Hesford
04-13-2007, 09:44
Firstly, this is not the tutorial, this is a solution FAQ. For the tutorial go here:
https://forums.totalwar.org/vb/showthread.php?t=75706
Secondly, do not post new questions in this thread unless you have an answer to them, in which case please give your answer along with the question.
Finally, I'd like to thank Musashi for writing the great tutorial, and KnightErrant and anyone else who helped give answers to people's problems.
Let's get started, I will be updating this post as the tutorial thread progresses. If you have better answers to a question please say.:2thumbsup:
Q1) Where can I find the files needed?
A1) export_descr_unit (EDU) and export_descr_buildings (EDB) - Can be found in ProgramFiles/SEGA/MedivalIITotalWar/Data
Model DB file can be found in SEGA/MedivalIITotalWar/data/unit_models/battle_models.modeldb
Unit icons can be found in
ProgramFiles/SEGA/MedivalIITotalWar/data/ui/units/
export_units can be found in
ProgramFiles/SEGA/MedivalIITotalWar/data/text - After running alpaca's strings.bin converter. https://forums.totalwar.org/vb/showthread.php?t=75229
Q2) Do you have to do this in the base game, in a mod folder, or can you do it in either?
A2) The battle_models.modeldb file will only be parsed in the BASE data/unit_models folder. To get the game to parse it you have to add --io.file_first to your command line or batch file.
Q3) What if I want to use just an existing model with a different mount?
A3) Then there's an easier way to do it. Basically it can be done with just the export_descr_unit file. Just set the mount, soldier, and upgrade lines in your unit's entry in the EDU file to what you want them to be.
Q4) Which of these steps do you need to undertake to simply make an already existent unit available to a new faction? In my case I want to give the Naffatun to the Moors. I don't even care about the texture as long as the guys are there and visible.
A4) Well, since Naffatun don't have an entry in the model DB file for the moors, you'll have to either change the lines for the Turks to be for the Moors by changing the faction name, or add texture lines for the Moors. The problem with changing the Turks lines, is that the Naffatun will become invisible when the Turks field them.
Q5) I'm getting a blank screen on loadup, what have I done wrong?
A5) Usually a syntax problem in modeldb file, recheck your
character counts for each entry. Make sure you've updated the faction
count number in both places, body textures and attachment sets.
Q6) My game loads and gets to splash screen but then dies, what have I done wrong?
A6) There is something wrong in EDU or EDB. Check entries in both against what you have in modeldb. Also make sure you've updated the model count on the first line of the modeldb file.
Q7) My new units are invisible, please help?
A7) If people have been working with Milkshape files, this can happen especially if you are working with a file saved under an old version of Milkshape or a plugin that saves in the old format of Milkshape. If this is the case open the file in Milkshape, go to Menu/Vertex/Sims2 Unimesh Show Bone Assignment 2 (or 3 or 4) v.407. This forces the vertex weighting into play. Resave the file, reconvert and this should take care of the Regiment of Invisible Men if this was the problem.
A7b) If you're using a mymod and that's where your modded export_descr_units.txt file is and load the game through a shortcut to a .bat rather than the man launcher then --io.file_first must not only be in the shortcut command line , but also in the .bat .
Find the mymod.bat {located in Program Files\SEGA\Medieval II Total War} , right click it , select edit from the menu and add --io.file_first to the end of the text therein {which is medieval2.exe @mymod.cfg } with a single space between them so it will then read medieval2.exe @mymod.cfg --io.file_first. save the file and close it and Bob's your Uncle .
Thanks to Mr. Frost for A7b.
Q8) How do I replace weapons and shields?
A8) Switching weapons requires GrumpyOldMan's mesh conversion and
merge tool. The weapons are part of the mesh. This is a very long
wiki thread here:
https://forums.totalwar.org/vb/showthread.php?t=79414
but in the later pages after the tool was released, you'll see a lot
of examples of people doing what you want. There's a tutorial
that zxiang1983 wrote:
http://www.twcenter.net/forums/downl...p?do=cat&id=28
It's the file mesh to ms3d Basic_tutorial.doc
Will update.
https://forums.totalwar.org/vb/showthread.php?t=75706
Secondly, do not post new questions in this thread unless you have an answer to them, in which case please give your answer along with the question.
Finally, I'd like to thank Musashi for writing the great tutorial, and KnightErrant and anyone else who helped give answers to people's problems.
Let's get started, I will be updating this post as the tutorial thread progresses. If you have better answers to a question please say.:2thumbsup:
Q1) Where can I find the files needed?
A1) export_descr_unit (EDU) and export_descr_buildings (EDB) - Can be found in ProgramFiles/SEGA/MedivalIITotalWar/Data
Model DB file can be found in SEGA/MedivalIITotalWar/data/unit_models/battle_models.modeldb
Unit icons can be found in
ProgramFiles/SEGA/MedivalIITotalWar/data/ui/units/
export_units can be found in
ProgramFiles/SEGA/MedivalIITotalWar/data/text - After running alpaca's strings.bin converter. https://forums.totalwar.org/vb/showthread.php?t=75229
Q2) Do you have to do this in the base game, in a mod folder, or can you do it in either?
A2) The battle_models.modeldb file will only be parsed in the BASE data/unit_models folder. To get the game to parse it you have to add --io.file_first to your command line or batch file.
Q3) What if I want to use just an existing model with a different mount?
A3) Then there's an easier way to do it. Basically it can be done with just the export_descr_unit file. Just set the mount, soldier, and upgrade lines in your unit's entry in the EDU file to what you want them to be.
Q4) Which of these steps do you need to undertake to simply make an already existent unit available to a new faction? In my case I want to give the Naffatun to the Moors. I don't even care about the texture as long as the guys are there and visible.
A4) Well, since Naffatun don't have an entry in the model DB file for the moors, you'll have to either change the lines for the Turks to be for the Moors by changing the faction name, or add texture lines for the Moors. The problem with changing the Turks lines, is that the Naffatun will become invisible when the Turks field them.
Q5) I'm getting a blank screen on loadup, what have I done wrong?
A5) Usually a syntax problem in modeldb file, recheck your
character counts for each entry. Make sure you've updated the faction
count number in both places, body textures and attachment sets.
Q6) My game loads and gets to splash screen but then dies, what have I done wrong?
A6) There is something wrong in EDU or EDB. Check entries in both against what you have in modeldb. Also make sure you've updated the model count on the first line of the modeldb file.
Q7) My new units are invisible, please help?
A7) If people have been working with Milkshape files, this can happen especially if you are working with a file saved under an old version of Milkshape or a plugin that saves in the old format of Milkshape. If this is the case open the file in Milkshape, go to Menu/Vertex/Sims2 Unimesh Show Bone Assignment 2 (or 3 or 4) v.407. This forces the vertex weighting into play. Resave the file, reconvert and this should take care of the Regiment of Invisible Men if this was the problem.
A7b) If you're using a mymod and that's where your modded export_descr_units.txt file is and load the game through a shortcut to a .bat rather than the man launcher then --io.file_first must not only be in the shortcut command line , but also in the .bat .
Find the mymod.bat {located in Program Files\SEGA\Medieval II Total War} , right click it , select edit from the menu and add --io.file_first to the end of the text therein {which is medieval2.exe @mymod.cfg } with a single space between them so it will then read medieval2.exe @mymod.cfg --io.file_first. save the file and close it and Bob's your Uncle .
Thanks to Mr. Frost for A7b.
Q8) How do I replace weapons and shields?
A8) Switching weapons requires GrumpyOldMan's mesh conversion and
merge tool. The weapons are part of the mesh. This is a very long
wiki thread here:
https://forums.totalwar.org/vb/showthread.php?t=79414
but in the later pages after the tool was released, you'll see a lot
of examples of people doing what you want. There's a tutorial
that zxiang1983 wrote:
http://www.twcenter.net/forums/downl...p?do=cat&id=28
It's the file mesh to ms3d Basic_tutorial.doc
Will update.