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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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On this page
  • Location of Building Entities
  • Location in Map Editor
  • Location in Game Resources
  • Structure of Building Entities
  • Variability
  • Flora elements on Building Entities
  • Texmods
  • Entities of Single and Combined Buildings
  • Entities of single buildings
  • Entities of combined buildings
  • Fortification elements in building entities
  1. Editor
  2. Map Editor
  3. Specifics of Map Editing

Building entities

Guide to working with building entities

Last updated 10 months ago

Location of Building Entities

Location in Map Editor

Building entities can be found on the Entity tab of the Map Editor in the list of game assets, in the general construction asset folder:

  • town_e

  • town_ger

  • town_ru

  • town_ua

When placing a building entity on the map, you need to select its name from the list of structural entities (the list is located below all folders with identical names).

Entities from the town_*/x folders are not standalone game entities. These are technical entities that are substituted by the engine during gameplay at the moment of building destruction.

Location in Game Resources

Building entity files are located in the resources in the folders:[packagename]\scene\entity\construction\town_*

Structure of Building Entities

Variability

Building entities are made with a structure. Building entities are composed of multiple elements linked to a common base. Each element can be enabled, making it visible in the structure, or disabled, making it invisible. This allows for creating partially destroyed structures or adding additional elements, thereby changing the appearance of the building.

The screenshot below shows the same building with different sets of visible elements in the structure.

It is not recommended to place separate parts of entities made with a structure on the map as standalone map entities, as this can lead to errors during the game.

Flora elements on Building Entities

Some building elements have an additional "ivy" element. It is enabled in the structure as a separate decorative element.

Texmods

Building entities have various texmods for walls, roofs, and other elements. Texmods are assigned in the properties of the selected entities. You need to select all the necessary elements with Ctrl pressed (as shown in the screenshot below) and choose the desired texmod name from the dropdown list in the texmods field.

If you select a building entity without pressing Ctrl and switch the texmod in the structure properties for the entire structure, the texmod will not be applied to all elements of the structure, leading to visual errors.

Entities of Single and Combined Buildings

Entities of single buildings

Entities of single buildings can be placed on maps only as standalone buildings.

Creating complexes from entities of single buildings in the editor will lead to errors during the game related to capturing and fortifying the buildings in the complex, as well as errors with unit movement around the buildings.

Entities of single buildings on the right.

Entities of combined buildings

Entities of combined buildings consist of models of single buildings, assembled in 3D Max, and exported as an independent structural model. This approach allows capturing the combined building as a single complex and avoids situations where one building is simultaneously captured by players from different sides. In addition, in entities of combined buildings, auxiliary entities such as obstacles, volumes, and fortification elements can be configured if necessary.

Fortification elements in building entities

The screenshot above shows the difference in fortification between entities of combined and single buildings: most elements coincide, but the fortification models inside the building are missing. Also, in complex buildings, duplicates of obstacles for adjacent walls of single houses inside the building are disabled. This approach to creating and configuring complex buildings prevents spawning fortification elements and debris from destructions at the junctions of single houses in a complex building during the game.

Use structural building entities to place them on the map
Example of the appearance of the same building entity with a different set of included elements in its structure
Ivy elements in building entities
Assigning a texmod to building entity elements
Fortification elements on buildings
Differences in the number of obstacles in entities of single and combined buildings