Page 3 of 6 FirstFirst 123456 LastLast
Results 41 to 60 of 107

Thread: Modding Rome.LNT

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Modding Rome.LNT

    I am using the regular layout and the tga files in the ui\southern_european\interface folder. Meaning only the graphics were changed. I am not aware of anything else having been changed.
    But the button doesn't work.










  2. #2

    Default Re: Modding Rome.LNT

    I was trying to go directly from the main menu to the imperial campaign.
    So I added <menu_id>ImpCam_choose_faction_v2</menu_id>. It CTDed. When I put Provincial Campaign, or historical battle, or whatever else, it works.
    To get around this, I created a page, to try to simulate it.
    It works, until I added :
    Code:
    <UI piece>faction_info
          <identifier>UIP_SELECT_FACTION_DESCRIPTION</identifier>
          <Parameters>
            <x>262</x>
            <y>450</y>
            <width>500</width>
            <height>224</height>
          </Parameters>
          <object_id>empty_art</object_id>
        </UI piece>
    There, it cause a CTD.

    So I tried to toy a bit with it, and I found that something like that would not crash, but it doesn't do what I want.
    Code:
    <UI piece>faction_info
          <identifier>UIP_EMPTY_TEXTBOX</identifier>
          <Parameters>
            <x>262</x>
            <y>450</y>
            <width>500</width>
            <height>224</height>
          </Parameters>
          <object_id>empty_art</object_id>
        </UI piece>
    I guess the UIP part is the problem, furthermore, I can't find UIP_SELECT_FACTION_DESCRIPTION in the rome_pieces. I tried to add it, but it doesn't work.
    Code:
    art,UIP_SELECT_FACTION_DESCRIPTION,default,TRUE

    So my questions are, do you know a way to make it works, or at least to have a description of the faction in a box?
    Under the patronage of apple.
    Patron of ybbon66.

  3. #3

    Default Re: Modding Rome.LNT

    Could someone please tell me what exactly would need to be edited/removed so that the menu movie clip(the one with the units in a red fog) will not load and the .tga menu screen is displayed instead?

  4. #4
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

    Default Re: Modding Rome.LNT

    Could someone please tell me what exactly would need to be edited/removed so that the menu movie clip(the one with the units in a red fog) will not load and the .tga menu screen is displayed instead?
    comparing eod to vanilla where I think I did this (memory is slipping slightly) it looks like; search for section

    Code:
    <fmv>Dump0000.m1v
      <identifier>fmv_backdrop</identifier>
      <left>0</left>
      <top>0</top>
      <right>1024</right>
      <bottom>768</bottom>
    </fmv>
    and change that to:
    Code:
    <texture>textures\backdrop.tga
      <path>textures</path>
      <region>backdrop
        <left>0</left>
        <top>0</top>
        <right>1024</right>
        <bottom>768</bottom>
      </region>
    </texture>
    maybe

  5. #5

    Default Re: Modding Rome.LNT

    You just need to alter the name of the fmv.
    Code:
    <fmv>Dump0000.m1v
      <identifier>fmv_backdrop</identifier>
      <left>0</left>
      <top>0</top>
      <right>1024</right>
      <bottom>768</bottom>
    </fmv>
    Like remove a 0 at the end of Dump0000. I've done it this morning, it works like a charm.

    Also, it could be interesting to say that the rome_pieces.txt file is not use at all by the game.
    Under the patronage of apple.
    Patron of ybbon66.

  6. #6

    Default Re: Modding Rome.LNT

    Quote Originally Posted by Paedric View Post
    Also, it could be interesting to say that the rome_pieces.txt file is not use at all by the game.
    Are you sure it isn't used by the game?

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Modding Rome.LNT

    Simply changing the name of the file in the folder is sufficient as it is not included in the packs. Just tested it myself.










  8. #8

    Default Re: Modding Rome.LNT

    Yes.
    Delete it, and start the game, it will work.
    Also, not every instance of UIP_... is written in the file, and their functions refers directly to the exe.
    Under the patronage of apple.
    Patron of ybbon66.

  9. #9
    Nirnaeth Arnoediad's Avatar Vive l'Empereur !
    Join Date
    Jun 2009
    Location
    In the greatest civilization
    Posts
    807

    Default Re: Modding Rome.LNT

    Modding med2.lnt, I find a pb :

    I'm making menus for a mod. And I'm quite surprised since some days, because the 3 last options I let in the single player menu were : custom battles, historical battles, and quick battles. They work perfectly, excepted the quick one ; indeed when I put the scroll on it, I read in the tooltips "play a campaign" and when I click on, it opens the classic campaign page.

    Quite surprised, I verified the codes in the mtw2.lnt, but all seems perfetc ! I really don't understand this bug. Anybody ?

    And I have another question ; can we add other FMV media to the menus ? Because if this part seems simple :
    <fmv>intro.bik
    <identifier>fmv_backdrop</identifier>
    <left>0</left>
    <top>0</top>
    <right>640</right>
    <bottom>480</bottom>
    </fmv>

    ... this one is harder to understand.

    <UI object>fmv_backdrop
    <type>art</type>
    <UI region>art
    <page>4will_hi.bik</page>
    <region>fmv_backdrop</region>
    </UI region>
    </UI object>

    4will_hi.bik ? I don't like this strange reference...

