Samnite, I downloaded the DXTBMP program. I was able to view the DDS Files. I was also able to paint them using MSPaint. However, MSPaint has a really limited number of colors to choose. Apparantly only 24 colors including black and white are available. I don't think I am going to be able to accomplish much of decent quality.
However it was interesting when I browsed through the various DDS files. I noticed that they all had the same layout of various weapons on each DDS/TGA file. So then I looked at the descr_model_data file. I checked the German spearmen and German axemen. They use the same base TGA file. The major difference is a substitution of axe for spear in the model_flexi section. A second difference is the use of different sprites. See below. I highlighted the differences between the German Spearmen and German Axemen. Wow!
type warband_spearman_german
skeleton fs_spearman
indiv_range 40
texture germans, data/models_unit/textures/unit_barb_warband_german_.tga
model_flexi_m data/models_unit/unit_barb_warband_german_spear_high.cas, 8
model_flexi_m data/models_unit/unit_barb_warband_german_spear_med.cas, 15
model_flexi data/models_unit/unit_barb_warband_german_spear_low.cas, 30
model_flexi data/models_unit/unit_barb_warband_german_spear_lowest.cas, max
model_sprite germans, 60.0, data/sprites/germans_warband_spearman_german_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
----------------------------
type warband_axe
skeleton fs_swordsman ; axe has same anims as club, and shares some with sword
indiv_range 40
texture germans, data/models_unit/textures/unit_barb_warband_german_.tga
model_flexi_m data/models_unit/unit_barb_warband_german_axe_high.cas, 8
model_flexi_m data/models_unit/unit_barb_warband_german_axe_med.cas, 15
model_flexi data/models_unit/unit_barb_warband_german_axe_low.cas, 30
model_flexi data/models_unit/unit_barb_warband_german_axe_lowest.cas, max
model_sprite germans, 60.0, data/sprites/germans_warband_axe_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
So if I want to create a Gaulish axemen, I would find the Gaulish warband model in the descr_model_data file. Here it is below. I would copy it.
type barb_infantry_longshield
skeleton fs_spearman, ; combat spear
indiv_range 40
texture gauls, data/models_unit/textures/unit_barb_warband_longshield_gaul_new.tga
texture dacia, data/models_unit/textures/unit_barb_warband_longshield_dacia_new.tga
model_flexi data/models_unit/unit_barb_warband_longshield_high.CAS, 8
model_flexi data/models_unit/unit_barb_warband_longshield_med.cas, 15
model_flexi data/models_unit/unit_barb_warband_longshield_low.cas, 30
model_flexi data/models_unit/unit_barb_warband_longshield_lowest.cas, max
model_sprite dacia, 60.0, data/sprites/dacia_barb_infantry_longshield_sprite.spr
model_sprite gauls, 60.0, data/sprites/gauls_barb_infantry_longshield_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Then I would paste it below the barb_infantry. Now note the changes. Anything I have added or changed is in bold.
type barb_infantry_longshield_axemen
skeleton fs_swordman, ;
indiv_range 40
texture gauls, data/models_unit/textures/unit_barb_warband_longshield_gaul_new.tga
model_flexi data/models_unit/unit_barb_warband_longshield_axe_high.CAS, 8
model_flexi data/models_unit/unit_barb_warband_longshield_axe_med.cas, 15
model_flexi data/models_unit/unit_barb_warband_longshield_axe_low.cas, 30
model_flexi data/models_unit/unit_barb_warband_longshield_axe_lowest.cas, max
model_sprite gauls, 60.0, data/sprites/gauls_barb_infantry_longshield_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Here are the changes in order.
First I rename the file to "barb_infantry_longshield_axemen"
Second I change the skeleton to fs swordman from spearman.
Third I remove the reference to "combat spear" in the skeleton section. I assume this means the model will use a spear by default. Note the barb infantry warband does not reference spear in the model section as it was done in the German spearmen description.
Fourth I remove the reference to a Dacian unit as I do not want it as an axemen.
Fifth, I insert "axe" in each of the four lines of model_flexi code between Longshield and the high, med, low and lowest cas.
Sixth, I remove the sprite reference to dacia again.
Note. For the moment, I leave the sprite alone. At long distance, the model will use the gaul warband sprite.
I think this process would work in creating a new axeman using the basic warband gaul tga. By making the changes above, the model will use the axe weapon instead of the spear. I assume the base TGA file can use any of the listed weapons within the TGA. I noticed the axe, spear and sword.
So I could use the stock warband gaul tga for my new axemen. However since I downloaded Warbirds excellent gaul skins tonight, I could use either the stock gaul skins or reference Warbirds new skins. And if I rename Warbands skins, I could reference either. Wow! I think it will work. And it hopefully would work with any existing nationality in which you wanted to add a weapons variation on a unit.
I am a little concerned about the sprites. However in viewing the sprites, they are very, very small. I am not sure that visually they will make much of a difference. When I test it, I will find out.
Many thanks on the reference to the DXTBMP program. Without viewing them, I would never have realized what could be done with the weapons and substitution of skins. All of this while barely touching a paint program.
Although I will still need to figure out how to do unit cards and unit info reflecting the appearance of the Gaulish axemen.
Bookmarks