Musashi
12-20-2006, 02:32
Here's a little info. I managed to give Byzantium stock musketeers, and even add my own new musketeer type into the game.
I'll give two examples... My entry for musketeers with my added lines in red and changed values in blue, and then after that the completely new unit I put together.
First:
16 -0.090000004 0 0 -0.34999999
0.80000001 0.60000002 10 musketeers 1 4 54 unit_models/_Units/RN_Light_Lmail/musketeers_lod0.mesh 121 54
unit_models/_Units/RN_Light_Lmail/musketeers_lod1.mesh 900 54 unit_models/_Units/RN_Light_Lmail/musketeers_lod2.mesh 2500 54
unit_models/_Units/RN_Light_Lmail/musketeers_lod3.mesh 6400 5 9 byzantium 75
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr 5
spain 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr 8
portugal 74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 43 unit_sprites/portugal_Musketeers_sprite.spr 5 milan
71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 40 unit_sprites/milan_Musketeers_sprite.spr 6 venice
72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 41 unit_sprites/venice_Musketeers_sprite.spr 5 9
byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final European
CB Gun_spain_norm.texture 0 5 spain 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67
unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0 8 portugal 70 unit_models/AttachmentSets/Final European
CB Gun_portugal_diff.texture 70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0 5 milan 67
unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB
Gun_milan_norm.texture 0 6 venice 68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 68
unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1
19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 14 musketeers_ug1 1 4 58
unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod0.mesh 121 58 unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod1.mesh
900 58 unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod2.mesh 2500 58
unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod3.mesh 6400 5 9 byzantium 75
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 48 unit_sprites/byzantium_Musketeers_ug1_sprite.spr 5
spain 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 48 unit_sprites/byzantium_Musketeers_ug1_sprite.spr 8
portugal 74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr 5
milan 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/milan_Musketeers_ug1_sprite.spr 6
venice 72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 45 unit_sprites/venice_Musketeers_ug1_sprite.spr 5 9
byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final European
CB Gun_spain_norm.texture 0 5 spain 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67
unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0 8 portugal 70 unit_models/AttachmentSets/Final European
CB Gun_portugal_diff.texture 70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0 5 milan 67
unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB
Gun_milan_norm.texture 0 6 venice 68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 68
unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1
19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary
Note the blue 5s. The numbers in these positions must be the number of factions who can use this unit type. It was four before I added Byzantium to the list, so I had to increase it to five when adding Byzantium.
Now let's look at the format of my added lines.
9 byzantium 75
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr
The first number, 9, is the number of characters in the string that follows it. The whole file follows this pattern, a number which represents the number of characters to read in, followed by a data string of that number of characters. The string which follows is the name of the faction we're adding textures for. In this case, it's Byzantium, which is nine letters long.
After that we have another string length, followed by the path (Relative to your data folder) to the texture file in question. In this case "unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture".
Now another string length and the path to the normal texture. I don't know what these are exactly but there's one for every texture set and they seem to be used for some kind of blending.
After that a link to the sprite, which I think is just used for when your units are so far away that they're not rendered in 3d.
The next string I added I don't really understand, it's just copied from the entry for spain ;)
And then we do the same for the upgrade model.
This next piece is shorter, it's my entry for my custom musketeers who will be my stronger version, like Turkey's Janissaries or Russia's Cossacks. It's shorter because it only has info for Byzantium.
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 13 es_musketeers 1 4 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod0.mesh 121 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod1.mesh 900 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod2.mesh 2500 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod3.mesh 6400 1 9 byzantium 79
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 76
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr
1 9 byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final
European CB Gun_spain_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18
MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 17 es_musketeers_ug1 1 4 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod0.mesh 121 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod1.mesh 900 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod2.mesh 2500 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod3.mesh 6400 1 9 byzantium 79
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 76
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr
1 9 byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final
European CB Gun_spain_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18
MTW2_Sword_Primary
Hopefully you can get some sense of how things work from that :)
On a final note, be aware that the number 4 here in this string:
es_musketeers 1 4
represents the number of LODs you're entering for the model. Some have 3, some have 4. Be aware :)
I'll give two examples... My entry for musketeers with my added lines in red and changed values in blue, and then after that the completely new unit I put together.
