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  1. #1

    Default Re: Post your "must-know" modding questions here!

    Could be old versions of the program...

    Try download the test version of adobe on download.com it works like a dream...

  2. #2

    Default Re: Post your "must-know" modding questions here!

    Is it possible to have several different models and/or skins in the same unit? Alternatively add more "unique" models, such as the standard bearer and unit leader? If this is somehow possible, it would be very useful especially for the bretonnians in the warhammer mod I'm working on.

    Grateful for an answer.

  3. #3
    Enjoying Life Member AssasinsShadow's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Just curious about modding the comp map. In Duke John's page on modding (great work BTW: https://forums.totalwar.org/vb/showt...t=37924&page=1 ) he says to open up map_ground_types.tga, map_regions.tga, and map_heights.tga and layer them so that you can edit all three in the same spot. However, map_regions.tga is of a different pixel resalution then the other two, and I cant get them to layer as the same size, therefore making editing the campaign map nieh impossible. Any help what-so-ever would be extremely appreciated.
    Everyone in the entire world has a photographic memory... but only a select few have film.

  4. #4

    Default Re: Post your "must-know" modding questions here!

    What steps need to be taken to add a new agent to the game? So far, I've edited the following files in the (what I feel is obvious) appropriate manner, consistent with other entries in them:

    descr_agent_ancillary
    descr_character
    export_descr_buildings
    descr_model_strat.txt
    export_descr_character_traits.txt
    export_descr_VnVs_enums.txt
    /text/export_VnVs.txt
    /text/shared.txt
    /text/expanded.txt
    /text/strat.txt

    However the error message that I have gotten every single time is
    Script error in data/descr_agent_ancillary.txt, at line 14, column 1.

    At least one culture (barbarian) has no agent/ancillary data supplied in descr_agent_ancillary.txt
    Now, my entry for the barbarians is the same as for the Romans:
    Code:
    culture barbarian																							
    																											
    doctor			data/ui/generic/generic_ancillary.tga		data/ui/generic/generic_ancillary_info.tga	data/ui/generic/generic_ancillary_info.tga	100	1	10
    quartermaster	data/ui/generic/generic_ancillary.tga		data/ui/generic/generic_ancillary_info.tga	data/ui/generic/generic_ancillary_info.tga	100	1	10
    priest			data/ui/generic/generic_ancillary.tga		data/ui/generic/generic_ancillary_info.tga	data/ui/generic/generic_ancillary_info.tga	100	1	10
    scout			data/ui/generic/generic_ancillary.tga		data/ui/generic/generic_ancillary_info.tga	data/ui/generic/generic_ancillary_info.tga	100	1	10
    engineer		data/ui/generic/generic_ancillary.tga		data/ui/generic/generic_ancillary_info.tga	data/ui/generic/generic_ancillary_info.tga	100	1	10
    																											
    spy				spy.tga			spy_info.tga			spy.tga				350	1	1
    assassin		assassin.tga	assassin_info.tga	assassin.tga		500	1	1
    diplomat		diplomat.tga	diplomat_info.tga	diplomat.tga		250	1	1
    admiral			admiral.tga		admiral_info.tga		admiral.tga			100	1	1
    taxcollector			diplomat.tga		diplomat_info.tga	diplomat.tga		350	2	1
    (I'm simply using the diplomat image and model for simplicity here.) Is there some file or process that I'm missing here? And I can see that of the three numbers, one is recruitment cost and one is likely build time, but what is the third? Starting level?

    Any help you can offer would be greatly appreciated.

  5. #5

    Default Re: Post your "must-know" modding questions here!

    Quote Originally Posted by AssasinsShadow
    Just curious about modding the comp map. In Duke John's page on modding (great work BTW: https://forums.totalwar.org/vb/showt...t=37924&page=1 ) he says to open up map_ground_types.tga, map_regions.tga, and map_heights.tga and layer them so that you can edit all three in the same spot. However, map_regions.tga is of a different pixel resalution then the other two, and I cant get them to layer as the same size, therefore making editing the campaign map nieh impossible. Any help what-so-ever would be extremely appreciated.
    i would resize the layer in question and size it down afterwards again..

  6. #6

    Default Re: Post your "must-know" modding questions here!

    (how do you edit your post??)

    i don't know what program you use.. with photoshop id simply use free transform.. (not actually resizing the layer.. that sounded kind of wrong )

  7. #7

    Default Re: Post your "must-know" modding questions here!

    mhh.. i just tried to do that and found that using free transfrom is not that good an idea as i thought.. it resaples the edges in the original picture and by doing that changes the colot at the edges.. don't know how that'll effect the game but better not take a risk ;)

    instead you could open the regions file seperately and resize it before you pase it into a new layer. make sure you use nearest neighbour as the resampling option to avoid the effect that happened above..
    (there might be an some place where you can change the resampling options for the free transform tool, too; i just don't know where)

    ps: sorry for triple-posting still don't know how to edit

  8. #8

    Default Re: Post your "must-know" modding questions here!

    Is it possible to alter the victory conditions to allow/require the taking of all regions for instance?

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