack thereof) we have.

    Modding isn't CA's problem, it's ours. CA aren't going to expend anything more than the minimal effort here, and especially not for Attila which they've already dropped support for. However, this is a chance to push boundaries.

    My point is: waiting for CA to fix our problems is a lost cause. We've got to do it ourselves. Frankly, waiting around for CA does more harm than good. People constantly claim something is impossible but after it's looked into, it can nearly always be changed...
    I see, well this is good news from this side. I would like it somewhere in the near future someone does what Artstudio did. Also someone making a submod for Doomons map would be nice. But for battle maps that will be addressed in future updates. The campaign has to be released and finished. New ship models? Def sounds nice. Anyone would be pleased at the modding progress. But credit must also go to the Russian and Persian Modders of total war. They have always done the impossible, be it with Nm Rome 2 mod and Surena epic. And for music as well. Coming back it looks on the card that a lotr campaign may be back after Artstudio's work.

    I fully agree that it is a lost cause. But it's still worth a try, no harm in asking. But then again depending on CA is like the company that never replies to your enquiry. It is the most frustrating experience ever. I too would like to see some custom maps imported but then I don't know when and how but it will happen.

    TED is so buggy I can't even save any map I create. At least a small fix would do the job.

    Well let's see what happens.
    Quote Originally Posted by Causeless View Post
    What Artstudio at Medieval Kingdoms is doing with the campaign map, AE can already do (and are already doing so, I believe, to transform Attila's cities into Rome 2 styled ones). That's model replacement. Honestly, it makes little difference in the end of things. With the manual fix to Terry you can already change the campaign map, and even so, again, it's an editing tool, it doesn't give us any real capabilities that we couldn't do before. We can actually just modify the raw png images and process them with Bob.

    I don't know what asking CA for will allow us to do that we cannot already. Terry can be fixed trivially, and any longer-term fixes or changes CA are unlikely to even consider.

    Really, as far as I'm concerned, waiting for CA to fix these tools is a lost cause. We've already asked many times and nothing has happened. Hell, I talked directly to a producer at CA and explained the fix to him, and after being told that a patch was in development it's still broken. CA don't have the time to spend on modding tools, it's just not profitable in the end.

    If we want to make big changes, it's on us. It is now, and it always has been. Even back with the original Rome 1 and Medieval 2, there was never any modding tools.

    So, we're left to do it ourselves. In the regard of reverse engineering we're all making more progress than ever there. I've largely decoded UI files and the tilemap to assign battle maps, and now after joining Medieval Kingdoms I'm looking into creating tools for allow us to do more such as creating the files for new ship models.

    Mr. Jox approached me and we've worked together, too, which is great! There's not many people modding TW with the technical ability to reverse-engineer files so having somebody I can discuss and collaborate with is truly fantastic.

    Real progress is being made here: he recently released a free tool to export models from the game. Previously this was only possible via buying a relatively expensive third-party program which was slightly flawed. We've also made huge progress on exporting animations from the game to be able to modify them, which is something nobody has been able to do before.

    Mr. Jox and I will likely work together on decoding campaign map files in the future, which will definitely be interesting regardless of what successes (or lack thereof) we have.

    Modding isn't CA's problem, it's ours. CA aren't going to expend anything more than the minimal effort here, and especially not for Attila which they've already dropped support for. However, this is a chance to push boundaries.

    My point is: waiting for CA to fix our problems is a lost cause. We've got to do it ourselves. Frankly, waiting around for CA does more harm than good. People constantly claim something is impossible but after it's looked into, it can nearly always be changed...

