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Unpacking bfme1 castle in bfme2


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#1 Samuel R. Kinsey

Samuel R. Kinsey
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Posted 09 August 2020 - 09:24 PM

If you unpack a bfme 1 Castle on a bfme 2 map several of the sections will be missing, but when I went and changed all the sections to scale 0.8 they showed up, though too far apart. I'm going to experiment with how big of a scale I can do and still have them show up. Apparently there's some size difference between the maps. the other issue I've had is when you build an expansion the dust cloud never disappears when it's finished building.

#2 Samuel R. Kinsey

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Posted 12 August 2020 - 09:33 PM

Giving up on this, when you scale up closer to actual size the wall sections disappear sooner than the gaps between walls are closed.

#3 malvack

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Posted 13 August 2020 - 06:28 AM

For what is worth, I recently made an implementation of a bfme1-style camp through an OCL. I haven't tried with castles though, but maybe this could help you.

 

 

objectcreationlist.ini

Spoiler

 

malvapolis.ini (I'm not even close to being sorry for that file name)

Spoiler

 

weapon.ini (Basically, a self-destruct for when the keep is destroyed)

Spoiler

 

armor.ini (in order for the self-destruct to work)

Spoiler

 

Edit: I gave the keep some abilities, feel free to ignore them. I know this is not what you want, but maybe later on the development of what you're working on, this OCL approach might result useful. Good luck and happy modding!


Edited by malvack, 13 August 2020 - 06:33 AM.





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