HistWar

HistWar (English zone) => General discussions => Discussion démarrée par: nix le 26 octobre 2011, 12:55:42 pm

Titre: New Russian campaign Buildings
Posté par: nix le 26 octobre 2011, 12:55:42 pm
Three new models of buildings for the Russian 1812 campaign are available :

1) Borodino church and village.
2) A village of izba type houses.
3) A hamlet of izba type houses.

These can be usesd alongside the original oriental town and village models which come with the game to give an expanded selection of  buildings for battles in Russia.

You can find screenshots of the models and the original buildings on the thread 'Question to Nix'. The down load link for the files for the building is on pg 4 of that thread and newfiles which improve the look and performance of the buildings are downloaded from the link on pg 5 . It is intended to  include all the buildings with the new and improved Borodino Scenario to be posted on the download depot by Jacquinot.
Titre: Re : New Russian campaign Buildings
Posté par: Darsh le 26 octobre 2011, 16:47:48 pm
You cannot upload it in the depot?
Titre: Re : New Russian campaign Buildings
Posté par: nix le 26 octobre 2011, 19:24:17 pm
Ok! I have uploaded the final version of the files for my buildings on the depot....

Jacquinot is working on a final version of his Borodino scenario using his new map, OOBs and the Mad Russian terrain mod and uniforms. His download will also include my buildings correctly placed and oriented on the map so no editing will be required. The villages will also have nice ground textures modified from the original 'vanilla' versions.

Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 26 octobre 2011, 19:31:48 pm
Ok! I have uploaded the final version of the files for my buildings on the depot....

Jacquinot is working on a final version of his Borodino scenario using his new map, OOBs and the Mad Russian terrain mod and uniforms. His download will also include my buildings correctly placed and oriented on the map so no editing will be required. The villages will also have nice ground textures modified from the original 'vanilla' versions.

Thank you again for this great work.
If I understand correctly,  we won't have to use JSGME to include these buildings on the map of Borodino.
Please, could you tell us how is it possible to include these buildings directly in the download file ?

Théo
Titre: Re : New Russian campaign Buildings
Posté par: nix le 26 octobre 2011, 19:38:21 pm
Yes you are correct.  You don't need to use an installer.  Read the 'read me' file for full instructions on installation by hand. It is really very simple...honestly! Just copying and pasting after backing up the original files which are being replaced.
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 26 octobre 2011, 19:52:08 pm
Yes you are correct.  You don't need to use an installer.  Read the 'read me' file for full instructions on installation by hand. It is really very simple...honestly! Just copying and pasting after backing up the original files which are being replaced.

Allright, nix. I've just read those ''read me'' files.
Nevertheless,  is it also possible to use JSGME if we don't want to replace (copy and paste) the original files ?
Titre: Re : New Russian campaign Buildings
Posté par: nix le 27 octobre 2011, 11:59:26 am
I'm not sure as I haven't used the installer myself so i dont know what it does to the original files. you could try it and see.  

I do the following to switch between my installations:

In the M_Cons folder and in the T_Cons folder I have created 3 new folders :

1) Original
2) waterloo
3) Borodino

I copy and paste the original files which are going to be replaced, into the 'original' folder (so i have copies of 05.x2 the red chateau; 08.x2 the european village; 12.x2 the wooden windmill; and 14.x2 the church and 3 house hamlet in the M_Cons> original folder at present). In the borodino folder I have (05.x2 The borodino village ; 08.x2 the izba village and; 14.x2 the izba hamlet)
Similarly in the T_Cons>original folder I have the original textures for each model (5 for each model : eg 00000.dds 00001.dds 00002.dds 00003.dds 0000B.dds for the red chateaux etc) (all are identified in the read me files which come with the models )

Whatever set of buildings I have presently loaded for the game I can change to the alternative set just by copying the whole folder contents for the choice (eg of  M_Cons>Borodino and pasting it into M_Cons then T_Cons>Borodino  copy & Paste into T_Cons to change to the Russian buildings option).

