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Last post 11-17-2008, 2:33 PM by kjn. 206 replies.
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  •  12-14-2007, 5:36 PM 627992 in reply to 627990
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: The Modding Thread.

    I understand what you'd like to do..

    However.. There are no animation files to show the spc fort wall being built..Yes..There are animation files for the normal wall..I'm not sure if they could be used for the spc fort walls..(Don't forget about the fort wall conectors or the corners and the gate)..The next thing..There is no tech for this..You may be able to modify the normal wall tech..Bastion?.You'd need to alter the art files.. It's left to experimentation..When all is done..It still may not function as you wish..Because of hard code issues..

    Again..I read about this over at H.G. forums..I don't know if the  poster had any luck with this or not..As I posted you before.. Give it a go..First,  I'd recommend you going over to H.G. forums and read all you can find about these walls..It may give you a better idea of what you're up against.

    Here's a link..It will get you started.

     

    http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=14,34039,,all

    Regards.

     


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  12-15-2007, 8:22 AM 628192 in reply to 627992
    Tyranick Tyranick is not online. Last active: 07-26-2008, 3:13 PM
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    Subject: Re: The Modding Thread.

    Hmmm from everything i found on the HG forums...most people seem to say its impossible to actually build the walls...but im tring to make it so the upgrade turns into the fort walls...hmmmm

    If...say as the tech completes, the stone wall model is simply replaced by the fort wall model...wouldnt that work? And if it did...and i wanted to build more walls...would i be able to stretch them out? I cant see how it would be a problem if all ur doing is replacing the model and keeping the code...the only thing i fear that may not work is getting the gate to...no wait that should be possi...or maybe not, if the walls are already fortified and you click the gate button...would it just add a gate as normal cept with new model?

     Im going to try...ok can anyone help me find out how the normal wall upgrades to the bastion? becoz in proto and techtree its just "abstractwall" which is the target...i need to find the animation files so i can mimic it so once upgraded the bastion model is replaced...

    Because so far i've got the code fine (still cant get this bloody image to appear lol but thats not really a problem right now)

     Thanks in advance.

  •  12-15-2007, 9:18 AM 628212 in reply to 628192
    Northern_lord Northern_lord is not online. Last active: 08/25/2008, 1:30 PM
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    Subject: Re: The Modding Thread.

    @Tyranic,

    I see what you want.

    You have built a wall in skirmish. Then you use the tech bastion. Then you want there to be another upgrade again, to upgrade the walls to the special fort walls that were used in the campaigns, right.

    It is possible... probably... but it wouldn't end up as you'd wanted it to, of these reasons:

    But! 

    What you think of is pretty difficult... wall-building system is pretty advanced. The complicated things would be in the animation file, and not the tech.

    If you want it to be a nice wall, I guess you would want the inside to point inwards... but it is impossible to say if the inside will point inwards or outwards. And I may GUARANTEE you that the wall conectors wouldn't point the direction you'd wanted them to!

    There are also more issues: Imagine that you are building a town center. There are different steps. First it is just some wood and planks on the ground... then, you can see the building taking a shape. And at last the town center is finished.
    It is possible to add steps like these, in the animfile... but the steps will never fit the finished model, since you only can take steps from other buildings.



  •  12-15-2007, 11:33 AM 628278 in reply to 628192
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: The Modding Thread.

    The gate thing may require a few more modding steps (If it's possible)..That is what I'm referring to when I mentioned hard code issues..

    If I were to attempt this..I would try the Bastion art work road..First you need to have Aoe3-ed to scan the art.bar files..

    Find out how the bastion tech refers to the art files..(Proto, You need to find the bastion tech..There should be a reference to the art file in there?).. Try to subsitute the wall art files with the fort wall files..If you get that to work..Then see what needs to be done in addition, As far as the gates..It's going to be a long road..But..Worth it in the end if it works..

    Keep us informed on how it goes?


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  12-16-2007, 6:13 AM 628622 in reply to 628278
    Tyranick Tyranick is not online. Last active: 07-26-2008, 3:13 PM
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    Subject: Re: The Modding Thread.

    W00t some progress! so far i can get the normal wood wall "wallstriaght5" to become the fort wall with all its attributes :D EVEN ICON LOLZ. but meh

     Theres a problem though...where are the rest of the unit infos for the indivdual parts of the wall in proto.xml?

     
    Theres only "wallstriaght1" and "wallstriaght5" in the proto theres none of the 1x1 1x2 1x3 corner, gate things which are in their, but all the fort stuff is in their. Unlike TAD where 1x1 and 1x2 Stuff is all there

     
    My plan is not to replace the stone wall with the static fort wall structure, it is to simple apply new art work over the original stone wall and all its attributes, but it to keep its build function (which so far i can do only with normal wood walls).

    Oh and theirs no problem with the whole "will it face inwards or outwards" thingy, u just need to rotate it around.

    AOE3 proto and tech tree are diff from TAD (since i played into TAD striaght away im more familiar with its interfaces in game) because TAD has the 1x1 1x2 and 1x3 thingies so i thing im going to work with TAD and not AOE3 probably

    The only reason ive been modding AOE3 is because "tech helper" only works with it atm and its been my base, so im so waiting for a TAD update, anyway here is what i need to do:

     Step 1:

    I need to know, and find out how and what i can do to modify, how the wooden walls upgrade to the stone walls, as i cant seem to find any info on this, the bastion upgrade just says "abstract wall" and "update visual"stuff like that but it doesnt give more info like whats its upgrading to, we know its the stone wall but this in un-evident, if i could get this...then hopefully it shouldnt be hard. I need help finding advanced info on how the bastion upgrade actually works. Is the info in some XML file in the data.bar files? Aslo the "impact type" on wall entries all states "stone"...so where is "wood"? Its like it defaulted to be stone walls...unless the wooden walls impact type is set to stone because it uses stone physics and model lol.

    Step 2:

     
    After finding what to do...i need to specifically tell the TECH how to update the art files to spc_fort_small or w/e. I cant see the problem, is their no way i can exactly specify how i want a tech to work in XML? In LUA (if anyone has heard of it) id be able to specifically tell a tech exactly what i what, sure it may increase file size but it would be so much more managable.

    for example "changeart to<xxx>" (not lua but just an example of how easy it would be) 

     
    OH AND 1 MORE THING!

    <PlacementFile>wall.xml</PlacementFile>

    I needed to add that to 1 of the paramters on the build line, i seems to be a key file for building walls. They are placement rules which seem to apply fine when added.

    Ok well sorry for long post but, if someone could just tell me if its possible to "explicitly specify" the exact things i want to happen...then i think we have a winner here :D

    Im so close i can taste it...just need to know that extra info and im set (hopefully)
     

  •  12-16-2007, 8:46 AM 628673 in reply to 628622
    Northern_lord Northern_lord is not online. Last active: 08/25/2008, 1:30 PM
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    Subject: Re: The Modding Thread.

    Okay this post was difficult to understand.

    Your plan is to give a new texture to the upgraded wall, when you have researched bastion?

    Oh and theirs no problem with the whole "will it face inwards or outwards" thingy, u just need to rotate it around.

    It could be a little difficult to always only have the possibility to build a wall from right to left, or opposite.

     Step 1:

    I need to know, and find out how and what i can do to modify, how the wooden walls upgrade to the stone walls, as i cant seem to find any info on this, the bastion upgrade just says "abstract wall" and "update visual"stuff like that but it doesnt give more info like whats its upgrading to, we know its the stone wall but this in un-evident, if i could get this...then hopefully it shouldnt be hard. I need help finding advanced info on how the bastion upgrade actually works. Is the info in some XML file in the data.bar files?

