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Difference between revisions of "Ground types settlement plan"

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===== Settlement Plan Scene =====
 
===== Settlement Plan Scene =====
 
This might be obvious for all settlement modders out there, but I always make a scene where I put everything together. Underlays, overlays and also buildings. Check the example below for my German Large Town for Total War: 1942 mod:
 
This might be obvious for all settlement modders out there, but I always make a scene where I put everything together. Underlays, overlays and also buildings. Check the example below for my German Large Town for Total War: 1942 mod:
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<img src="https://i.imgur.com/g0dpDYf.jpg" title="source: imgur.com" />
  
  
 
[[Category:RTW Modding]]
 
[[Category:RTW Modding]]

Revision as of 08:29, 6 November 2023

Rome:Total War & Remastered - Modding Index


This article is about ground_types that are used inside settlements in Rome Total War and Rome Total War: Remastered.

ground_types

A settlement plan ground_type file can be found under data\settlement_plans\ground_types. It is a .tga file that is used inside a settlement plan, and tells the game what sounds to produce when a soldier walks/runs over that given section. It will also disable/enable grass render for certain ground types.

Most of the example images are sized 512x512, but I suspect any size of factor 2 will work.
The .tga file is being referenced inside a settlement plan. It has its own line after the floor.

ground_types roman_town_ground.tga -288 -288 288 288


The -288 -288 288 288 is the positioning of this file and the scale. You can use this in your 3d editor and create a plane with length and width being 576, and applying this .tga



Roman town ground.tga

You can paint different colours in here, but thanks to Feral we know what each color means.

Type RGB Color
Use Underlay { 255, 255, 255 }
 
Short Grass { 0, 255, 0 }
 
Long Grass { 0, 166, 0 }
 
Mud { 255, 0, 255 }
 
Sand { 171, 160, 0 }
 
Stone Road { 0, 255, 255 }
 
Stone Road (Walls) { 198, 156, 109 }
 
Stone Road (Pavement) { 0, 174, 239 }
 
Grass Short (Wheat Field) { 255, 255, 0 }
 
Grass Short (Vegetation) { 0, 166, 81 }
 
Stone Road (Building) { 0, 0, 0, }
 
Underlay Topographical (uses underlying topographical type?) { 255, 127, 255 }
 

Rendering ground_types for your custom settlement

You can paint the ground_type file by hand (which is the easiest way), but some of us (like me) are lazy and want things as perfect as possible.
This section describes how to use the 3ds Max renderer to create a template.

There is some accuracy offset for the .tga and in game usage. Probably the game uses a `pixel + 1` thing internally to render the ground types. So keep that in mind when you paint it yourself. In Rome Remastered you do not need to restart the whole game after you edit an used ground_types .tga, so restarting your custom battle after the changes will help you a lot.

Please note that the following method is not 100% accurate, as described above, but I tried to make it as accurate as possible. So next section is about rendering in 3ds Max. I don't use Blender so you have to find a way with it yourself if you use Blender.

Settlement Plan Scene

This might be obvious for all settlement modders out there, but I always make a scene where I put everything together. Underlays, overlays and also buildings. Check the example below for my German Large Town for Total War: 1942 mod:

<img src="g0dpDYf.jpg" title="source: imgur.com" />