For the waterloo scenario I also rewrote the assocTextMesh.txt file in the Constante folder so I also have an original and waterloo folder with the original and waterloo versions of this file in Constante (but mostly i just stick with the waterloo file for all as it gives a wider variety of skins to the original buildings when used with the lahaie mod skins).
Titre: Re : New Russian campaign Buildings
Posté par: nix le 27 octobre 2011, 12:41:25 pm
As far as i now understand it, to use JSGME to install and switch my files you would need to make the files available to the installer in a set of folders which match the folder structure of your installation of the Histwar program explixcitly ie create a histwar folder which contains a Graphics folder which contains an M_Cons folder which then contains my three model files and a T_Cons folder which then contains all 15 of  my texture files:

HistWar>Graphics>M_Cons>then place 05.x2,08.x2 and 14.x2 in there.

and HistWar>Graphics>T_Cons> then place all the dds files in there.

The JSGME will then install them correctly and do what it does when switching between instalations. Am i correct?

Here are the files in that structure for you to try:

http://www.keepandshare.com/doc/3227641/histwar-zip-october-27-2011-11-51-am-7-7-meg?da=y

Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 13:55:53 pm
Thank you, nix, for all these explanations above.
Unfortunately, yesterday evening, I tried to use JSGME and create the necessary folders, such as those you put available on keepandshare.com. and it did not work.
I tried again this morning with yours and same result.

Maybe Jacquinot has an idea of the problem ?

Theo
Titre: Re : New Russian campaign Buildings
Posté par: nix le 27 octobre 2011, 15:50:39 pm
perhaps you need full route eg C:\Programs>histwar etc?
Titre: Re : New Russian campaign Buildings
Posté par: oster1815 le 27 octobre 2011, 15:59:08 pm
I'm afraid that my old brain has not enough living neurons to overcome such burden... :(

Oster
Titre: Re : New Russian campaign Buildings
Posté par: zu Pferd le 27 octobre 2011, 19:32:52 pm
Three new models of buildings for the Russian 1812 campaign are available :

1) Borodino church and village.
2) A village of izba type houses.
3) A hamlet of izba type houses.


Great work Nix : very grateful for this  !!!!
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 19:36:36 pm
Don't break your brain guys, just download Borodino buildings adapted to MadRussian Grpund Lt1 mod with bushes - http://www.fayloobmennik.net/files/go/11431080.html?check=b62b5435504283a68b47341da8803850&file=1114603 (http://www.fayloobmennik.net/files/go/11431080.html?check=b62b5435504283a68b47341da8803850&file=1114603)

Add this folder to Mods folder and switch on with JSGME. Better to use with MadRussian Histwar3d units and explosion Mod.
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 20:33:55 pm
You can download BorodinoHistTrial scenario with map adapted for Nix buildings mod - http://www.histwar.org/mods/file.php?id=189 (http://www.histwar.org/mods/file.php?id=189)
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 20:54:06 pm
Don't break your brain guys, just download Borodino buildings adapted to MadRussian Grpund Lt1 mod with bushes - http://www.fayloobmennik.net/files/go/11431080.html?check=b62b5435504283a68b47341da8803850&file=1114603 (http://www.fayloobmennik.net/files/go/11431080.html?check=b62b5435504283a68b47341da8803850&file=1114603)

Add this folder to Mods folder and switch on with JSGME. Better to use with MadRussian Histwar3d units and explosion Mod.
Thank for this work.
I try to use it with JSGME and when I launch the game, il goes with a white screen and a Windows message error.
Do you have an idea ?

Théo
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 20:57:59 pm
Thank for this work.
I try to use it with JSGME and when I launch the game, il goes with a white screen and a Windows message error.
Do you have an idea ?

Théo

When you add this in JSGME you not see any warnings?
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 21:02:33 pm
When you add this in JSGME you not see any warnings?
No warning.

Here is my JSGME list :
- Explosion Mod for 3bRC3
- MadRussian3DUnits2.0
- MadRussianTerrain 2.0
MadRussian GroundLt
- Bushhes for MR
- Borodino Buildings...

Is it allright ?

Théo
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 21:13:12 pm
My list looks like this -
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 21:17:33 pm
Disable all mods, add only Borodino buildings mod, explosion mod and Histwar3dUnits!
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 21:22:34 pm
Yes, I've done this and always the same result !
It's very surprising as you don't have no problem and I got one.
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 21:32:18 pm
But why you have some mods in grey color note?
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 21:34:17 pm
The image on my previous message is false. It was for a  message I prepared but you answered before.
I tried with just the Borodino buildings Mod in JSGME and I got an error message too.
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 21:38:00 pm
The image on my previous message is false. It was for a  message I prepared but you answered before.
I try with just the Borodino buildings Mod in JSGME and I got an error message too.


