Spendios
06-05-2007, 19:24
Gentlemen, I'm totally unable to integrate those guys correctly :wall:
The correct vehicle should look like that :
http://img02.picoodle.com/img/img02/8/5/31/f_ChariotsIIIm_fb3e3c3.jpg (http://www.picoodle.com/view.php?srv=img02&img=/8/5/31/f_ChariotsIIIm_fb3e3c3.jpg)
If any of you make me a step by step working tutorial he will gain my eternal gratitude (and maybe even a secret screenshot ~D )
The model is correct but the game always choose the wrong vanilla skin.
I've packed and repacked, changed the names and such but can't get it. So please don't post if you have not tried the thing.
Thanks !
Tellos Athenaios
06-05-2007, 19:27
Just my ignorance, but anyway: have you tried to both overwrite the Vanilla file and have a file in the apropiate EB\ subfolder?
Teleklos Archelaou
06-09-2007, 22:40
Just noticed this thread. Maybe someone there can help.
http://www.twcenter.net/forums/showthread.php?t=103526
Didn't Vercingetorix know how to implent them?
The Celt
06-10-2007, 19:45
Ermm guys, I don't see any entry for the Celtic heavy chariots in the EB descr_model_battle.txt, perhaps its defaulting to the vanilla DMB which has the vanilla texture applied?:dizzy2:
EDIT:Never mind, there's nothing about Chariots in that file either. Wonder why CA never bothered to enter them?
BozosLiveHere
06-10-2007, 20:27
Anybody thought of asking the Lord of the Rings guys? IIRC they have lots of chariot types in their mod.
Dol Guldur
06-10-2007, 22:05
What exactly is the problem? I've posted in the thread at tWC - is that what you wanted to know? (though I'm sure EB would know such a thing regarding chariot, warhound textures etc.)
Dol Guldur / MasterOfNone / Palantir
Teleklos Archelaou
06-11-2007, 01:23
We have lost some of our earlier knowledge when dealing with them when one of our members quit and since another one is never around.
Dol Guldur
06-11-2007, 08:04
Would you like me to post the relevant text for our war wains, and pm the cas and texture file to someone? Would this help?
Spendios
06-11-2007, 09:00
Would you like me to post the relevant text for our war wains, and pm the cas and texture file to someone? Would this help?
If you could pm those infos it would be very helpful. Thanks a lot
Teleklos Archelaou
06-11-2007, 14:48
PM or post - whatever would help more people really.
Dol Guldur
06-11-2007, 18:29
EDU entry for chariot unit:
type rhun bodyguard
dictionary 4a_rhun_bodyguard
category cavalry
class heavy
voice_type Heavy_1
soldier 4a_rhun_bodyguard, 16, 4, 0.7
mount 4amount warwain
mount_effect 4amount mumak -6
attributes sea_faring, is_peasant,frighten_foot,general_unit,hardy,power_charge , ;no_custom
formation 9, 9, 12, 10, 2,square
stat_health 2, 6
stat_pri 11,20, javelin, 50, 12, thrown, archery, piercing, spear, 0, 1
stat_pri_attr ap,thrown
stat_sec 13,20, no, 0, 0, melee, blade, slashing, none, 0, 0.45
stat_sec_attr ap,launching, area
stat_pri_armour 11, 6, 0, metal
stat_sec_armour 8, 1, flesh
stat_heat 2
stat_ground 0, -2, -4, 2
stat_mental 23,impetuous,trained
stat_charge_dist 200
stat_fire_delay 100000
stat_food 60, 300
stat_cost 3, 690, 190, 119, 119, 690
ownership franks
DMB entry for crew:
type 4a_rhun_bodyguard
skeleton fs_chariot_javelinman
indiv_range 40
texture franks, bi/ci/data/models_unit/textures/4a_rhun_bodyguard.tga
texture slave, bi/ci/data/models_unit/textures/4a_rhun_bodyguard.tga
model_flexi bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, 15
model_flexi bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, 30
model_flexi bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, 40
model_flexi bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, max
model_sprite 60.0, bi/ci/data/sprites/franks_4a_rhun_bodyguard_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
DMB entry for attached horses:
type 4amount_horsetwin
skeleton fs_horse
scale 0.875
indiv_range 40
texture franks, bi/ci/data/models_unit/textures/4amount_horsetwin.tga
texture slave, bi/ci/data/models_unit/textures/4amount_horsetwin.tga
model_flexi bi/ci/data/models_unit/4amount_horsetwin_lod1.cas, 15
model_flexi bi/ci/data/models_unit/4amount_horsetwin_lod2.cas, 30
model_flexi bi/ci/data/models_unit/4amount_horsetwin_lod3.cas, 60
model_flexi bi/ci/data/models_unit/4amount_horsetwin_lod4.cas, max
model_sprite franks, 100.0, bi/ci/data/sprites/sprites_new/4amount_horsetwin_sprite.spr
model_sprite slave, 100.0, bi/ci/data/sprites/sprites_new/4amount_horsetwin_sprite.spr
model_tri 700, 0.3f, 0.3f, 0.3f
DM entry for chariot itself:
type 4amount warwain
class chariot
radius 6
x_radius 2.5 ;1.5
height 3
mass 4.0 ;10
banner_height 0
bouyancy_offset 0
water_trail_effect chariot_water_trail
axle_width 2.2 ;1.6
wheel_radius 0.58
pivot_offset 0, 0.325, 0.98
pole_length 2.057
pole_pivot 0, -0.056, -1.419
pole_connect 1.73
harness_connect 1.78
attack_delay 0.2 ;0.25
scythe_radius 1.6 ;0.5
revs_per_attack 1
horse_type 4amount horsetwin
horses 2
horse_offset -1.0, 2.057
horse_offset 1.0, 2.057
riders 4
rider_offset 0, 0.17, 0.5
rider_offset -0.5, 0.17, -0.4
rider_offset 0.4, 0.17, -0.2
rider_offset 0, 0.17, -0.9
lods 3
lod 4amount_warwain_lod1.cas, 50
lod 4amount_warwain_lod1.cas, 125
lod 4amount_warwain_lod1.cas, 250
DM entry for attached horses:
type 4amount horsetwin
class horse
model 4amount_horsetwin
radius 1.5
x_radius 0.59 ;0.5
height 2.3 ;2.5
mass 2.95 ;4.5
banner_height 0
bouyancy_offset 1.8
water_trail_effect horse_water_trail
root_node_height 1.6
rider_offset 0.0, 0.15, 0.0
I hope this helps. The warwain lods can be repathed in the text file but the texture seems to seek out models_unit/textures folder. I am not a modeller but my understanding is that the cas file (as Teleklos will know from such things as vanilla palm-tree models) are keyed to the texture rather than it being designated in a text file.
Borsook corrected the wrong texture of the Scotti Chariots in his RTW-BI Enhancment Pack so that may be an avenue of research (he has it in the pak file I believe) - but a good modeller should be able to tell you how it works.
I'm just a coder ;)
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