View Full Version : Wich files are related to the skeletons?
I'm trying to add some units , but whenever I try it ctds, I've done it before , but this time , the unit I'm trying to add, has an skeleton that isnt in the EB files, so I wonder if there's a way to add that skeleton file:book2::huh2:
if that's not the problem what could be causing the ctd?
what animation are you trying to use?
its called fs_s1_slow_gladius , I don't see it anywhere else in DMB , so I guess it's not used by EB :sweatdrop:
its called fs_s1_slow_gladius , I don't see it anywhere else in DMB , so I guess it's not used by EB :sweatdrop:
mucky305
07-09-2008, 20:18
Pretty much anything with "skeleton" in the filename is related. Skeletons are more or less just action/animation files that tell the computer how to make the model move so, unless there is something in particular that you want your new unit to do action wise and that is accomplished by the skeleton you mentioned, you can just use skeletons native to EB and save yourself alot of work.
arg... it keeps crashing :wall: I'm using EB skeletons , now I think this might be related to the textures, or perhaps the sprites , but I'm pretty sure I did everything as the last time I added units , how will I know when I reach the limit? I've only added 3 units so far
You'll need to count the number of entries in the files.
:wall:
I added -show_err and it says it cant find the texture... the weird thing is that it mentions a diferent texture from the one located in DMB
also I cant manage to get the unit card image to work , there's something weird happening here...
fs_s1_slow_gladius is not inlcuded in EB. You could install the Unified Animations pack which has EB's, SigniferOne's and others animations...
I dont think the skeleton is causing the crash... as I said before , the show_err says it's looking for a texture file I did not especified , no matter what I change it keeps looking for that file , and when I tried to change the name of the tga to the one it was looking for , it still says it can't find it :gah::huh2:
where can I get a hand on that pack? I can't find it :sweatdrop:, only signifier's
well that animation is one of Signifers but you cant use his pack with out overwriting one in EB, IIRC,
i would just use EB's slow gladius animation...
it still crashes... due to the "missing" texture...
I'll ask at TWC...., guess I'll have to create an account first...:shifty:
if its missing a texture that means you have a problem with where the DMB is looking for a skin, but you know that. whats the error message?
In all likelihood you're missing a line for one of the factions that has ownership of the unit, either that or you're trying to use the generic texture line, which doesn't seem to work and is refering you to the texture attached to the actual model, which probably is not where the model thinks it is anymore.
mucky305
07-10-2008, 19:34
VERY CAREFULLY, check your filenames and paths in your DMB files and ensure that the models_unit files match exactly (minus the .dds part). Next, as suggested, check your EDU file to ensure that ownership matches the DMB (for example, Cohors Imperatoria has both seleucid and slave entries for the DMB and EDU files). The only way it could be a "game" problem is if your executable is corrupt. The UI files are linked to the dictionary (I believe; either way it would be the unit name with the underscores; the other unit name links to the EDB file) line in the EDU file so ensure that your UI files have the correct filename with "info" on the end for unit info folder and the "#" at the beginning in the units folder. Most errors are caused by improper text editing or incorrect files. The invisible officer sword bug, for example is a conflict between the animation used by javelin/pilum hurling units and the fact that the officer unit entries in the DMB file do not have the pilum/javelin skeleton (nor are they meant to) so when the unit hurls the missiles, the officer sword disappears. Keeping working and you will figure out the problem.
arg!:wall: I had posted a reply saying that the texture thing was corrected but I didn't notice the server fell by the time I sent the reply :wall:
I'm using the dictionary entry...(copy&paste) , which is also the same in DMB
could you post the bit of code youre having problems with?
here
;Italic Principes
type italic_principes
skeleton fs_pilum, fs_gladius
indiv_range 40
texture seleucid, eb/data/models_unit/textures/roman/roma_rome_principe.tga
model_flexi_m eb/data/models_unit/roma_principe_high.cas, 15
model_flexi_m eb/data/models_unit/roma_principe_med.cas, 30
model_flexi_m eb/data/models_unit/roma_principe_low.cas, 40
model_flexi eb/data/models_unit/roma_principe_lowest.cas, max
model_sprite seleucid, 60.0, eb/data/sprites/roman/romans_julii_roman_principes_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
notice how the texture line says eb/data/models_unit/textures/roman/roma_rome_principe.tga
however it wont find it if it's not in eb/data/models_unit/textures
now I'm having problems with the UI card, I'm using the dictionary entry #italic_principes, the unit_info image isn't working either (italic_principes_INFO)
mucky305
07-11-2008, 13:56
Could you please post your edu entry?
