Adding new faction fortress in WB?
#1
Posted 30 August 2008 - 02:06 PM
I've serched these forums thoroughly and found similar problems, but none that expain how to set up the new faction from start, in WB. Once I go to Edit Teams, I'm lost...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#2
Posted 07 September 2008 - 11:14 AM
Edited by DIGI_Byte, 09 September 2008 - 11:18 AM.
RIP 2323
#3
Posted 07 September 2008 - 06:25 PM
#4
Posted 08 September 2008 - 07:11 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#5
Posted 19 September 2008 - 01:25 AM
Is it really POSSIBLE to get a new fortress into WB when you are NOT using the .big system for your mod? You see, the SEE mod crashes when run as a .BIG, so we have to run it as an open folder mod. And AFAIK the ONLY way to get your stuff (like a fortress) into WB is to make a "proxy" file, where you add all the items you need (W3D models and textures, as well as the INI of the fortress and from what I understand the PlayerTemplate too, and naturally the Asset.) Then you open WB and browse to the object. In this case, the EvilMen fortress. I find it in the list, but I get nothing but geometry markings in WB (when selected). The fortress seems to be there, but invisible?
Now, that HAS to be an Asset issue, right? So... I tried ALL ways you can think of. I made an asset of the new stuff ONLY. I also made an asset of ALL the vanilla game stuff AND my new stuff in the same Asset. I tried to make a proxy Big file with both of these, but none of them gave me a visible fortress in WB.
I'd like to piss on the idiot at EA that made WB this fuggin complex, when the game and WB in particular is meant be be a TOOL!
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#6
Posted 19 September 2008 - 02:42 AM
#7
Posted 19 September 2008 - 04:23 AM
However, I still can't master WB's "Edit Teams" function =( And also, WB displays errors this way. No ground texture, and missing objects like other existing fortresses. (I tried to make the fortress_rhun BSE based on fortress_mordor BSE. But when I use my Asset, vanilla game stuff goes away? SO the problem was kinda swapped... lol. Mosty, I miss a complete in depth tutorial on how to calibrate WB for a new faction though *sighs*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#8
Posted 19 September 2008 - 04:54 AM
#9
Posted 19 September 2008 - 03:30 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#11
Posted 13 November 2010 - 05:47 PM
lol... 2 years later, and I still can't pull this off! Are there really nooooo tutorials on this?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#12
Posted 14 November 2010 - 02:37 AM
I will add as much detail as I can ..
The fortress is basically two objects in WB
1. The Buildplots
2. The main Fortress
Use Men's fortress as a TEMPLATE
Copy and rename each object you will be using i.e copy the Fortress.ini file
and rename the objects inside
Now you need to create the NEW Base file in WB
as you know the WB file needs only to be able to PLACE the object named
NewFortressCitadelSEE = the main Citadel
and NewBuildPlotSEE = the Buildplot
Also MenFortressSEECenterGeneric * not necc as you can even use MenFortressCenterGeneric
*****You need a quick bypass of WB*****
you need to make a Temporary INI FOLDER to place the objects in WB
I use the open Folder for my mod too ...
Put a folder in folders named
C:\Program Files (x86)\Electronic Arts\The Battle for Middle-earth II\data\ini\object\goodfaction\structures\men
Just as the MOD would be AND a FAKE ini file for object placement
EG
Object NewFortressCitadelSEE
Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionState
DefaultModelConditionState
Model = GBFortress
End
ModelConditionState = WORLD_BUILDER
Model = GBFortress
End
End
Side = Men
EditorSorting = STRUCTURE
RadarPriority = STRUCTURE
End
;---------------------------------------------
Object NewBuildPlotSEE
Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionState
DefaultModelConditionState
Model = GBFoundationB
End
ModelConditionState = WORLD_BUILDER
Model = GBFoundationB
End
End
Side = Men
EditorSorting = STRUCTURE
RadarPriority = STRUCTURE
End
;--------------------------------
Object MenFortressSEECenterGeneric
SelectPortrait = BPGFortress
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = NBasePin
End
End
Side = Men
EditorSorting = STRUCTURE
KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER CAN_CAST_REFLECTIONS CAN_CAST_REFLECTIONS
Behavior = CastleBehavior ModuleTag_castle
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
End
End
NOW RUN WB ....
you should see the objects in the Object Placement list under Men / Structures
This example allows you to add an object named
1. NewFortressCitadelSEE
2. MenFortressSEECenterGeneric
3. NewBuildPlotSEE
Now place these as the fortress_men BASE file is set up
I.e CREATE a new base file using these objects and save accordingly
REMOVE the Temporary INI FOLDER you use to place the objects in WB
When you are done , in the real mod folder use the names of these objects as the 3 fortress objects
and following the Fortress.ini codes you will then UNPACK your new base and buildplots
NewFortressSEE = Unpacks from the 3 objects above , the builder builds THIS object
Points to note :
Ignore the fact that they look like MenFortress and Buildplots in WB
In the game Mod the objects will use the new models you want for them
most fortresses are round or square so use an appropriate STAND IN for WB
play around with the placement until you are satisfied
Hope this Helps
Edited by JUS_SAURON, 14 November 2010 - 03:02 AM.
