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发表于 2014-4-9 18:10:52
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Walls
Functioning Walls are the most important parts of your settlement, because they are the parts that can be sieged, destroyed and where you can deploy your troops on (note that troops can also be deployed on other default objects with a flat surface).
Before you can work with a functioning wall, I would recommend to load an original wall-part and isolate it, so that you have only one wall-part:
- Open your base-settlement with the IWTE and write any structure to ms3d that includes a wall.
- Open the structure with Milkshape and delete everything except one wall part. I would also recommend to keep one "connecting-part", this will show you how much space should be between every wall-part.
If you use the 'start-up-kit', delete everything except the one wall that you want to use later.
A '3 squares wall' wall in Milkshape:
Spoiler Alert, click show to read:
- IF you want to do some small changes to the different damage-levels of one wall part (for example changing the battlement) do this now.
- Save the isolated wall-part and connection-part and keep this file as a base for your new walls that you want to create. If you need a duplication of this base-wall, use the "merge" option of Milkshape to import this base-wall-part and do not just duplicate it with the Milkshape option!
Notes
- you may wonder why you should merge a wall part with Milkshape and not just duplicate it with Milkshape; this is because when you just duplicate all 6 ssub-groups of one wall-part, it will have about 1/3 more polygons as when you just merge your saved wall-part into your .ms3d file.
I'm not sure why this is, but it saves you a lot of polygons.
- theoretically, you can also model a wall and all it's 6 g-levels from scratch, but there won't be fitting animations for them and the damage levels are probably very hard to do, therefore I recommend to use an original wall-part and work with this.
- I also wouldn't recommend to make big changes to the wall-parts, because the animations aren't exactly fitting or you have to use no animation.
Gates
The model of a Gate should not be changed, because Gates are the only objects that must have an animation, otherwise they won't work. However, you can also use any other Gate from any other settlement, for example you can use a portcullis from a castle for a city. It won't interfere with the siege weapons and IWTE allows you to choose any animation from all original settlement files.
Like with walls, I would recommend to load an original gate and isolate it:
- Open your base-settlement with the IWTE and write any structure to ms3d that includes a gate.
- Open the structure with Milkshape and delete everything except the gate.
A wooden gate in Milkshape:
Spoiler Alert, click show to read:
Gate Houses
Gate houses are relatively uncomplicated, because they use no animations for the damage levels, so you can either use an original one, edit an existing one or create a completely new one.
A Gate House in Milkshape:
Spoiler Alert, click show to read:
Arrow Towers
You can either use any Arrow Tower from any settlement or make a completely new one. If you use an original tower, load and isolate it like with Walls or Gates.
If you create a completely new tower, remember that you have also have to create a new damage level (g1)! Also note that you can't make new animations, that means your new tower won't have an animation when collapsing, but actually this doesn't look very bad.
Notes
- What the game recognizes as Arrow Towers are actually only the tower-tops! The tower-base doesn't belong to the Arrow Towers and is just any Default building, but it can also be a Gate House.
- Arrow Towers consist of only 2 sub-groups, however, there should be 3 "copies" of every tower in Milkshape!
Those copies will be used for the tower upgrades that can be done in-game (ballista and cannon upgrade). The original tower copies look slightly different, but you can also just copy and paste your tower (with 2 sub-groups), so that you have 3 exact same copies of it.
An Arrow Tower always has 2 sub-objects (g0-g1) which are duplicated 3 times. In this example, a Gate House (marked red) is the tower-base:
Spoiler Alert, click show to read:
Another example with another tower-base (marked red) and only one Arrow Tower:
Spoiler Alert, click show to read:
Default objects (all other buildings)
Basically they can be created like you want.
However, you should take a look into the original files, you may reuse some original structures, buildings or objects.
Water
Creating a water-surface is very simple. Just create any flat plane in Milkshape and place it into the position where the water should be (use merged terrain to check position).
General modelling notes
1. Try to model very exactly and if possible error-free. Changing models after you have imported them to the IWTE is possible, of course, but it's easier if you don't have to do that.
2. Your first .ms3d file should include the main Gate and the main Gate House. Use this structure as an orientation for the rest of the settlement, so choose the position of your Main Gate carefully!
Also try to center your Gate-House around one terrain-tile (see next point about pathfinding)
This .ms3d file with your gate will also be the first structure that will be added with the IWTE later.
