.sm models
Hi ChiefWH,
Pat Pattle has made some houses and churches but he made .m3d models not .sm ones and they go in the buildings folder. Unfortunately he is taking a CFS3 break at the moment. One thing I'd like to know is whether any of the m3d models in the buildings folder (eg churches, houses etc) can be called in the lso/mos files to show up as autogen scenery? I suspect that is the case (eg. the bridges are all m3d models located in the buildings folder). No, I'd forgotten that bridges are actually called in the .lib file, not through the autogen process - boy, its a complicated process.
I've been looking at the stock scenerysheet.xml and there are a couple of basic errors in it (to go with the typos in the sounds xml, the effects.xml, and the various vehicles and ships which I've uploaded corrections for). Can't remember all of them but IIRC the crops are treated wrong and I've edited the xml file in the hopes of getting some crops to appear in autogen. I get some weird linear shadows on the ground in places with Ankor's shadows so I don't know if that is the crop sm models showing up?
I've also used a hex editor on some tree sm models to call different textures in the scenerysheet for some trees - with varying results. Most of the stock sm tree models call for a high res texture for close up, and a lo res texture for further out. I find the transition awkward and have tried to change all instances to the hi res texture - not sure how successful I've been because I tend to make a lot of changes at once, and some of the .sm models pull a sickie and I have to replace them with an original version before the game will run.
So if you introduce some new sm models and the game won't start (with no message as to what is wrong) I find that removing the changed sm model fixes the problem.
Adding textures to the scenerysheet is not too hard, as long as they are in exactly the same size/format. The scenerysheet.xml specifies the size up the top IIRC. WOTR uses a much higher quality than stock scenerysheets.
@Ankor, thanks for the nice summary of using mksm.exe. I will file it away for a rainy day