    The bastion tech tells the game that it shall change the look of the walls, by the "update visual" line. If you look in the animfile, in the lines refering to the new model for the wall, there will probably be a heading like: Bastion wall, or Improved Wall.
    The "update visual" line refers (if I remember correct) to this heading, and makes the game understand what it shall do. The "abstract wall" line makes the game understand which animfile it shall look in.
     



  •  12-16-2007, 2:48 PM 628923 in reply to 628673
    Tyranick Tyranick is not online. Last active: 07-26-2008, 3:13 PM
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    Subject: Re: The Modding Thread.

    Sorry for my long post before :)

  •  12-17-2007, 8:45 AM 629263 in reply to 628923
    Tyranick Tyranick is not online. Last active: 07-26-2008, 3:13 PM
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    Subject: Re: The Modding Thread.

    Ok screw those other posts (if you read them). Im currently actually getting somewhere:

    So then im moving onto configuring the art file xml so i can specify what i want. I am currently testing if i can actually get the model to change into the form by testing the hardest part first...the gate.

    At the moment whenever i correctly upgrade to bastion, the upgrade to my fort walls, go to create a section of wall, click the icon for "gate", my model is invisible!...BUT it has its death animations...uhh?! So i've been tinkering around more in the files but im stuck because i cant see how to make the gate display properly, uhhh if only i could post attachments, as i dont want to take up loads of space.

    But any way this is the "wall_gate.xml" file as it stands with my modifications, currently the file i need to edit for JUST the gate to turn into the fort gate, as a complete test (sorry for length).

    <?xml version="1.0" encoding="utf-8"?>

    <animfile>
        <definebone>bone_decor00</definebone>
        <definebone>bone_decor01</definebone>
        <definebone>bone_decor02</definebone>
        <submodel>
            Wood Gate
            <attachment>
                collapseSmoke
                <component>
                    emitter
                    <assetreference type="ParticleSystem">
                        <file>effects\smoke\collapse_smoke_wall.particle</file>
                    </assetreference>
                </component>
                <anim>
                    None
                    <component>emitter</component>
                </anim>
            </attachment>
            <component>
                WoodGate
                <logic type="LowPoly">
                    <normal>
                        <assetreference type="GrannyModel" shape="wall_wood_gate">
                            <file>buildings\wall\wall_wooden_gate</file>
                        </assetreference>
                    </normal>
                    <lowpoly>
                        <assetreference type="GrannyModel">
                            <file>buildings\wall\lp_wall_wooden_gate</file>
                        </assetreference>
                    </lowpoly>
                </logic>
                <decal>
                    <effecttype>bump</effecttype>
                    <texture>buildings\wall\wall_wood_stone_ground_large</texture>
                    <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
                    <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
                    <width>14.00</width>
                    <height>5.00</height>
                </decal>
            </component>
            <component>
                WoodGate_death
                <logic type="LowPoly">
                    <normal>
                        <assetreference type="GrannyModel">
                            <file>buildings\wall\wall_wooden_gate_deathModel</file>
                        </assetreference>
                    </normal>
                    <lowpoly>
                        <assetreference type="GrannyModel">
                            <file>buildings\wall\lp_wall_wooden_gate</file>
                        </assetreference>
                    </lowpoly>
                </logic>
                <decal>
                    <effecttype>bump</effecttype>
                    <texture>buildings\wall\wall_wood_stone_ground_large</texture>
                    <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
                    <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
                    <width>14.00</width>
                    <height>5.00</height>
                </decal>
            </component>
            <anim>
                Idle
                <component>WoodGate</component>
                <simskeleton>
                    <model>buildings\wall\wall_wooden_gate</model>
                    <damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Opened
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_wooden_gate_open</file>
                </assetreference>
                <component>WoodGate</component>
                <simskeleton>
                    <model>buildings\wall\wall_wooden_gate</model>
                    <damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Opening
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_wooden_gate_opening</file>
                    <tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
                </assetreference>
                <component>WoodGate</component>
                <simskeleton>
                    <model>buildings\wall\wall_wooden_gate</model>
                    <damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Closing
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_wooden_gate_closing</file>
                    <tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
                </assetreference>
                <component>WoodGate</component>
                <simskeleton>
                    <model>buildings\wall\wall_wooden_gate</model>
                    <damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Death
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_wooden_gate_deathAnim</file>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
                </assetreference>
                <component>WoodGate_death</component>
                <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
            </anim>
        </submodel>
        <submodel>
            Stone Gate
            <attachment>
                collapseSmoke
                <component>
                    emitter
                    <assetreference type="ParticleSystem">
                        <file>effects\smoke\collapse_smoke_wall.particle</file>
                    </assetreference>
                </component>
                <anim>
                    None
                    <component>emitter</component>
                </anim>
            </attachment>
            <component>
                Stone Gate
                <logic type="LowPoly">
                    <normal>
                        <assetreference type="GrannyModel" shape="wall_wood_gate">
                            <file>buildings\wall\wall_stone_gate</file>
                        </assetreference>
                    </normal>
                    <lowpoly>
                        <assetreference type="GrannyModel">
                            <file>buildings\wall\lp_wall_stone_gate</file>
                        </assetreference>
                    </lowpoly>
                </logic>
                <decal>
                    <effecttype>bump</effecttype>
                    <texture>buildings\wall\wall_wood_stone_ground_large</texture>
                    <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
                    <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
                    <width>14.00</width>
                    <height>5.00</height>
                </decal>
            </component>
            <component>
                stoneGate_death
                <logic type="LowPoly">
                    <normal>
                        <assetreference type="GrannyModel">
                            <file>buildings\wall\wall_stone_gate_deathModel</file>
                        </assetreference>
                    </normal>
                    <lowpoly>
                        <assetreference type="GrannyModel">
                            <file>buildings\wall\lp_wall_stone_gate</file>
                        </assetreference>
                    </lowpoly>
                </logic>
                <decal>
                    <effecttype>bump</effecttype>
                    <texture>buildings\wall\wall_wood_stone_ground_large</texture>
                    <selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
                    <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
                    <width>14.00</width>
                    <height>5.00</height>
                </decal>
            </component>
            <anim>
                Idle
                <component>Stone Gate</component>
                <simskeleton>
                    <model>buildings\wall\wall_stone_gate</model>
                    <damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Opening
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_stone_gate_opening</file>
                    <tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
                </assetreference>
                <component>Stone Gate</component>
                <simskeleton>
                    <model>buildings\wall\wall_stone_gate</model>
                    <damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Opened
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_stone_gate_opened</file>
                </assetreference>
                <component>Stone Gate</component>
                <simskeleton>
                    <model>buildings\wall\wall_stone_gate</model>
                    <damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Closing
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_stone_gate_closing</file>
                    <tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
                </assetreference>
                <component>Stone Gate</component>
                <simskeleton>
                    <model>buildings\wall\wall_stone_gate</model>
                    <damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
                </simskeleton>
            </anim>
            <anim>
                Death
                <assetreference type="GrannyAnim">
                    <file>buildings\wall\wall_stone_gate_deathAnim</file>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
                    <tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
                </assetreference>
                <component>stoneGate_death</component>
                <attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
            </anim>
        </submodel>
        <submodel>
            Spc Ft Gate
            <attachment>
                collapse_smoke
                <component>
                    collapse_smoke
                    <assetreference type="ParticleSystem">
                        <file>effects\smoke\collapse_smoke_a.particle</file>
                    </assetreference>
                </component>
                <anim>
                    None
                    <component>collapse_smoke</component>
                </anim>
            </attachment>
            <component>
                Spc Ft Gate
                <logic type="LowPoly">
                    <normal>
                        <assetreference type="GrannyModel" shape="spc_fort_gate">
                            <file>buildings\spc\fort\SPC_Fort_Gate</file>
                        </assetreference>
                    </normal>
                    <lowpoly>
                        <assetreference type="GrannyModel">
                            <file>buildings\spc\fort\lp_SPC_Fort_Gate</file>
            &nbs