[Modding] Creating my first scenario

Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:And the last I wonder if you have a key shortcut list and those lines added:

<KeyShortCutMemento actionId="142" action="move[103]" attributes="1" defaultKeyCodes="" isActionButton="true"/>
<KeyShortCutMemento actionId="143" action="move[104]" attributes="1" defaultKeyCodes="" isActionButton="true"/>

What are those?

EDIT probably the healing
Absolutely correct!

I am sure you will soon or later ask even for the list of action Ids:-D
Actually I want to buy the complete design process and all ins/outs all codes, index, detailed working of mechanism in a book.
Thank you ;-p
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Are those lines old tree indexes?

<TerrainModelVerticesMemento indexes="3|2|1|0" shadowValue="0.3" windCoefficient="1.0">

They didn't copied into the holland ag

I managed to make scenario intro and tribe intro. Yeah!
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Actually I want to buy the complete design process and all ins/outs all codes, index, detailed working of mechanism in a book.
Thank you ;-p
Honestly with the new possibilities of the mod prototyping which I am slowly finishing, I will have to write some kind of guide. The new way of prototyping is really amazing and it would be shame not to provide it to players! I am so surprised what it can do...
I just removed all the game resources and added a different one. Required time - 3 minutes :D (including adding new icon to the file)
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Are those lines old tree indexes?
<TerrainModelVerticesMemento indexes="3|2|1|0" shadowValue="0.3" windCoefficient="1.0">
It is hard to say from one line. Please do not mess up with these TerrainModelVerticesMemento elements. You would really need to know the process how to create/alter the geometry of the trees. Just copy it over to your mod as it is in the latest ancient_rome file.
If you mess up with these, this can really cause memory violation issues.

Cablenexus wrote:I managed to make scenario intro and tribe intro. Yeah!
Nice!:)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Really?!?

And I did not want to disturb you even to add cowhides as a resource ;-) But now....

Anyway, can you really ADD resources or only replace so far? I can imagine there are so many links to them.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

It is hard to say from one line. Please do not mess up with these TerrainModelVerticesMemento elements. You would really need to know the process how to create/alter the geometry of the trees. Just copy it over to your mod as it is in the latest ancient_rome file.
If you mess up with these, this can really cause memory violation issues.

Well it's very simple. I only used the create scenario tool, so the holland ag folder is provided to me, inclusive the holland ag file.

So far I only added text to this, but since I use the compare tool I see there are lines missing.

Most of them are related to new buttons, new UI, new resourcecollection etc. So I can see why it is different.

But I also notice that in the newly made holland ag file none of the blocks with

<TerrainModelVerticesMemento indexes="3|2|1|0" shadowValue="0.4" windCoefficient="1.0">
<modelVertices>
<modelVertices>
<TerrainModelVertexMemento>
<position x="-0.25" y="0" z="0" w="0" isSet="true" />
<textureCoords>
<float>0.75</float>
<float>0.75</float>
</textureCoords>
</TerrainModelVertexMemento>
<TerrainModelVertexMemento>
<position x="0.25" y="0" z="0" w="0" isSet="true" />
<textureCoords>
<float>0</float>
<float>0.75</float>
</textureCoords>
</TerrainModelVertexMemento>
<TerrainModelVertexMemento>
<position x="0.25" y="0.5" z="0" w="0" isSet="true" />
<textureCoords>
<float>0</float>
<float>0</float>
</textureCoords>
</TerrainModelVertexMemento>
<TerrainModelVertexMemento>
<position x="-0.25" y="0.5" z="0" w="0" isSet="true" />
<textureCoords>
<float>0.75</float>
<float>0</float>
</textureCoords>
</TerrainModelVertexMemento>
</modelVertices>
</modelVertices>
</TerrainModelVerticesMemento>


are added to the holland ag file.

I certainly want to add them, but honestly only if I iknow what they do.

And if they might responsible for the last two days of errors?

So the only index in the holland ag file are 0 1 2 3 and -1 -2 -3 etc, not the 3 2 1 0 range
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Really?!?
Anyway, can you really ADD resources or only replace so far? I can imagine there are so many links to them.
That is the best part.

You can either:
  • Replace existing one, which means that all the "connections" to different parts of mod will be kept.
  • Delete existing one, which will break all the "connections" to different parts. For example if you delete gold resource, it will automatically remove all gold costs from all the lists.
  • Add new one. This obviously doesnt create new connections so you will need to specify where will this resource be harvested and in which costs will be used.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I certainly want to add them, but honestly only if I iknow what they do.
I am not sure why do you want to add them. There were changes in the trees geometry and these changes should be propagated to your mod (and if I understood it correctly, they were).
Cablenexus wrote:And if they might responsible for the last two days of errors?
No I dont think so.
Cablenexus wrote:So the only index in the holland ag file are 0 1 2 3 and -1 -2 -3 etc, not the 3 2 1 0 range
I really dont remember. I also dont see a point to know it. Those indexes and the trees geometry should simply not be changed unless you know exactly what you are doing.
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I think you have to find a solution for the editor. I still had empty spaces in 100% forest mode which is not good.