    Sent from my GT-I8200N using Tapatalk
    Last edited by The Wandering Storyteller; November 12, 2016 at 09:31 PM.





















































  4. #4

    Default Re: Ancient Empires Tournament: Friday 11th November - 1st December

    Please try keep this thread on track, I need it for organisation.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  5. #5
    The Wandering Storyteller's Avatar Protector Domesticus
    Join Date
    Dec 2010
    Location
    I wash my hands of this weirdness!
    Posts
    4,509

    Default Re: Ancient Empires Tournament: Friday 11th November - 1st December

    Of course

    Sent from my GT-I8200N using Tapatalk





















































  6. #6

    Default Re: Ancient Empires Tournament: Friday 11th November - 1st December

    Quote Originally Posted by The Ancient World View Post
    I see, well this is good news from this side. I would like it somewhere in the near future someone does what Artstudio did. Also someone making a submod for Doomons map would be nice. But for battle maps that will be addressed in future updates. The campaign has to be released and finished. New ship models? Def sounds nice. Anyone would be pleased at the modding progress. But credit must also go to the Russian and Persian Modders of total war. They have always done the impossible, be it with Nm Rome 2 mod and Surena epic. And for music as well. Coming back it looks on the card that a lotr campaign may be back after Artstudio's work.

    I fully agree that it is a lost cause. But it's still worth a try, no harm in asking. But then again depending on CA is like the company that never replies to your enquiry. It is the most frustrating experience ever. I too would like to see some custom maps imported but then I don't know when and how but it will happen.

    TED is so buggy I can't even save any map I create. At least a small fix would do the job.

    Well let's see what happens.



    Sent from my GT-I8200N using Tapatalk
    To be honest the Russian and Persian modders haven't done anything too "impossible".

    Really, in terms of pure technical ability, the things they do are largely on an equal footing with modders in the U.S.A.

    Artstudio is incredibly skilled, but as far as I can see, technically speaking, he hasn't really unlocked the impossible. He's used old abilities to workaround the "impossible".

    What he's doing, modders have been able to do for a while. The difference is that he sees the potential in things and actually tries them, instead of throwing up his arms in defeat immediately. He realized that to get Medieval era-maps, you don't actually need new maps, instead you can replace models to make existing maps look different. Same goes on the campaign.

    With Surena Epic... that's a tricky subject. I'm going to be upfront - the mod is illegal. They redistribute a modified Rome 2 .exe with the anti-piracy checks removed. Regardless the stuff they do is still skilled.

    On the subject of custom maps, importing maps to the campaign isn't quite at the same state as previously.

    Medieval Kingdoms takes priority for obvious reasons. The main reason I considered a submod is because otherwise all my modding work would go to waste, but it has now found a home at MK.
    Last edited by Causeless; November 13, 2016 at 06:24 AM.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  7. #7
    The Wandering Storyteller's Avatar Protector Domesticus
    Join Date
    Dec 2010
    Location
    I wash my hands of this weirdness!
    Posts
    4,509

    Default Re: Ancient Empires Tournament: Friday 11th November - 1st December

    Quote Originally Posted by Causeless View Post
    To be honest the Russian and Persian modders haven't done anything too "impossible".

    Really, in terms of pure technical ability, the things they do are largely on an equal footing with modders in the U.S.A.

    Artstudio is incredibly skilled, but as far as I can see, technically speaking, he hasn't really unlocked the impossible. He's used old abilities to workaround the "impossible".

    What he's doing, modders have been able to do for a while. The difference is that he sees the potential in things and actually tries them, instead of throwing up his arms in defeat immediately. He realized that to get Medieval era-maps, you don't actually need new maps, instead you can replace models to make existing maps look different. Same goes on the campaign.

    With Surena Epic... that's a tricky subject. I'm going to be upfront - the mod is illegal. They redistribute a modified Rome 2 .exe with the anti-piracy checks removed. Regardless the stuff they do is still skilled.

    On the subject of custom maps, importing maps to the campaign isn't quite at the same state as previously.

    Medieval Kingdoms takes priority for obvious reasons. The main reason I considered a submod is because otherwise all my modding work would go to waste, but it has now found a home at MK.
    Right while I may disagree with you regarding some points, I'm going to say lets end it now because the thread's for the multiplayer tournament.





















































Posting Permissions

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