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Workshop_header_template

Buildings

## Table of Contents

Battle Map

Concept Details
Tenements Tenements work the same way as they did in OG. We increased the number of variations (e.g. roman_tenamentA in OG has been replaced by roman_tenamentA1 to A5). Note: we kept the spelling mistake in those models.
Props Props are placed within tenements. Are defined the same way as any other buildings model (item file). To spawn in the correct tenement thay are simply added to the item list in the appropriate dbb text file.

Props Image

We also separated props in category by dimensions and can end in _big, _medium, _small. Based on the building graphic setting the game will spawn some, or all of them.

Ultra: all visible
High: small not visible
Medium: small and medium not visible
Low: none visible
Buildings Buildings work the same way as OG.
Textures Textures for buildings are albedo, normal, metallic, roughness and displacement. Naming convention follows the on from OG.

Albedo: texture_name.tga
  • Missing albedo will result in pink color.
    ______________________________________________________________
    Normal: texture_name_n.tga
  • This can be a 3 channel tga, or 2 channel dds. Missing normal will result in shiny surfaces.
    ______________________________________________________________
    Metalness: texture_name_m.tga
  • Missing metalness will result in using a default black texture
    ______________________________________________________________
    Roughness: texture_name_s.tga
  • Missing roughness will result in using a default gray texture
    ______________________________________________________________
    Displacement: texture_name_d.tga
  • Grayscale textures used for parallax occlusion. Think of it as an inverted height map. White values are the base and black values are the one “extruded”. In the game this feature is not used, but is fully implemented in code and working. A missing displacement texture will result in the feature not being used.
  • Campaign Map

    Settlements/Wonders

    The logic behind Settlement and Wonder models seen in-game have been unchanged from OG Rome, the models and textures used have simply been updated.

    The method of updating/altering these models remains the same as it was previously, with scenes within your 3D modelling software of choice requiring a locator / point object /empty named Scene_Root, containing your 3D model.

    Settlement/Wonder Image

    The Settlement models are split between 3 cultures, Roman, Eastern, and Barbarian (shortened to Barb in data), with Greek and Roman making use of the same Settlement models, as in the original release, this differs when compared to walls, in that there are Greek varieties of walls.

    Walls

    Similar to settlements, walls on the campaign map are currently split between 4 cultures, Roman, Greek, Eastern, and Barb. They are currently configured so that certain wall types are shared between cultures (keep this in mind when adjusting settlement layouts, as to avoid geometry clipping between the two models, keep both model types handy for size reference!).

    Wall models in-game follow the same rules as Settlements and Wonders, in regards to scene layout and export from .fbx to .cas

    Resources

    Resources within the game are interesting, as we’ve made a slight change to how they appear in-game when compared to OG Rome: Total War.

    In Total War: Rome Remastered, a number of the most commonly occurring resources now have 3 model types, as opposed to 1 as seen in the original game. This was introduced with the intention of reducing ‘clutter’ on the campaign map, improving readability. For example, there now exists 3 models for resource_wine, each one signifying a different quantity of a resource in-game (pictured below).

    Resources Image

    The idea is that where you would before find 2 or 3 resource_wine models within a close proximity on the campaign map, you will now see 1 model in its place which will signify a greater quantity of wine, such are resource_wine_02 or resource_wine_03.

    Alongside updating the 3D models, you now need to update descr_sm_resources.txt to ensure the changes take effect (only applies if the names of resources are altered).

    Trees/Vegitation

    Concept Details
    Models Models are located in terrain/aerial_map/tree_models. There are no lods and backface culling is disabled.
    Textures Textures are located in terrain/aerial_map/tree_models/textures. Only the albedo with alpha is required. When converting textures for trees on the campaign map some trial and error are needed to find a good value for the alpha coverage used when creating mips (dds).

    Use the option -keepcoverage <number> with number between 0 and 1. It’s possible that different textures will need different values. In the current game good values have been between 0.85 and 0.95. This is needed so alpha section of trees won’t disappear or look too thick when zooming out resulting in using a lower texture mip.
    Canopy For some trees there are canopy and normal trees. Canopy trees don’t have a trunk in the model to save on vertices since that won’t be seen anyway. Normal trees with trunk are placed automatically by the game at the edge forests.