Auteur Sujet: New Russian campaign Buildings  (Lu 8425 fois)

Hors ligne nix

  • Officier d'HistWar
  • Chef de Bataillon
  • **
  • Messages: 250
Re : New Russian campaign Buildings
« Réponse #45 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.

  
« Modifié: 30 octobre 2011, 12:47:46 pm par nix »

Hors ligne Jacquinot

  • Colonel
  • ***
  • Messages: 971
  • Victory or death!
Re : New Russian campaign Buildings
« Réponse #46 le: 30 octobre 2011, 13:00:19 pm »
Thanks for this notes Nix!
Glinka F.N. The memoirs of  Borodino battle. - "...screams of commanders and howls of despair on ten different languages was drowned by cannonade and drumbeat..."

Hors ligne nix

  • Officier d'HistWar
  • Chef de Bataillon
  • **
  • Messages: 250
Re : New Russian campaign Buildings
« Réponse #47 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.
« Modifié: 30 octobre 2011, 13:18:11 pm par nix »

Hors ligne Théodoricus

  • Major
  • ***
  • Messages: 580
Re : New Russian campaign Buildings
« Réponse #48 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

Hors ligne nix

  • Officier d'HistWar
  • Chef de Bataillon
  • **
  • Messages: 250
Re : New Russian campaign Buildings
« Réponse #49 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)

« Modifié: 30 octobre 2011, 13:58:32 pm par nix »