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View Full Version : Relationship between export_descr_unit and descr_model_battle



Epistolary Richard
02-26-2005, 02:39
Sorry if this has been asked and answered already, but here's my issue:

I'm trying to put a German peasant within a Gaul warband.

There is no separate German peasant model in descr_model_battle, instead there is:



type barb_peasant
skeleton fs_dagger
indiv_range 40
texture gauls, data/models_unit/textures/unit_barb_infantry_gaul.tga
texture britons, data/models_unit/textures/unit_barb_infantry_briton.tga
texture germans, data/models_unit/textures/unit_barb_infantry_german.tga
texture dacia, data/models_unit/textures/unit_barb_infantry_dacia.tga
texture scythia, data/models_unit/textures/unit_barb_infantry_scythia.tga
texture slave, data/models_unit/textures/unit_barb_infantry_slave.tga
model_flexi data/models_unit/unit_barb_peasant_high.cas, 8
model_flexi data/models_unit/unit_barb_peasant_med.cas, 15
model_flexi data/models_unit/unit_barb_peasant_low.cas, 30
model_flexi data/models_unit/unit_barb_peasant_lowest.cas, max
model_sprite 60.0, data/sprites/barb_peasant_sprite.spr
model_sprite slave, 60.0, data/sprites/slave_barb_peasant_sprite.spr
model_sprite scythia, 60.0, data/sprites/scythia_barb_peasant_sprite.spr
model_sprite dacia, 60.0, data/sprites/dacia_barb_peasant_sprite.spr
model_sprite britons, 60.0, data/sprites/britons_barb_peasant_sprite.spr
model_sprite germans, 60.0, data/sprites/germans_barb_peasant_sprite.spr
model_sprite gauls, 60.0, data/sprites/gauls_barb_peasant_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f


So if I add the barb_peasant type to the Gaul warband I get a Gaul peasant.

I've therefore tried to define a new type for this purpose:


type barb_peasant_germ
skeleton fs_dagger
indiv_range 40
texture gauls, data/models_unit/textures/unit_barb_infantry_german.tga
model_flexi data/models_unit/unit_barb_peasant_high.cas, 8
model_flexi data/models_unit/unit_barb_peasant_med.cas, 15
model_flexi data/models_unit/unit_barb_peasant_low.cas, 30
model_flexi data/models_unit/unit_barb_peasant_lowest.cas, max
model_sprite gauls, 60.0, data/sprites/germans_barb_peasant_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f


And added barb_peasant_germ to the first officer slot in the Gaul warband. But the game now does not load.

I can leave barb_peasant_germ in descr_model_battle okay, but any reference to it in export_descr_unit causes a failure on loading.

Can anyone tell me what I'm doing wrong?

Many thanks.

Epistolary Richard
02-26-2005, 02:55
More confused now, I thought the gauls in the texture line and the model_sprite might have something to do with it, so I changed it to the below.


type barb_peasant_germ
skeleton fs_dagger
indiv_range 40
texture germans, data/models_unit/textures/unit_barb_infantry_german.tga
model_flexi data/models_unit/unit_barb_peasant_high.cas, 8
model_flexi data/models_unit/unit_barb_peasant_med.cas, 15
model_flexi data/models_unit/unit_barb_peasant_low.cas, 30
model_flexi data/models_unit/unit_barb_peasant_lowest.cas, max
model_sprite germans, 60.0, data/sprites/germans_barb_peasant_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f


and I now get a _Dacian_ peasant in the unit :dizzy2:

And indeed if I change the soldier type to barb_peasant_germ and create new officer peasants with the Briton, Slave and Dacian texture & model lines then they all appear Dacian...

chemchok
02-26-2005, 16:30
and I now get a _Dacian_ peasant in the unit :dizzy2:

And indeed if I change the soldier type to barb_peasant_germ and create new officer peasants with the Briton, Slave and Dacian texture & model lines then they all appear Dacian...
That's somewhat strange, but there is a "default" texture that loads with each .cas file, in the case of the barbarian peasants, it must be the Dacian texture.

To fix it, make a new subfolder called "textures" in the models folder. Copy the unit_barb_infantry_german.tga.dds file into it and rename it, something like unit_barb_infantry_germanoff.tga.dds, then make the same change to the texture line in descr_model_battle. You should see the German texture load up next time.

One note - You're going to need to use Verc's unpacker to get at the texture files if you haven't done so already.

Epistolary Richard
02-26-2005, 18:36
I'll give that a go, thanks a lot! :thumbsup: