## Table of Contents
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.
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.
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 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).
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).
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. |