#13
Posted 14 November 2010 - 02:08 PM
I recall that I did something like this, to fake my way into a functional start for the new evilmen faction.
The problem is somewhat bigger though... as the idea is to gain access to all SEE stuff (especially structures) in WB, so I can also set up the BSE maps for the AI exactly as I want them to build their bases (in sort of BFME1 style). I did this for all the other factions, but for evilmen I never succeeded as I can't seem to get a full blown WB setup for SEE, to work. The problem is most likely in the -mod command with all them _M macros. I think they cause the WB to crash uopn start.
Otherwise I would simply...
- Make a .BIG of the entire mod.
- Make a new Asset.dat where I implement (append) SEE stuff wih the original BFME2 stuff.
- Replace the original Asset.dat in the BFME2 folder, with this new Asset.dat.
- Place a copy of the SEE mod in -BIG form, inside the BFME2 folder.
- Run WB and gain access to all new SEE stuff...
...but this crashes WB. Most likely due to all them _M's... So, I'm not sure what to do now. I really need to be able to fiddle with the BSE files in order to set up the AI properly, even if I fake my way into a functional porter start for the new faction's base. Atm I'm stuck
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#14
Posted 14 November 2010 - 03:00 PM
And from what i've heard, WB is extremely picky as far as bugs and things are concerned, so try and make sure you don't have any game-crashing bugs or anything
#15
Posted 14 November 2010 - 04:08 PM
or more indept as in upgrades to grant etc...
This method can work for obj placement ..
Just make a Loong List of all the new objects / Structures / Units
Add them using the template
OBJECTS :
Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionState
Model = MUHaradim_SKN
Skeleton = MUHaradim_SKL
End
End
Side = Men
EditorSorting = UNIT
RadarPriority = UNIT
End
STRUCTURES :
Object NewFortressCitadelTEST
Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionState
DefaultModelConditionState
Model = MBKingPlc_SKN
End
ModelConditionState = WORLD_BUILDER
Model = MBKingPlc_SKN
End
End
Side = Men
EditorSorting = STRUCTURE
RadarPriority = STRUCTURE
End
Basically a FAKE ini for WB to recognise
Just choose a suitable stand in for WB
Sadly its the only way I know
I know this will be long to code but If done you can always use the
FAKE INI for WB stuff
#16
Posted 15 November 2010 - 12:07 PM
@JUS, is right. I have to make a fake INI for each and everyone of the new structures. Blarf... tedious work indeed, and with running parts of the irl community here, as the president of 80 households, I haven't got that much time to fiddle deep into the files. Then again, after losing coder afte coderfrom the team, I guess I'll have make time =/ Show must go on =p
Thanks guys, for your help. I'll see what I can do to muster the time needed for this =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#17
Posted 18 November 2010 - 11:20 PM
I'm SO sick of this now that my motivation is really going down the drain more and more with every passing day. I'm afraid that until I find someone (read Sûl) who can set this up - SEE is never gonna reach the next beta...
WordBuilder, my azz... ProblemBuilder!
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#18
Posted 19 November 2010 - 02:10 PM
Example, you want to set up Rohan Fortress in WB. What I did for this was just make a childobject of MenFortress called RohanFortress, and with no changes whatsoever, literally just the childjobject name and an end. Easiest way is to start with vanilla bfme2 fortress.ini, put it in a .big file of its own with the _ in front of the name, and add in your childobject below. This way is nice because you have all the other kinds of men structures in the same file, so can make child objects for the various expansions and such.
Sure it isn't ideal, but it can help speed things up when you want to set up a similar sized fortress to one that is already existing.
Edited by EggyDan, 19 November 2010 - 02:51 PM.
#19
Posted 19 November 2010 - 11:40 PM
It's not ideal, as has been said so many times, but if you show Geometry in WB, you should be able to make a pretty decent base out of it. Hell I'll try it when I have some time (this weekend I'll have time)
The 4th Age version 0.8 has been released: Link
#20
Posted 20 November 2010 - 10:19 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------