- I personally dislike hardcoded restricitons. They do more bad then good and if people want to try bigger maps they go in forums and find ways how to do it in mods anyway.
Also what is the max per system? We don't know. For one it's 100 x 100, other 80 x 80 and maybe for another person it's 60 x 60

- I think you need to come up with a better solution here. One of my ideas is (think for the player, you don't like) to make very clear that IF player is in edit mode, the settings are set to lower then in normal game. There are many arguments why this should be ok. You will never PLAY a map with 100% trees anyway, but in editor mode you want this possibility because of freedom to create and people want to start probably in a huge forest and design the map from there.

- Set the trees to low poly automatically when in editor mode and make this clear with the indtroduction screen. If players want to take the risk to select higher settings when in editor mode, they can't blame you.

Just an idea.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

My point is they were in ancient file, but they are not in holland ag file. Can it hurt? Do I have to copy those missing lines to my holland ag file?
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I think you have to find a solution for the editor. I still had empty spaces in 100% forest mode which is not good.
This is by design http://www.slitherine.com/forum/viewtop ... 20&t=86082
Cablenexus wrote:I personally dislike hardcoded restricitons. They do more bad then good and if people want to try bigger maps they go in forums and find ways how to do it in mods anyway.
Also what is the max per system? We don't know. For one it's 100 x 100, other 80 x 80 and maybe for another person it's 60 x 60
Every game has restrictions. It also doesnt make sense to have bigger maps than certain limit. There is no max per system and there is also no such a thing in general. Once you load any game on a low power PC, the max for that system will be very different to a high power PC. You cannot run every game on every machine.
Cablenexus wrote:I think you need to come up with a better solution here. One of my ideas is (think for the player, you don't like) to make very clear that IF player is in edit mode, the settings are set to lower then in normal game. There are many arguments why this should be ok. You will never PLAY a map with 100% trees anyway, but in editor mode you want this possibility because of freedom to create and people want to start probably in a huge forest and design the map from there.
You can already turn the trees off entirely.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:My point is they were in ancient file, but they are not in holland ag file. Can it hurt? Do I have to copy those missing lines to my holland ag file?
One more time - no. The new file is correct. It is related to those indexes, which are reused instead of created new ones.
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

No, not by design, big empty spaces at maps side.
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:No, not by design, big empty spaces at maps side.
Ahh you mean those squared empty spaces? what is the map size?
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Here we go again ;-)

Low poly trees (all the rest of settings highest) 80 x 80 only forest. No problem.
(was also the case for 100 x 100 for me with lower trees).

And here the high poly trees 80 x 80 (which gave only problems for me at 100 x 100 before, not on 89 x 89 at least).
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

One argument to power my argument to use lower settings in editor mode. This is perfectly normal in all Heroes of Might and Magic editors since III to VII, perfectly normal in Unity and normal in Unrealed.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Really?!?
Anyway, can you really ADD resources or only replace so far? I can imagine there are so many links to them.
That is the best part.

You can either:
  • Replace existing one, which means that all the "connections" to different parts of mod will be kept.
  • Delete existing one, which will break all the "connections" to different parts. For example if you delete gold resource, it will automatically remove all gold costs from all the lists.
  • Add new one. This obviously doesnt create new connections so you will need to specify where will this resource be harvested and in which costs will be used.
So it can create an extra button next to the already existing buttons?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:My point is they were in ancient file, but they are not in holland ag file. Can it hurt? Do I have to copy those missing lines to my holland ag file?
One more time - no. The new file is correct. It is related to those indexes, which are reused instead of created new ones.
I get it now, I guess :roll:
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I do agree with system limitations, not with hardcoded restrictions. Let's say the 100 x 100 is available for one and not for another, depending on hardware used.

That's why I agree with you if you set this restriction for map size for everyone. It's not so much that I don't understand your point. It's a principal that as a PC user you want to test your system to the max, that's nature of pc gaming, didn't you do that in the passed?

Also I don't agree with your argument about "you can turn off trees completely". That is something in general you don't want to do when editing a map. You want to see all detail (at least to have a choice).

Nice debate ;-) well my intention is good, I don't know the perfect solution either, I trust you in this.
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Cow hides you can't eat.
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