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View Full Version : New Unit Guide - Editor anywhere



kataphraktoi
01-24-2003, 14:46
Does anyone have a comprehensive guide on making new units?
I'm not talking about animating new units, i'm talking about a checklist of things you need to do to make sure the MTW system registers this new unit as a valid unit.

And for mercy's sake is there a bif editor out there that can open these damn files?

Lord Of Storms
01-26-2003, 17:21
You might want to look on the Org. download/upload section,their is a very good unit build/editor under the title Gnomeunitbuilproj_editorv.2.0 it is well formatted and simplifies the process Use the read me before attempting to change anything . Also look to thread "List of unit editing guides" by Barocca, here in the Dungeon it has a compilation of valuable editing info. Hope this helps http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Lord Krazy
02-03-2003, 09:08
root directory
One entry in prod11.txt


Loc\eng:
one entry in names and description .txt

textures\men:
one entry in

\Actionpages folder: newunit.txt

\Unit folder e.g.FullPlAr:
newunit_W.txt newunit_S.txt
these contain a number which
coinside with a weapon or shield folder
in items.

So if it said 2 in the _W.txt
then the weapons coords for that unit will be found
in items\Weapon2 folder

deadpage coords.txt must have an entry for every unit also.


Then campmap\review_panel\units:add newunit.bif icon
and campmap\info_pics\units:add newunit.bif info_pic

and finaly Battle\uniticons:add newunit.lbm icon

make sure you use the same name in all the files
even if this is your intention when you begin it
may not turn out that way and this
is often the reason they don't work.

You see it's not that bad http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

read wellingtons guide to animation it should have
info on making units also.




LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif