Re: Sprite Generator... CA ?
just run the shortcut with the -mod and the -sprite_script in it
Quote:
"X:\***\activision\Rome - Total War\RomeTW-BI.exe" -mod:bi\eod2 -show_err -ne -nm -sprite_script
just worked for me.
Whatever shortcut you run you still just have the actual sprite_script.txt in the root level folder, but if the shortcut is pointed at the modfolder it seems to run fine from dmb and textures etc being in modfolder contents only.
Re: Sprite Generator... CA ?
I had already tried that and though it appeared to work I could not find the textures; I did not try again because Jerome mentioned something about making sure that -mod was not in the command line.
I have now tried again and it worked - I think I had the wrong dmb file active when I tried before.
My, it does bring back memories...thx Mak.
Re: Sprite Generator... CA ?
Is there any difference when making the sprites for chariot crews?
I'm trying to make them but I'm not able.:embarassed:
(I've successfully made all the rest of sprites, both infantry and cavalry units)
This is the line in sprite_script.txt:
mercader mercenary barbarian heavy chariot
- mercader is the name of the model in descr_model_battle.txt
- mercenary is the faction (I've tested it is correct)
- barbarian heavy chariot is the mount type as it appears in export_descr_unit and descr_mount
I've made a new animation, based on the carriage_ballistae_crew. Can this be the reason?
Re: Sprite Generator... CA ?
you can probably just get the sprite for the crew separately using the
mercader mercenary
part on its own, the automated sprite script writes mercenary units as
mercader no_faction
but both probably work.
Sticking the mount name on the end never actually gave you a sprite for the mount, you just got the sprite for the rider, and the sprite for the mount was generated separately from
horse_light slave
or whatever, for the horses dmb entry. As chariots don't have their own dmb entry (there is no model reference in descr_mount for them) you might not be able to get a sprite for them. Not sure if anyone else has managed to..?
Re: Sprite Generator... CA ?
Quote:
Originally Posted by Makanyane
you can probably just get the sprite for the crew separately using the
mercader mercenary
part on its own, the automated sprite script writes mercenary units as
mercader no_faction
but both probably work.
Sticking the mount name on the end never actually gave you a sprite for the mount, you just got the sprite for the rider, and the sprite for the mount was generated separately from
horse_light slave
or whatever, for the horses dmb entry. As chariots don't have their own dmb entry (there is no model reference in descr_mount for them) you might not be able to get a sprite for them. Not sure if anyone else has managed to..?
Perhaps it will work. I'll give tray. However, I was doing the same as done with the rest of mounted units, putting the mount at the end. :juggle2:
Regarding the chariot, you are right that it has no entry in dmb, but I think that the game uses always the model as sprite. I say that because I can see the chariot irrespective of the camera distance, but as you say the sprites are not generated.
One correction. The chariot model is referenced in descr_mount:
Quote:
lods 1
lod carro_mercancias_nuevo2.cas, 50
The original chariots have three lods and probably the game uses the low lod as sprite.
Re: Sprite Generator... CA ?
Why do I get
Generic error
unable to find skeleton ''indivi_range'' 40
(not enough positive vibes?..)
Re: Sprite Generator... CA ?
think you might have a typo somewhere
descr_model_battle entries should read
Quote:
type merc_veteranii
skeleton fs_javelinman
indiv_range 40
texture....
type thing....
so you seem to be missing a skeleton name for one of the entries, or have some sort of odd formatting making it not read it, hence making it attempt to read the next line down as the skeleton ?!?!?!
do all the units load in game?
Re: Sprite Generator... CA ?
Yeh they work in game..
I have;
Quote:
type ARCADIAN
;--------------------------------------
skeleton fs_swordsman
indiv_range 40
texture macedon, alexander/300WOS/data/models_unit/textures/300_ARCHDIAN.TGA
model_flexi alexander/300WOS/data/models_unit/300_ARCADIAN.cas, 15
model_flexi alexander/300WOS/data/models_unit/300_ARCADIAN.cas, 30
model_flexi alexander/300WOS/data/models_unit/300_ARCADIAN.cas, 40
model_flexi alexander/300WOS/data/models_unit/300_ARCADIAN.cas, max
model_sprite macedon, 60.0, alexander/300WOS/data/sprites/macedon_ALEX_hypaspists_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Re: Sprite Generator... CA ?
So .. after some discussion with Mak I finally got it working, as can be seen from the above bit of code I was making these through the Alex exec'..Not sure if it's Alex specific (or graphic card, mines an Nvidia something or other) but having -ne on the target line gave me 1000' (yes 1000's) of yellow tga's (about 300-400 per unit) .. Using the preferences on page 2 this thread, and removing -ne worked..
If it doesn't work for you odds are you have a mistake in your DMB, look out for spaces, it doesn't like them apperently (even though your entry works getting the unit in game) use ''Tab'' instead.