;247
type italic principes
dictionary italic_principes ;Italic Principes
category infantry
class heavy
voice_type General_1
soldier italic_principes, 40, 0, 1.18
officer ebofficer_roman_early_centurion
officer ebofficer_roman_early_standard
attributes sea_faring, hide_forest, can_sap, mercenary_unit, hardy, legionary_name
formation 1, 2, 2, 3, 4, square
stat_health 1, 1
stat_pri 4, 4, pilum, 35, 2, thrown, blade, piercing, spear, 15 ,1
stat_pri_attr prec, thrown, ap
stat_sec 11, 4, no, 0, 0, melee, simple, piercing, sword, 0 ,0.13
stat_sec_attr no
stat_pri_armour 12, 8, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 5
stat_ground 0, 0, -2, -3
stat_mental 13, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1185, 296, 50, 80, 1185
ownership seleucid, slave
the UI images are called #italic_principes and italic_principes_INFO
mucky305
07-11-2008, 17:40
The problem is your ownership line in EDU or texture/sprite lines in DMB, whichever way you want to do it. Your ownership has to match exactly. Refer to what Squid and I said. You have seleucid only for your DMB and seleucid, slave in the EDU. Both should match so ownership in EDU should be just seleucid or you need to include a texture and sprite line in your DMB for slave. Either way, it will work.
nope didn't work.. :wall: now both the DMB and the EDU have seleucids and slave
Tellos Athenaios
07-12-2008, 04:09
This particular code doesn't fit:
;Italic Principes
type italic_principes
skeleton fs_pilum, fs_gladius
indiv_range 40
texture seleucid, eb/data/models_unit/textures/roman/roma_rome_principe.tga
model_flexi_m eb/data/models_unit/roma_principe_high.cas, 15
model_flexi_m eb/data/models_unit/roma_principe_med.cas, 30
model_flexi_m eb/data/models_unit/roma_principe_low.cas, 40
model_flexi eb/data/models_unit/roma_principe_lowest.cas, max
model_sprite seleucid, 60.0, eb/data/sprites/roman/romans_julii_roman_principes_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
The code (name) indicates that the unit should belong to the romans_julli faction (and if the unit was EB's own to begin with this code has more issues, as the whole naming scheme is off -- compare to other sprite lines to see what I mean); whereas the faction ownership assigned (to both texture and sprite), according to the other code is seleucid. 3 guesses as to what I am thinking?
that's the name of the texture itself... does that matter? :inquisitive:
anyways I can use them at custom battles , the only problem is that I can't assign them an UI card, nor UI info image
I'll change the name of the texture though...still I don't really think that's causing it ,since the other units I added are working perfectly, and I didn't do anything diferent
Tellos Athenaios
07-12-2008, 10:33
No, I just thought that from "missing texture" + "very, very unlikely name hinting at a possible error" something could be drawn. <_<
Anyhow, what's the problem with UI images? Far as I can tell that's the single most easy failsafe part of adding units? Just dump the required (properly named) pictures in the appropiate folders, et voila?
Of course, it can't harm to make sure the naming scheme matches the standard EB scheme, it's somewhat confusing the way it is; who knows...? (And make sure that the files are renamed as required.)
So the units now work in battles, but the UIs don't appear? Are you sure you placed them in the right folder? They should both go in the merc folders, not the roman cards as according to the EDU entry the unit is a merc unit.
Also the texture lines should be merc, [blah,blah] not seleucid, [blah,blah] for the same reason.
Foot
I have a question :sweatdrop:
why they should be mercs? I dont really want them to be mercs, nor slaves , only romani (seleucids), and I placed the UI image in evey folder I could think of :wall: , seleucid , 3 roman factions, outside of [faction name] folders , nothing works , I know it's the easiest thing to do when adding a new unit , but for some strange reason won't work this time :shifty:
:wall:
ok now I tried with aworking unit UI card from a EB native unit , but it wont show it
(note: I tried to use EB principes unit card but I couldn't find it anywhere, weird.. :huh2:)
Tellos Athenaios
07-14-2008, 11:24
*If* the unit has merc attribute defined in the EDU the game will look for a skin & sprite definition with merc onwership! :idea2:
This merc-stuff is enabled with quite a lot of EB units as it allows for sharing multiple units across the same factions using only *one* model.
Consider EDU pseudo-code:
unit "xyz"
dictionary xyz
...
ownership x, y, z
unit "abcxyz"
dictionary xyz
attributes merc
...
ownership a, b, c, x, y, z
DMB pseudo-code
model xyz
texture x fx
texture y fy
texture z fz
texture merc fabcxyz
...
I have a question :sweatdrop:
why they should be mercs? I dont really want them to be mercs, nor slaves , only romani (seleucids), and I placed the UI image in evey folder I could think of :wall: , seleucid , 3 roman factions, outside of [faction name] folders , nothing works , I know it's the easiest thing to do when adding a new unit , but for some strange reason won't work this time :shifty:
If you designate the unit to be a "mercenary_unit" in the EDU then you need to make sure that all code in the dmb is appropriate. If you don't want them to be a mercenary unit then delete the appropriate attribute "mercenary_unit" from their edu entry.
Foot
wow... it seems to be working now :beam:
I deleted the merc attribute , I didn't know about that hehe :sweatdrop:
thanks a lot Foot & Tellos
here's a cybernetic toast :medievalcheers: :beam:
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