Other mods runs fine?
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 21:40:31 pm
I tried also on an old HistWar version with only the Borodino buildings  Mod and it's the same.
If I delete it and keep only the other Mods, the game launches without problem.

Very strange !
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 21:47:31 pm
I tried also on an old HistWar version with only the Borodino buildings  Mod and it's the same.
If I delete it and keep only the other Mods, the game launches without problem.

Very strange !

Maybe you try on 03bRC5

In RC3 JMM add new texture files! New grass!
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 21:51:45 pm
My mod include some files to disable JMM grass innovation.
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 21:56:22 pm
My mod include some files to disable JMM grass innovation.
Maybe you try on 03bRC5

In RC3 JMM add new texture files! New grass!

So you mean your Mod doesn't work with 03bRC5 and we must use it on 03bRC4 ?
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 21:58:51 pm
No, i think my mod work after 03bRC3. With Rc3 RC4 and Rc5 all must runs fine.
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 22:01:15 pm
Version 03b (RC3)

Graphics
* New management of animations (smoke, fire)
* Integration of a grass layer  * Improving management of melee (detection opponent)

New Rules
* Artillery and Cavalry Reserve (second line) for a better deployment.
* Units on second line (reserve) are able to charge an enemy without considering doctrine and initiative.
* Adjust the position of the defensive sectors depending on the threat.
* Before charging an unit on defensive line, attacker adjusts his formation.
* Inhibition of the attack against regimental guns if regiment is charging.
* Infantry moves backward before running away if necessary.
* Adjustment for triggering the flight of friendly unit in order to open a path for taking flight
* Improved detection of the area bombing of artillery to avoid firing on friendly units
* Improved detection of threat on a corps (trigger flight of corps)
* Adjustment of conditions for resuming the order of corps after flight
* New condition to halt the pursuit of an unit running away 

New laws
* Adjustment of the result of fighting in melee (fatigue and cohesion was taken into account when they are integrated into the moral)
* Averaged value of morale and fatigue (avoids sudden jumps)

Miscellaneous
* Fixed management of time generating figures without animation (random event)
* Improving the save of units positions (problem for defense in a building or behind a bridge)
* Control the advance of the canons to get a good synchronism
* Adjustment to unlock unit deployed with flankers (giving the appearance of fighting 1 vs 1 ... HistWar manages the 1 vs 3 fighting)
* Management the direction of flight in buildings

Residual problems
Graphics
* Rotate 3D models during the movement
* Possible bad management of the orientation of battalions / squadrons

I hope it's clear 
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 27 octobre 2011, 22:04:39 pm
Well, I don't understand where my problem is.
So we'll not spend the night on this problem.
The night brings counsel.
We'll see if other ''Grognards'' will have the same problem or not.

I wish I could one day use these buildings for scenarios of 1812 !

Thank you for your patience and for your new scenario of Borodino I'll look soon.
 :D

Théo
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 27 octobre 2011, 22:06:26 pm
Well, I don't understand where my problem is.
So we'll not spend the night on this problem.
The night brings counsel.
We'll see if other ''Grognards'' will have the same problem or not.

I wish I could one day use these buildings for scenarios of 1812 !

Thank you for your patience and for your new scenario of Borodino I'll look soon.
 :D

Théo

Ok.
Try to use my mod with Rc5 last patch!
Titre: Re : New Russian campaign Buildings
Posté par: nix le 28 octobre 2011, 16:36:37 pm
The buildings will definitely work in all versions of the program from v1 on (I have tried!).

This is why i prefer to instal files by hand! Though i do appreciate that JSGME has its advantages (when it works) when you have a lot of different mods options to choose from and to switch between...

Still if you have problems installing try the 'by hand' method for access to the buildings. They can be used like any of the buildings which come with the program, they do not rely on installation of any of the other map, oob, etc files.
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 28 octobre 2011, 19:37:31 pm
Ok.
Try to use my mod with Rc5 last patch!
This morning, I re-install a complete HistWar game  on an external hard disk up to patch 3bRC5 and I re-downloaded the ''Borodino Buildings Mod for MadRussian ground'. 'I activated JSGME and was able to launch HistWar without any problems.
Then I opened the Map Editor to use the izba hamlets, izba villages and the village of Borodino with the church. No problem. But the izba hamlets have an odd texture, including when launching a battle in the game.

