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Post by meliritiatl on Feb 10, 2008 3:35:14 GMT
Ossie unfortunately finding references for the mixtec zapotec is a job for tough men.Listen they should be having pyramids and all but not so elegant as the Maya.Apart from that i dont know a thing. And yes, skin the buildings you already have done, together with mine the Maya are almost done,hehe
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Post by ossiethegreat on Feb 10, 2008 18:11:40 GMT
Ok, hopefull by next week i will come back with an image of them in the game
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Post by meliritiatl on Feb 10, 2008 18:16:38 GMT
are yougoing to skin them like units with a image file or with the material editor only?
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vahe
Junior Member
Posts: 1
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Post by vahe on Feb 10, 2008 20:37:07 GMT
Are there any buildings left because i have some faint scetches of townplanning and some details i also ahve some warehouse scetches. Im stuck on a maesoamerican port.
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Post by meliritiatl on Feb 11, 2008 13:05:55 GMT
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Post by meliritiatl on Feb 18, 2008 2:05:02 GMT
ok guys just to help the coders and show our progress in buildings so far, i have made these tables. I have changed some buildings names from the descriptions files but its only a little and only to bring some uniformity and closer to RTW format. With red are the buildings we already have, not skinned unfortunately, but this will be done soon enough. Please i need someone to tell me which more buildings i should model, and which are only coded in the game and not modelled. I dont want to spend time modelling staff that will never appear in the game. I will post this over to my thread too, sorry guys but i want to keep a file as a reference for me there.
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Post by Rah'Majashan on Feb 18, 2008 3:01:31 GMT
Mel [glow=red,2,300]'YOU FREAKIN ROCK'[/glow]
This thing is definitely coming along, lets keep up the momentum guys.
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Post by theaztecsocialist on Feb 18, 2008 5:07:59 GMT
For huge city, have an Eagle Wall/Gate
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Post by Roman_Man#3 on Feb 18, 2008 21:23:21 GMT
I'll try my best to get it to work. You might have to settle for the walls to be a little simpler. I am pretty sure you can't jump a level.
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Post by Murfios on Feb 19, 2008 0:53:55 GMT
Excelent Mel! Awesome. Could you just rescycle the same models from the mayan core building and use em for the Mixtec?
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Post by meliritiatl on Feb 19, 2008 3:20:23 GMT
yes thats what i was going to suggest to ossie, or thats what i ll do if i g aead with the mxtec. Mixtec were kinda maya culture so they will share some buildings. and aztec and tlaxcallas will share some of their bildings, wit tlaxcallan buildings being a lttle less ... well grand
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Post by Murfios on Feb 19, 2008 3:36:04 GMT
Sounds logical.
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Post by meliritiatl on Feb 19, 2008 4:34:18 GMT
king of logic, me
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Post by meliritiatl on Mar 4, 2008 10:05:14 GMT
Rah i asked Aradan about our problem with the strat map and thats what he answered. This guys IS amazing. I begged him over and over again to help us with coding but unfortunately he is too busy. Anyway, at least he offers consulting.
Strat-map models of cities, forts, watchtowers etc usually go into the data\models_strat\residences folder. The engine always looks for their textures one level down, in a folder called "textures" - in that case it looks for them in the data\models_strat\residences\textures folder. If, for example, you want to have the strat-map city models for aztecs in the data\models_strat\residences\mezo_american\aztec\ folder (the path for the .cas files can be set in descr_cultures.txt), then the engine will automatically look for the models' textures in the data\models_strat\residences\mezo_american\aztec\textures folder.
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Post by Rah'Majashan on Mar 4, 2008 15:50:16 GMT
OK, I was following the correct pathing and placing the models in the correct folders, my problem was that I was editing the wrong file. I mean, stupid me to think that the file desc_ports_and_watchtowers.txt had nothing to do with ports and watchtowers. I went in and made the change to the cultures file and sure enough, it worked!. Now there's the problem with it being the tower of babble. Its huge. I don't know if there's a file someplace that adjusts the size, but I would think it would be a universal thing to all watchtowers.
Its actually quite funny since it casts this shadow that stretches across a great distance of the map.
Thank Aradan for his help, yet again. I can pretty much accomplish anything that needs to be done so long as I have an idea what I'm doing, in this case I made the wrong guess.
Anyway, the model is in, now we just have to get it to the correct size. You might want to see what size a vanilla building is when you load it into 3DsMax.
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