---
description: Guide to working with building entities
---

# Building entities

## **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

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2Fe3UoIa2KJnnB7FVBkRvX%2Fimage.png?alt=media&#x26;token=c00c67f9-5b69-4c1c-a79e-3086859d89ac" alt=""><figcaption><p>Use structural building entities to place them on the map</p></figcaption></figure>

{% hint style="info" %}
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).
{% endhint %}

{% hint style="warning" %}
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.
{% endhint %}

### **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.

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FHmEDJoxdDj5IT82zV33S%2Fimage.png?alt=media&#x26;token=8467bae6-1f6e-43de-b69b-b77552277ec8" alt=""><figcaption><p><em>Example of the appearance of the same building entity with a different set of included elements in its structure</em></p></figcaption></figure>

{% hint style="warning" %}
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.
{% endhint %}

### **Flora elements on Building Entities**

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

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FHlbPKeJzNcwsU6E7wmgI%2Fimage.png?alt=media&#x26;token=4e53edb3-b15e-41c1-831c-6a7e47ca9fc3" alt="" width="375"><figcaption><p>Ivy elements in building entities</p></figcaption></figure>

### **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.

{% hint style="warning" %}
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.
{% endhint %}

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FyLoLFz7qTev2nYmzCUbV%2Fimage.png?alt=media&#x26;token=0f489bfe-acb7-4247-8706-d7679ce11828" alt=""><figcaption><p><em>Assigning a texmod to building entity elements</em></p></figcaption></figure>

## **Entities of Single and Combined Buildings**

### **Entities of single buildings**

Entities of single buildings can be placed on maps only as standalone buildings.&#x20;

{% hint style="warning" %}
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.
{% endhint %}



_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**

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FIuUU9AqSaVTPdmZsiLPG%2Fimage.png?alt=media&#x26;token=46d56c4f-92c6-4968-9817-f9792ca0af81" alt=""><figcaption><p><em>Fortification elements on buildings</em></p></figcaption></figure>

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.

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FBGv48oDqXNmbfPiDDXFT%2Fimage.png?alt=media&#x26;token=9271805c-6b95-4f8d-b676-c9f598510232" alt=""><figcaption><p><em>Differences in the number of obstacles in entities of single and combined buildings</em></p></figcaption></figure>