But I wanted to continue this evening and the Map Editor didn't launch,  as nix noted in his ''Read Me 2'' text file. As I understand, JMM is studying this problem.  Is there any news for this ?

@ Jacquinot,
Thank you again for this mod available.
But would it be possible to have a mod with only the izba hamlet, izba village and Borodino village, without MadRussian Mods ?
I know it's easier to say than to make !

Théo

The buildings will definitely work in all versions of the program from v1 on (I have tried!).

This is why i prefer to instal files by hand! Though i do appreciate that JSGME has its advantages (when it works) when you have a lot of different mods options to choose from and to switch between...

Still if you have problems installing try the 'by hand' method for access to the buildings. They can be used like any of the buildings which come with the program, they do not rely on installation of any of the other map, oob, etc files.

@ Nix,
Congratulations for your graphical work !
If no other solution is possible, I should do as you say above and use your method to create folders, save the original files and replace them with those of the ''New''Buildings Russian Campaign''.

Theo
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 29 octobre 2011, 04:15:22 am
Then I opened the Map Editor to use the izba hamlets, izba villages and the village of Borodino with the church. No problem. But the izba hamlets have an odd texture, including when launching a battle in the game.


@ Jacquinot,
Thank you again for this mod available.
But would it be possible to have a mod with only the izba hamlet, izba village and Borodino village, without MadRussian Mods ?
I know it's easier to say than to make !

Theo

1) What map you use for test Mod? My BorodinoSatellite map fully adapted for Nix buildings. If you try on another map, you must change type of hamlets in editor!!!

2)Of course you can, you need just delete some folders. But for me MadRussian groundLt1 very nice.
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 29 octobre 2011, 11:47:25 am
1) What map you use for test Mod? My BorodinoSatellite map fully adapted for Nix buildings. If you try on another map, you must change type of hamlets in editor!!!

I use a map I created and put the hamlet type  number 12 to have izba hamlet and the first village type to have a izba village, as nix said in his ''Read Me 2'' files. I had the 3 izba  buildings types but tha izba hamlet had odd textures.

Citer
2)Of course you can, you need just delete some folders. But for me MadRussian groundLt1 very nice.
MadRussian groundLt1 are also nice for me but I think it would be better to separate each kind of Mod to give more choice and to activate according to the will of each one.

Théo
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 29 octobre 2011, 12:21:32 pm
I use a map I created and put the hamlet type  number 12 to have izba hamlet and the first village type to have a izba village, as nix said in his ''Read Me 2'' files. I had the 3 izba  buildings types but tha izba hamlet had odd textures.
Théo

Odd textures like this?
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 29 octobre 2011, 13:07:00 pm
Odd textures like this?

Yes.
But I tried again this morning and it works because the correct izba hamlet is hamlet type number 16 in tke Map Editor.
The odd textures are on some other hamlets types.
 
This morning, the Map Editor launched well but not ''Les 'Grognards'' game that went on a white screen and a Windows messsage error.
When I disable ''Borodino Buildings for MadRussian ground'', ''Les 'Grognards'' game launches well.

Théo
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 29 octobre 2011, 13:48:01 pm
Yes.
But I tried again this morning and it works because the correct izba hamlet is hamlet type number 16 in tke Map Editor.
The odd textures are on some other hamlets types.
 
This morning, the Map Editor launched well but not ''Les 'Grognards'' game that went on a white screen and a Windows messsage error.
When I disable ''Borodino Buildings for MadRussian ground'', ''Les 'Grognards'' game launches well.

Théo

strange
Titre: Re : New Russian campaign Buildings
Posté par: nix le 29 octobre 2011, 14:26:46 pm
This wrong assignment of textures to the hamlet is due to the reinstall having reinstated the original assocTextmesh.txt file.

To remedy the problem get the assoctextmesh.txt file which came with the laHaie buildings mod and copy and paste it into your

HistWar>Constante folder (after bacKing up the original assocTextmesh.txt file into a folder 'original'

I apologise for overlooking the possibility that people may not have installed the lahaie and hougoumont building mod before installing the russian buildings mod. All my building mods use this rewritten assocTextmesh.txt file.

