New Buildings

Discussion in 'Modding' started by Hugojackson18, Oct 5, 2016.

  1. A. Soldier

    A. Soldier Active Member

  2. Hugojackson18

    Hugojackson18 Member

    Version 02, with ground texture and slightly lighter texture
    https://drive.google.com/open?id=0B6-HjHGVgDRmOVAzMElyZy1jSGs

    [​IMG]

    Something I'm noticing, is my textures are a lot softer than the other ones. Especially the Ground one, which I basically re-used. So there's a softening happening somwhere. Is it the way I'm writing out the DDS? Do you guys know what DDS format to export? At the moment I'm exporting with these settings. Am I missing something?
    [​IMG]
     
  3. Alatristé

    Alatristé Member

    Oh it works bravo. I downloaded the files to look textures. And I do not understand too much or is the problem with the "ground". Hope to be able to help you
     
  4. Setakat

    Setakat Member

    I've grabbed your textures, and run them through a custom dds loader I wrote a while back alongside one of the games default textures.

    Asset: Content\austem.dds
    DXGIFormat: DXT5
    SurfaceFormat: Dxt5
    isDXT: True

    Asset: Content\castl_diffuse.dds
    DXGIFormat: Unknown
    SurfaceFormat: Color
    isDXT: False

    Asset: Content\castl_diffuse.dds
    DXGIFormat: Unknown
    SurfaceFormat: Color
    isDXT: False

    Your textures are showing up as 'DXGIFormat.Unknown' since I didn't write it to support DXT3 for one reason or another (I'll need to go back and check the MSDN docs to jog my memory, and then include comments in my code as to why, but IIRC its pretty much a legacy format these days (but nowhere as much of a legacy as DXT2 and 4)), and the SurfaceFormat is 'Color' because SurfaceFormat is an enum and 'Color' is the default element and since my loader doesn't know the DXGI Format it cannot pick the correct SurfaceFormat and so leaves it as the default... I'll stop now.

    I'd say use try resaving the original as DXT5 and see if that works. Everything else in the various headers looks OK.
     
  5. Hugojackson18

    Hugojackson18 Member

    Thanks a lot Setakat, this is exactly what I needed! I'll try later!
     
  6. Alatristé

    Alatristé Member

    I also know that DXT5 helps manage the transparency of the alpha channel.
     
  7. Hugojackson18

    Hugojackson18 Member

    DTX3 is doing this too, but without grey areas. Basically black or white. DTX5 allow grey values in the alpha I think. It's all good, let's just export everything in DTX5 the way they've done it!
     
  8. Alatristé

    Alatristé Member

    yes DXT5 remains the best
     
  9. Hugojackson18

    Hugojackson18 Member

    To be honest, I don't even know why I saved as DXT3.
     
  10. Hugojackson18

    Hugojackson18 Member

    Does anyone know how the direction in which the units come out of the buildings is mapped? For exemple, at the moment, the units go through the walls of my castle, because thats how it's mapped on the Austrian Temple. Would be great if we find out how to control this!
     
  11. Ebel

    Ebel Moderator Staff Member

    data\game\var\objcustom.cfg
    2 points determine where the unit is born and where it exits the building.

    E.g.
    Code:
    section.begin
       [*] : struct.begin
          sid = ausbar
          ExitPoints : struct.begin
             [*] : struct.begin
                x = -0.04
                y = 0
                z = 0.24
             struct.end
             [*] : struct.begin
                x = 1.98
                y = 0
                z = 2.26
             struct.end
          struct.end
    
    This file also has smokepoints and decals (ground texture angle,...) settings.

    For cossacks 1, there used to be an 'md editor' which allowed to load the building and select a point and it would show the x,y,z which you could then copy into the md file (which had building properties ).
    Without this, you'll have to experiment a bit with the values :p
    I would assume that x=0,y=0,z=0 is the center of the building. But it could also be a corner. Test and let us know :)
    In the external editor, there is some sort of smokepoint editor, which could be usefull to get an x,y,z value, but it's mostly visual, it just seems to display them, haven't quite figured out how to add a point, if it is even possible.
    I'm sure GSC has tools for this, no way they set these points manually :p
     
    Last edited: Oct 9, 2016
  12. A. Soldier

    A. Soldier Active Member

    Wait so what do the 0s and 1s in the prop files represent?
     
  13. Ebel

    Ebel Moderator Staff Member

    Those are the collissionmask, not the same thing as exit points.
     
  14. A. Soldier

    A. Soldier Active Member

    Ah, so I can make houses smaller, thanks.
     
  15. Zakxaev68

    Zakxaev68 Active Member

    Guys! Extra fascinated I am monitoring on progress you meet in such short time periods. Little less knowledge I possess modding on pascal, if I could contribute, I would.
     
    Hugojackson18 likes this.
  16. A. Soldier

    A. Soldier Active Member

    You still can, just head on to the files and start looking at them. We weren't born modders or coders you know.

    And.... are you using Google translate by any chance?
     
  17. Hugojackson18

    Hugojackson18 Member

    Nice one guys. I guess I'll let A.Soldiers deal with where to make the units get out =p
    Is this file also has coordonates for where Flags attach by any chance?? That would be super useful
     
  18. Zakxaev68

    Zakxaev68 Active Member

    Eww nah. Google Translate, why thought I do, lol? Anyway stick on topic. At some point I will get into modding in near future. For the time being I am captivated by the game too much so I begin dealing with researching the way it calculates all its data and so forth.
     
    Last edited: Oct 9, 2016
  19. A. Soldier

    A. Soldier Active Member

    You write in a strange way, and I noticed you have a cyrilic signature photo so I thought you were Russian or something.

    Anyhow, I really do suggest you check out the files we are mentioning here, "collecting data" isn't exactly something which will help you with modding unless you gain some actual experience as well.
     
  20. Zakxaev68

    Zakxaev68 Active Member

    Yeah yeah, I am from eastern Europe, Bulgarian on mission to improve his "vocabulary" heh. I speak fluent written English tho, haven't read "English 101", you know. Learned all by myself through different mediums, felt motivation to.

    As to getting influence on modding basics, sure I will keep myself up to date on the "Modding" section topics.
     
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