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Topic: inst block (Read 8810 times)
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crash
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Posts: 59
inst block
«
on:
March 23, 2014, 03:50:59 PM »
I am stuck ATM trying to figure out a good way to assign mesh id dead mesh Id and the idprev and I next. Olly on your custom map, how do you assign them?
I need to be able to start a new block from scratch.
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olly
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Posts: 2296
Re: inst block
«
Reply #1 on:
March 24, 2014, 01:13:42 AM »
Sorry my custom map is just a flattened Black Pyramids map, so left everything as B5_01B and just cleared any items from the INST and FURN if there were any. Would be great to create new maps and blocks from scratch though. I will investigate further.
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
crash
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Posts: 59
Re: inst block
«
Reply #2 on:
March 24, 2014, 02:27:33 PM »
So all of the stuff on your map is part of the base?
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olly
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Re: inst block
«
Reply #3 on:
March 24, 2014, 10:16:38 PM »
I get what you mean now and yes I use Mikademus' CLI editor to add more FURNiture and INSTances to a .PRJ file. You could add all scenery and houses to the BASE model, as it would block line of sight and providing BTB boundaries were placed to prevent troops walking up and over them but they have burnt secondary models that replace them when destroyed etc.. An annoyance is that a destroyed building still leaves a bounding box that troops can't walk over, so blowing a hole in a castle wall section would still leave an invisible box behind. Only a Gate or Wall sprite could be used currently but has been ages since I last tested.
http://en.dark-omen.org/downloads/start-download/1.-modding-tools/1.-map-editor/spaartan-command-line-battle-editor.html
and his DO projects contains source code, you're probably already familiar with
http://en.dark-omen.org/index.php?option=com_remository&Itemid=23&func=finishdown&id=29&lang=en
Double click on CLI Editor.exe which will open an old style DOS command prompt and for example type ->
open B1_01
prj
FURN
FURN>list (lists 0-10 records)
FURN>add house2.m3d
list (shows new record, 11 now)
INST
INST>list livemodels (shows record eg 36)
add
list livemodels (shows the new record eg 37)
INST>37
INST37>set livemodel 11
INST37>list livemodels (should show 37: hosue2.m3d)
INST37>get pos
INST37>[0.00,0.00,0.00]
INST37>14 (to see pos of existing object as reference)
INST14>get pos
INST14>[164.50,9.00,150.00]
INST14>37
INST37>set pos [166.00,9.00,155.00]
INST37>get pos
[166.00,9.00,155.00]
INST37>save
INST37>y
exit
exit
INST>help inst
INST37>get min
INST37>get max
INST37>set min [0.00,0.00,0.00]
INSt37>get max [0.00,0.00,0.00]
(Bounding box for solid buidlings)
INST>list ex_walk
INST37>set ex_walk 1
INST37>list ex_walk
exit
INST37>list deadmodel
INSt37>set deadmodel 8 (same as hut dead model)
save
INST37>list burning
INST37>set burn 1
INST37>list burning
save
INST37>list wounds
INST37>set wounds 6
INST37>list toughness
INST37>set toughness 1
INST37>
Svae
Save
INST info
INST> list livemodels
INST> remove 19
INST> remove 18 etc...
INST> save
INST> y
exit
exit
«
Last Edit: March 24, 2014, 10:42:49 PM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
crash
Developer
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Posts: 59
Re: inst block
«
Reply #4 on:
March 26, 2014, 02:51:18 AM »
In the latest version of the parser, you can get just the 4 stats. Hopefully this helps.
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crash
Developer
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Posts: 59
Re: inst block
«
Reply #5 on:
March 27, 2014, 05:15:15 PM »
I am still a bit confused. If you add a new instance like above( it is arraypos[37] or count#38), the idnext of [36] is 0, so how do you assign a value to idnext for [36]?
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olly
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Posts: 2296
Re: inst block
«
Reply #6 on:
March 27, 2014, 11:41:08 PM »
Good question and upon further investigation, all new INSTances of FURNiture added have idprev, idnext = 0, 0 but doesn't crash the game. The screen shot below shows original B1_01 INST and then a new House3.m3d (INST37) added in and it automatically has an ID of 0. Same for all my Fortress FURNiture and INSTances all 0,0 but doesn't appear to matter, at least nothing detectable. We'd have to ask Mikademus who created the CLI Editor why his source code didn't need to assign an idprev or idnext to [36] for example.
«
Last Edit: March 28, 2014, 12:00:58 AM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
crash
Developer
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Posts: 59
Re: inst block
«
Reply #7 on:
March 28, 2014, 02:22:53 AM »
That is good news. Since the four values for the added inst are 0, I guess dost should work as is. Try adding that house with it. Have you tried the gen heights?
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olly
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Posts: 2296
Re: inst block
«
Reply #8 on:
March 30, 2014, 07:13:12 PM »
Very cool, adding new house worked perfectly and so much easier to see where it is being placed visually.
Thanks
*Generate Height Data doesn't appear to save any new files, that I can detect? I load B1_01.PRJ and display just BASE and use space bar for overhead camera and press the Generate Height Data and it thinks about something but that's it*
«
Last Edit: March 30, 2014, 09:01:30 PM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
crash
Developer
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Posts: 59
Re: inst block
«
Reply #9 on:
March 31, 2014, 12:18:10 AM »
The space just toggles the view.
On my first gen i7 laptop gen heights takes about ten seconds. When done the data is in the terr block. So export it to a new prj and test or use parser to export pics.
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crash
Developer
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Posts: 59
Re: inst block
«
Reply #10 on:
April 08, 2014, 06:33:09 PM »
Can you make a list of values I can use for the min and max for the stats? Like what should a good max for wounds be.
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Ghabry
Developer
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Posts: 1020
Re: inst block
«
Reply #11 on:
April 08, 2014, 09:48:47 PM »
Internally INST stuff is handled like units (at least after the map is loaded they share the same data structure). Attributes have range from 0-10 (like wounds). (can be of course higher, but not sure if this causes problems)
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crash
Developer
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Posts: 59
Re: inst block
«
Reply #12 on:
April 14, 2014, 05:07:35 PM »
So all the Warhammer stats max out at 10? After looking at the wiki, are the sfx code, etc values 0 - 255?
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