The assocTextMesh.txt file assigns the textures to the models and i use the rewritten file which came with the la haie mod as it gives a wider choice of skins to the original buildings as well as correctly assigning the textures to my new buildings. I will add a note to this effect on the depot.
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 29 octobre 2011, 14:31:41 pm
If you don't want errors always use JSGME!!!
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 29 octobre 2011, 14:40:31 pm
This wrong assignment of textures to the hamlet is due to the reinstall having reinstated the original assocTextmesh.txt file.

To remedy the problem get the assoctextmesh.txt file which came with the laHaie buildings mod and copy and paste it into your

HistWar>Constante folder (after bacKing up the original assocTextmesh.txt file into a folder 'original'

I apologise for overlooking the possibility that people may not have installed the lahaie and hougoumont building mod before installing the russian buildings mod. All my building mods use this rewritten assocTextmesh.txt file.

The assocTextMesh.txt file assigns the textures to the models and i use the rewritten file which came with the la haie mod as it gives a wider choice of skins to the original buildings as well as correctly assigning the textures to my new buildings. I will add a note to this effect on the depot.
Thank you, nix, for these informations.
I'll try to follow your recommandations.

Théo
Titre: Re : New Russian campaign Buildings
Posté par: nix le 29 octobre 2011, 14:49:50 pm
Am I correct in thinking that to prepare my building mod files for JSGME distribution I should have posted them in the following file structure:

Histwar>Graphics>M_Cons > 05.x2, 08.x2, 14.x2
                                    >T_Cons> all the 15 dds files
and that i should have added the lahaie assoc text mesh explicitly
                 >Constante> assocTextMesh.txt

in order to prevent the default file being applied by JSGME when it switches from the lahaie mod to the russian mod?

would i have had to define some additional folders for the Mod name and where in this structure should they go?
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 29 octobre 2011, 18:58:37 pm
Am I correct in thinking that to prepare my building mod files for JSGME distribution I should have posted them in the following file structure:

Histwar>Graphics>M_Cons > 05.x2, 08.x2, 14.x2
                                    >T_Cons> all the 15 dds files
and that i should have added the lahaie assoc text mesh explicitly
                 >Constante> assocTextMesh.txt

in order to prevent the default file being applied by JSGME when it switches from the lahaie mod to the russian mod?

would i have had to define some additional folders for the Mod name and where in this structure should they go?

I think it's better to ask Jacquinot who is an expert in creating folders and files for JSGME.

Théo
Titre: Re : Re : New Russian campaign Buildings
Posté par: Jacquinot le 29 octobre 2011, 23:41:30 pm
I think it's better to ask Jacquinot who is an expert in creating folders and files for JSGME.

Théo

Jacquinot is expert in pipelines! ;)

Nix thinks rightly, but if you do like Nix algorithm, you will be have problems with MadRussian Mod in parallel use!!!
If you want play with MadRussian ground Lt1 and with my summer trees, better to use my "Borodino buildings for MadRussian ground" package!
Titre: Re : Re : New Russian campaign Buildings
Posté par: zu Pferd le 30 octobre 2011, 00:56:25 am
You can download BorodinoHistTrial scenario with map adapted for Nix buildings mod - http://www.histwar.org/mods/file.php?id=189 (http://www.histwar.org/mods/file.php?id=189)


Great !!!       @|@   :smile: :smile:
                 
Titre: Re : New Russian campaign Buildings
Posté par: nix le 30 octobre 2011, 12:31:22 pm
Notes on all Nix Building mods files so far:

whether you install by hand or by JSGME these are the files and their locations for the models and textures to work correctly

Original hamlet models before Mods:    Hamlet 1     11.x2 (small farm 3 buildings house, barn, open shed)
            Hamlet 2     12.x2 (wooden windmill)
            Hamlet 3      13.x2 (stone windmill)
            Hamlet 4      14.x2 (4 buildings; church 3 houses)
Each model can appear in one or more skins: there are 4 possible skins so the map editor cycles through 16 combinations skin/model when the Hamlet option is chosen.        
    