3. It's important to know that Pathfinding-tiles and the terrain-tiles are more or less connected.
Every tile of the terrain file consists of 16 (4x4) pathfinding-squares. So, if you want to have a very exact pathfinding along certain objects (especially important for the Gate and Gate-House!), try to place them along the lines of the terrain file (i.e you will see that the width and depth of an original Gate House fits well into the tiles of the terrain file, so it can be placed exactly along these lines and you can have a very exact pathfinding for the Gate. You will see this effect later when you start editing the pathfinding (see 3.3.2)
This is not necessary and also not always possible, but it can result in a slightly more exact pathfinding for important or tight passages.
Here is an example of a Gate House that is built along the terrain lines in Milkshape. The passage of the Gate House (blue square) fits exactly one square of the terrain file (marked red):
Spoiler Alert, click show to read:
Stone Walls can also fit the terrain perfectly:
Spoiler Alert, click show to read:
4. If you use original main objects and if you want to keep the original animation, do not move a single vertex of these objects! Always move the whole object in one piece, otherwise the animation will not perfectly fit.
5. You can only assign one texture to every ms3d file (structure) with the IWTE.
Objects which use different textures in-game have to be own .ms3d files (structures).
Of course you can model with objects with different textures in one .ms3d file, just seperate them later before you import them to the IWTE.
6. You will probably recognize that the original default buildings are often devided into countless tiny groups; For example a simple original house consists of dozens of objects, because almost every zone/square of an original buildings has its own damage level!
This makes it very hard to reuse those objects in your new file. Personally I have made most default buildings from scratch and I mostly refrained from splitting them into various groups with different damage levels, because it is just too time consuming, especially with big settlements.
Here is an examples how the original buildings can look like, divided into countless groups:
Spoiler Alert, click show to read:
Here is an example how completely new buildings can look like:
Spoiler Alert, click show to read:
7. Have fun modelling and texturing your settlement!
2.2.3 Finalizing .ms3d files
After you have edited/created your model, you should finalize your .ms3d files (structures) to import it to the IWTE.
create objects and sub-objects:
- The 4 Main Objects should be clear and always have their determined number of sub-objects (Wall:2-5/6, Gate:3, Gate House:2 and Arrow Tower:2x3 (remember that an arrow tower should be duplicated 3 times, so it should have 6 groups in Milkshape. Also remeber that the tower-base is a seperate object).
- The Default Buildings should be split into 'reasonable' objects.
Theoretically you can also merge all default objects into one Milkshape group, but huge objects may lead to some problems.
Objects which should have an effect in game (for example a chimney for smoke or a torch for light), should be own objects, otherwise the location of the effect won't be very correct.
Naming the objects and sub-objects:
- You should name all objects and sub-objects with a numerical prefix and the appendix for the damage level(s). The IWTE will consider all those objects as 'new objects'. The only prefix that you should not use is 'Eo...' (This is the internal prefix for 'existing objects')
For example:
A00_g0 (a default object with 1 damage level)
A01_g0 (a gate with 3 damage levels)
A01_g1
A01_g2
A02_g0 (a default object with 2 damage levels)
A02_g1
A03_g0 (a wall with 6 damage levels)
A03_g1
A03_g2
A03_g3
A03_g4
A03_g5
A04_g0 (an arrow tower with 2 damage levels)
A04_g1
A05_g0 (the first arrow tower duplication)
A05_g1
A06_g0 (the second arrow tower duplication)
A06_g1
….....
Various things:
- The .ms3d file itsself can be named like you want
- The groups and the model itsself should have no comments in Milkshape
- All Milkshape groups should be assigned to 'Material0' (don't know if it's necessary, but it works)
3. The IWTE
After you have completed your terrain and settlement in Milkshape, it is time to setup your settlement with the IWTE.
Overview over the IWTE and it's options:
Spoiler Alert, click show to read:
Tip: You can also slightly customize the IWTE interface by moving the objects-, structures- and textures-windows and overlay them, so that it looks like this:
Spoiler Alert, click show to read:
The 2D window
- Shows objects, structures, complexes, the whole settlement, deployment, ladders, doors, breaches etc in 2D.
