
descr_terrain.txt - must include width and height of map_regions.tga. The files involved are basically the same as for RTW: For general advice on making a Rome Total War map see the Mapping Index. boundaries are from map_regions.tga)Īny base map that loads under RTW should be capable of loading under RR including using the map.rwm from RTW. The game generates overlays for this map view based on the game state and the functional map (e.g. It is possible to load a functional map with a non-matched 3D map, however, this will be confusing to the player, and too large an area of additional map, including trees/settlements etc that need placement, without the appropriate heightmap bins generated from the mesh appears to cause an errorless CTD on loading.Īdditionally, there is a 2D map overview section, which is displayed with the map fitted to screen size, the base images for it are theįeral_map tga files in the campaign folder. Cas model for the rivers (has a moving 'water' texture applied). Cas model for the coastline (uses the surf texture and has a wave motion applied). Cas models for trees, settlements and resources (as in original RTW). Heightmap bin files generated from the mesh pieces (used to set heights for display of cas models). The visible 3D campaign map is created separately and is NOT automatically generated or changed by changing the base map files, it has no effect on the battle-maps generated from a battle on the campaign map.
Heights, ground_types and climates as used to generate battle-maps at each coordinate (modified by the geography.db).Locations of features, such as cliffs, volcanos and rivers, so far as they effect events and movement on the map.Which areas are sea, accessible land, or blocked land (deep forest/mountains).Coordinates of settlements and ports and starting position of characters and agents.The Rome Remastered map system uses the old RTW base map_*.tga and text file system to generate the functional map, this original system still controls: For detail on changes needed to port existing maps see Porting a Mod to Rome Remastered, Mapping/Campaign Differences.For differences between Remastered files and RTW see File Differences - Rome Remastered.IWTE which will generate mesh pieces and their textures from map_.tga files and ground_type textures see hereįor general information see Total War: Rome Remastered - Modding.Feral's tool for sectioning and converting a mesh created in Blender see here.Options for creating a new 3d map mesh include: The underlying map structure in Total War: Rome Remastered is exactly the same as for the original game and can still be changed via text file and tga image alterations, however, the visual element of the campaign map is now provided by a separate 3D mesh and textures. Rome:Total War & Remastered - Modding Indexįeral Interactive / Rome Remastered Github.