Mod      Folder   File name                     Description

Lhaie      M_Cons   12.x2      La haie st jean farm [LH] model replaces wooden windmill (Hamlet 2)
      T_Cons   11000.dds etc   Texture for [LH] white/grey (replaces windmill textures)
         22000.dds etc   New texture white/grey  for old Hamlet 1 and Farm (replace ½  timbd texture)
         22100.dds etc   1/2timbd no gable for [LH]; Hamlet 1; Farm (replace ½ timd with gable)
                         Constante   assocTextMesh.txt   changes only affect which textures are applied to hamlets and Farm

Hougoumont   M_Cons   05.x2      Hougoumont farm replaces red chateau
      T_Cons   00000.dds etc   Textures for model replace red chateau textures

Russian 1812   M_Cons   05.x2      Borodino church and village replaces red chateau or hougoumont
         08.x2      Izba Village replaces European village model
         14.x2      Izba Hamlet replaces Hamlet 4
      T_Cons   00000.dds etc   Borodino church texture replaces red chateau texture
         40000.dds etc   Izba village texture replaces 1st European village skin
         13000.dds etc   Izba hamlet texture replaces 3rd skin on hamlet 4 (to automatically replace the hamlets on the old Borodino map with izba hamlets)
      
                                   Constante   (assocTextMesh.txt must be same file as provided for the LaHaie mod so if you have that mod installed the M_Cons and T_Cons files work properly without adding anything to Constante folder. If it is not installed you need to add the assocTextMesh.txt file from the LaHaie mod)

(etc means the five related files eg 00000.dds, 00001.dds,00002.dds,00003.dds,0000B.dds)

You can have the LaHaie Mod buildings installed at the same time as the Russian buildings Mod or the Hougoumont mod.

NB: The Borodino church model and the Hougoumont model cannot be installed in M_Cons  and T_Cons at the same time as they use the same file numbers.

Remember the LaHai mod doesn’t just add a new model it also adds new textures for old models such as the farm and hamlet 1 so removing this mod will remove these options. I leave the La Hai mod installed all the time and switch between Hougoumont and Russian Mod for western European and eastern European campaigns.

  
Titre: Re : New Russian campaign Buildings
Posté par: Jacquinot le 30 octobre 2011, 13:00:19 pm
Thanks for this notes Nix!
Titre: Re : New Russian campaign Buildings
Posté par: nix le 30 octobre 2011, 13:12:52 pm
If you place a particular model in a particular skin on a map using the map editor and save it, then if a different model has been loaded into M_Cons as a replacement it will replace all the instances of the original on the map. Restoring the original model in M_Cons will then restore the original models on the map (i.e you do not have to keep editing the map to change the buildings)

When you have the russian mod loaded and you are using the map editor and have chosen to place a village then the first village skin type will be the correct izba skin for the model. The other 7 slots correspond to the original european village model skins so will give an odd look if applied to the izba model. If you continue to cycle past these you get the model and 2 skins of the original oriental village which can still be used.

For the hamlets the map editor cycles through the hamlet types 1,2,3,4,1,2,3 etc and the available skins. if you have the La Hai mod installed and the russian mod then you will see the options as follows

Hamlet 1 in white/grey livery; La hai model in correct white/grey ; stone windmill; izba hamlet in odd old hamlet 4 texture;
Hamlet 1 1/2 timbd; La hai 1/2 timbd; stone windmill 2nd type; izba hamlet in odd texture;
Hamlet 1 in white/grey livery; La hai model in correct white/grey ; stone windmill 3rd; izba hamlet in correct izba texture;
Hamlet 1 1/2 timbd; La hai 1/2 timbd; stone windmill 2nd type; izba hamlet in odd texture;

i.e to place a correct izba hamlet on a new map you need the 12th hamlet in the list 9the little picture helps as you will see it is correctly textured.
Titre: Re : New Russian campaign Buildings
Posté par: Théodoricus le 30 octobre 2011, 13:19:59 pm
Thank a lot, nix, for your work and research to give more precise informations with these 2 notes you posted about Borodino buildings Mod.
 :D

Théo
Titre: Re : New Russian campaign Buildings
Posté par: nix le 30 octobre 2011, 13:32:00 pm
It is a fairly simple matter to create some new skins for the izba hamlet and izba village models to replace the 3 original hamlet 4 and 7 european village textures which at present do not correctly map onto the models. All that must be done is the layout of the file 40000.dds (for village) and 13000.dds (for hamlet) must be precisely copied so any new building textures will map exactly onto the models.....

To check out the correct numbers to give to any such new texture files see my notes on modding buildings:

http://www.keepandshare.com/doc/3170888/modding-buildings-doc-september-30-2011-3-59-pm-37k?da=y

(also if you replace one of the texture files be careful about what else is on it as some carry textures for more than one model.eg for the bridges)