  10. #10

    Default Re: Modding Rome.LNT

    The page thing is ignored I think - and yes, you can add as many new videos you want.
    Last edited by Aradan; August 14, 2010 at 03:17 AM.

  11. #11
    Nirnaeth Arnoediad's Avatar Vive l'Empereur !
    Join Date
    Jun 2009
    Location
    In the greatest civilization
    Posts
    807

    Default Re: Modding Rome.LNT

    HI again ! Thanks for the good new, I'll try to implement maps, pictures and little trailers for each historical battle.
    Last edited by Nirnaeth Arnoediad; August 08, 2010 at 06:37 PM.

  12. #12
    Ramashan's Avatar Artifex
    Join Date
    Apr 2007
    Location
    Los Angeles, CA
    Posts
    4,981

    Default Re: Modding Rome.LNT

    page = the path to the movie. By default the program is going to look in data/menu/movies for your movie, but you point it anywhere you want. So, 4will_hi.bik is a movie or media of some sort.

    I made a post earlier in thread on how to add movies to the LNT.
    Under the Patronage of Lord Condormanius

  13. #13

    Default Re: Modding Rome.LNT

    Hello everyone, just 2 things to ask:

    1st: I'm working with Alex Rome.lnt, adn I want to remove the historical battles video window. Could you tell me where it is?
    2nd: Related with the precedent, I'd like to expand the image that belongs to each historical battle and that is displayed when you choose one of them. Again, I don't know what code refers to it. Could you help me, please?

    Thanks in advance
    There are none so enslaved as those who falsely believe they are free

  14. #14

    Default Re: Modding Rome.LNT

    As far as I can see the two items (video and image) are tied together, and you can only have both or remove both. So you will need to remove them completely by deleting this object (or setting it's width and height to 0)
    Code:
        <UI piece>historical_battle
          <identifier>UIP_HISTORICAL_BATTLE_DISPLAY</identifier>
          <Parameters>
            <x>64</x>
            <y>128</y>
            <width>896</width>
            <height>320</height>
          </Parameters>
          <object_id>historical_battle</object_id>
        </UI piece>
    and then adding a new image object of your own in that area - but that image will be common for all HBs.

  15. #15

    Default Re: Modding Rome.LNT

    Mmm.. well, that makes things a bit more complicated... Thanks Aradan, I think I'll do as follows:
    - Enlarge the item to double of its extension (width).
    - Move its position to the left (enough just to leave half or so of the rectangle outside the screen)
    - Add a transparent part to the image (historical_battle_pic), so that the actual image remains the same size.

    So now I should get both the historical battles menu pic and the specific battle pic being the same size, and no video bothering me. I just wonder if I'll have some problems with the video window frame. Is there a way to remove frames of specific items?
    There are none so enslaved as those who falsely believe they are free

  16. #16

    Default Re: Modding Rome.LNT

    I don't think so, frames seem to be built-in.

  17. #17

    Default Re: Modding Rome.LNT

    How can I delete the tutorial option ? I have deleted all pieces of Med2.lnt that contained 'Tutorial' in it but the option is still there

    Edit : Nvm, found out - it was called 'Prologue'

    New question : How can I change the name of 'Custom Campaign' ?
    Last edited by Killerbee; August 17, 2010 at 11:04 AM.

  18. #18
    Amon Amarth 930's Avatar Artifex
    Join Date
    Nov 2008
    Location
    Germany, North-Rhine Westphalia
    Posts
    466

    Default Re: Modding Rome.LNT

    I believe the Tutorial is: "new_game_prologue" and its this entry:

    <UI piece>new_game_prologue
    <identifier>UIP_PROLOGUE_START</identifier>
    <Parameters>
    <x>79</x>
    <y>214</y>
    <width>320</width>
    <height>38</height>
    <menu_id>Prologue</menu_id>
    <UI text>UI_NEW_GAME_PROLOGUE
    <font_id>verdana</font_id>
    <align>centre</align>
    </UI text>
    <tool_tip_id>UI_NEW_GAME_PROLOGUE_INFO</tool_tip_id>
    <locked>false</locked>
    </Parameters>
    <object_data></object_data>
    <object_id>empty_push_button</object_id>


    But its a long time ago that I have worked with this file. Maybe you give it a try

    Third Age Member (Fellowship-Scripter)
    Under the Patronage of MasterBigAb

  19. #19

    Default Re: Modding Rome.LNT

    Lol yep, check my 'EDIT'

    But thanks for the help anyway !

  20. #20
    Amon Amarth 930's Avatar Artifex
    Join Date
    Nov 2008
    Location
    Germany, North-Rhine Westphalia
    Posts
    466

    Default Re: Modding Rome.LNT

    New question : How can I change the name of 'Custom Campaign' ?
    In the text folder is a file named "menu_english" (In my european Version, I donīt know if there exist any differences between Versions of different languages/countries).
    In this file search for:
    {UI_NEW_GAME_PROVINCIAL_CAMPAIGN}

    Third Age Member (Fellowship-Scripter)
    Under the Patronage of MasterBigAb

Page 3 of 6 FirstFirst 123456 LastLast

Posting Permissions

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