- Edit the plaza, deployment, deployment blocks, doors, road markers, tech trees, defense points and pathfinding in the 2D view
- Zoom in and out
The Objects window
- Shows the settlement divided into objects
- Shows object attributes
The Structures window
- Shows the settlement divided into structures and complexes
- Shows textures and texture type
The Textures window
- Shows the textures for the settlement
World Files
- Load and Save
- Change type, faction, culture and name of the settlement
Views
- View objects, structures, complexes or the whole settlement in 2D.
- View deployment, ladders, doors, breaches etc.
- Create settlement overview .tgas for pathfinding and vegetation editing
Structures
- Replace, add or delete Structures or Complexes
- Write Structures to .ms3d files
Textures
- change, add textures
Collision/Anim
- create, remove or change collisions and animations
- add or change effects
- change texture reference for animation-textures
perimeter
-assign walls to perimeters (layers of walls)
Gameobjects
- change the plaza, deployment, road markers and tech trees in the 2D view
Mainobjects
- Create Mainobjects.
- add, change, delete docking points, firing slots, breaches for gates and walls
paths
- add, change, delete deployment on walls
- change defense points
Terrain1
- change texture reference for terrain textures
- replace, change the terrain
- write structures to .ms3d files
Terrain2
- edit vegetation
- edit pathfinding
3.1. Make a base settlement
My first recommended step is to reduce your base settlement to only a few structures (will be deleted or replaced later).
One structure has to include a gate and a gate house!
# Option1 – Reduce the settlement
- Open the IWTE and go to 'Read Binary Files' and choose your base settlement. The tool always need to open 3 files: the .world, the .animinstances and the . worldcollsion file.
- After the tool has finished reading the files, go to the structures window and click any structure of any complex. Then go to 'Structures' -> 'Complex Actions' -> 'Delete Complex'.
- Repeat the last step until you have only one complexes left, but keep at least one complex that includes a Gate and a Gate House! (Note that a settlement in-game must have at least one gate and a gate house to work. Not even walls are needed!)
- Test if the reduced settlement is working in-game (if it is not working, which may happen in some rare cases, go a few steps back and test the settlement which has some more complexes)
# Option2 – Use the 'start-up-kit' (recommended)
The main reason for the 'start-up-kit' was that the settlement reduction can be very time-consuming and can also cause some errors.
Therefore I would recommend to use the 'start-up-kit' if you want to make a settlement from scratch.
3.2. Importing .ms3d files
After you have reduced and tested your base settlement, you can start importing your Milkshape structures to the IWTE.
- Open the IWTE and load the reduced base-settlement (or 'start-up-kit').
- Select any original stucture, except a structure that includes a Gate.
- Go to 'Structures' → 'Structure Actions' → 'Replace ms3d File' (or 'Add Structure')
- Choose your ms3d file that includes the Gate(s) and accept it.
- To make a very simple test if the structure is working in-game, choose any object of your replaced structure and give it a collision (see 3.3.1 - Collisions).
After the collision was added, copy the 3 newly created binary files (.world, .animinstances, .worldcollision) into the correct folder within your mod-folder and rename them to the original name. Start the game and attack your edited settlement (Repeat this test for every new structure that you have replaced or added!)
- Now replace the other remaining structures with your new structures or just add new structures if no original ones are remaining.
Important: Be careful with the replacement of the original structure that includes the Gate and Gate house! In several cases this lead to unspecific in-game crash as soon as I have deleted/replaced this structure.
I have currently no final solution to this problem, so please see that this structure remains temporarily!
If your game does also crash when you delete/replace the original structure with a gate, the easiest way to get rid of this structure is to 'bury' the structure under the terrain (write the structure to .ms3d and move it down in Milkshape without changing groups or names). Save it and re-import it to the IWTE and remove all attributes from it, except one collision for a default object.
A new (replaced or added) structure can look like this in the IWTE:
3.2.1 Textures
If you have made custom textures for your model, you should change the set of textures first:
- Go to the 'Textures window' of the IWTE and click the texture that you want to replace or click any if you want to add a new texture.
- Go to Textures → Change Texture or Add Texture
- Enter the correct path and texture name of your custom texture and the normal map and accept it.
Assign the correct texture to your new/replaced structures:
- Go to the 'Structures window' of the IWTE and click a structure.
- Go to Structures → Change Structure texture
- Enter the correct Texture identifier and accept it.
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