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Changing decoration objects

Posted: Wed Mar 28, 2018 1:10 pm
by SchnelleMeyer
I know the process to add vehicles to the game following the great instructions here: http://www.slitherine.com/forum/viewtop ... 74&t=64469

For a mod I am working on I would have to change, or if possible add some structures to the stock decorations of the game. I am scratching my head as this is not exactly self-explanatory :P
Well, the joy of modding is learning new stuff, but I could need some help on this.
- I have tried some things already, but I could really need directions on where to put the new decor items to have the game use them in my mod.

Re: Changing decoration objects

Posted: Wed Mar 28, 2018 2:28 pm
by GabeKnight
Yes, please. Any more detailed "how to" guides would be appreciated.

@SchnelleMeyer
Any chance of you posting some hints and pointers how to convert existing models to meet the requirements for the provided 3DS Max export script to work properly? I'm not a 3D modeler, but the program doesn't seem that complicated to use. Changing some details of the models is not a problem as such. But I struggle to understand the required coordinate system, units, scale and axis orientation for a successful OoB-MDT export.
The script runs through, but the new model doesn't show in the game. Are there limits to the number of vertices (or file size as such)?

Re: Changing decoration objects

Posted: Wed Mar 28, 2018 2:41 pm
by SchnelleMeyer
Take a look at the posted example .fbx file of a Churchill tank to see the structure and naming convention needed.

If you are going to convert a free or self-made model just follow copy the set-up from the Churchill file.
Regarding file size - I have not tested the limits, but ofc you should try to keep number of vertices low - General rule for all games, but here high poly models are hardly needed at all. Most things can be visualized through textures.

Re: Changing decoration objects

Posted: Wed Mar 28, 2018 11:13 pm
by GabeKnight
Oh man, it really works. My own models in the game!!! :!: :!: :!: :!: :D :D

Just had the dimensions wrong, because it seems the scaling factor's not being considered during the units import into the game. My models were just too small. Thanks for the pointers!

Cool. I'll have to test further.

But about your problem with decorations:

You should be able to import and treat structures the same way as all other units models. Just declare them "structure" in the class-column of the units.csv file. Then they should appear as in this screenshot, and you can place them everywhere on the map. Or did you mean where to place terrain-based decoration textures?

Re: Changing decoration objects

Posted: Thu Mar 29, 2018 12:02 am
by SchnelleMeyer
Happy it worked out for you buddy! - It really is fun to see your own creations driving around the screen :D

I meant where to place terrain based decoration structures in the mod folder to make them work under the "decoration" button in the scenario editor.

Is there no difference between a UNIT and the DECORATIONS? Even if said unit is designated as a structure?

Re: Changing decoration objects

Posted: Thu Mar 29, 2018 1:42 am
by GabeKnight
SchnelleMeyer wrote:I meant where to place terrain based decoration structures in the mod folder to make them work under the "decoration" button in the scenario editor.
That I don't know. But I've never seen it done in the mod folder before. Once there was a guy who did something like this and he had to modify the main game's unity ressource files directly, as far as I can remember.
SchnelleMeyer wrote:Is there no difference between a UNIT and the DECORATIONS? Even if said unit is designated as a structure?
If you do it like I suggested, it will become a destroyable "structure" unit in the game. Like a unit with no attack capability basically. What you want are changes of the terrain's model itself. Can't help you there, sorry.

Re: Changing decoration objects

Posted: Thu Mar 29, 2018 11:37 am
by SchnelleMeyer
GabeKnight wrote:But I've never seen it done in the mod folder before. Once there was a guy who did something like this and he had to modify the main game's unity ressource files directly, as far as I can remember.
Dont have the knowledge or desire to edit anything else than the mod folder, so this is the goal. - One time has to be the first right.
GabeKnight wrote:If you do it like I suggested, it will become a destroyable "structure" unit in the game. Like a unit with no attack capability basically. What you want are changes of the terrain's model itself. Can't help you there, sorry.
Sorry I had a brain freeze when writing the last question regarding differences. - I really need to make and implement replacement structures that will affect how the terrain looks and its cover values.

Could any of the developers comment on this issue please?

Re: Changing decoration objects

Posted: Thu Mar 29, 2018 1:31 pm
by GabeKnight
SchnelleMeyer wrote:I really need to make and implement replacement structures that will affect how the terrain looks and its cover values.
It may not help much, but the stats of all terrains (cover and attack/def modifiers etc.) are saved in the terrain*.csv files in the \Content\Data folder of the main game installation (where the units.csv is).