First:
16 -0.090000004 0 0 -0.34999999
0.80000001 0.60000002 10 musketeers 1 4 54 unit_models/_Units/RN_Light_Lmail/musketeers_lod0.mesh 121 54
unit_models/_Units/RN_Light_Lmail/musketeers_lod1.mesh 900 54 unit_models/_Units/RN_Light_Lmail/musketeers_lod2.mesh 2500 54
unit_models/_Units/RN_Light_Lmail/musketeers_lod3.mesh 6400 5 9 byzantium 75
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr 5
spain 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr 8
portugal 74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 43 unit_sprites/portugal_Musketeers_sprite.spr 5 milan
71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 40 unit_sprites/milan_Musketeers_sprite.spr 6 venice
72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 41 unit_sprites/venice_Musketeers_sprite.spr 5 9
byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final European
CB Gun_spain_norm.texture 0 5 spain 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67
unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0 8 portugal 70 unit_models/AttachmentSets/Final European
CB Gun_portugal_diff.texture 70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0 5 milan 67
unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB
Gun_milan_norm.texture 0 6 venice 68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 68
unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1
19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 14 musketeers_ug1 1 4 58
unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod0.mesh 121 58 unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod1.mesh
900 58 unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod2.mesh 2500 58
unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod3.mesh 6400 5 9 byzantium 75
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 48 unit_sprites/byzantium_Musketeers_ug1_sprite.spr 5
spain 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 48 unit_sprites/byzantium_Musketeers_ug1_sprite.spr 8
portugal 74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr 5
milan 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/milan_Musketeers_ug1_sprite.spr 6
venice 72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 45 unit_sprites/venice_Musketeers_ug1_sprite.spr 5 9
byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final European
CB Gun_spain_norm.texture 0 5 spain 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67
unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0 8 portugal 70 unit_models/AttachmentSets/Final European
CB Gun_portugal_diff.texture 70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0 5 milan 67
unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB
Gun_milan_norm.texture 0 6 venice 68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 68
unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1
19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary
Note the blue 5s. The numbers in these positions must be the number of factions who can use this unit type. It was four before I added Byzantium to the list, so I had to increase it to five when adding Byzantium.
Now let's look at the format of my added lines.
9 byzantium 75
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72
unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr
The first number, 9, is the number of characters in the string that follows it. The whole file follows this pattern, a number which represents the number of characters to read in, followed by a data string of that number of characters. The string which follows is the name of the faction we're adding textures for. In this case, it's Byzantium, which is nine letters long.
After that we have another string length, followed by the path (Relative to your data folder) to the texture file in question. In this case "unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture".
Now another string length and the path to the normal texture. I don't know what these are exactly but there's one for every texture set and they seem to be used for some kind of blending.
After that a link to the sprite, which I think is just used for when your units are so far away that they're not rendered in 3d.
The next string I added I don't really understand, it's just copied from the entry for spain ;)
And then we do the same for the upgrade model.
This next piece is shorter, it's my entry for my custom musketeers who will be my stronger version, like Turkey's Janissaries or Russia's Cossacks. It's shorter because it only has info for Byzantium.
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 13 es_musketeers 1 4 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod0.mesh 121 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod1.mesh 900 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod2.mesh 2500 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod3.mesh 6400 1 9 byzantium 79
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 76
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr
1 9 byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final
European CB Gun_spain_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18
MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 17 es_musketeers_ug1 1 4 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod0.mesh 121 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod1.mesh 900 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod2.mesh 2500 73
unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod3.mesh 6400 1 9 byzantium 79
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 76
unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr
1 9 byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final
European CB Gun_spain_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18
MTW2_Sword_Primary
Hopefully you can get some sense of how things work from that :)
On a final note, be aware that the number 4 here in this string:
es_musketeers 1 4
represents the number of LODs you're entering for the model. Some have 3, some have 4. Be aware :)