**Note that these pre-supposed that the mod you are adapting to use with the -mod: switch is RTW v1.5 compatible.**
I used SPQR 6.1 instead of Darth because I don't like the services hosting DarthMod - way too slow.
Anyway, this turned out to be a lot easier than I expected.
1. Create a new folder in your RTW directory and name it after the mod you want to convert. I created a folder called "SPQR".
2. Run the installer for your mod, but target the new folder instead of the RTW folder - thus, I used "C:\Program Files\Activision\Rome - Total War\SPQR" as the target for the installer.
3. Create a new shortcut for the RomeTW.exe, and add "-show_err -mod:SPQR" to the target, replacing SPQR with the name of your mod folder.
Easy enough so far. Now to update some files:
4. Files that need updating:
a) descr_model_battle.txt
- rename paths for any unique sprites
- rename paths for any unique models
Example - Roman Hastati. Note that the bolded lines are the only ones I've changed - the game will find the correct skins without changing the path, but needs to be directed to the models and sprites.
Code:
type roman_hastati
skeleton fs_fast_pilum, fs_s1_gladius
indiv_range 40
texture romans_julii, data/models_unit/textures/SPQR_INFANTRY_JULII_HASTATII.TGA
texture romans_brutii, data/models_unit/textures/SPQR_INFANTRY_JULII_HASTATII.TGA
texture romans_scipii, data/models_unit/textures/SPQR_INFANTRY_SCIPII_HASTATII.TGA
texture romans_senate, data/models_unit/textures/SPQR_INFANTRY_SENATE_HASTATII.TGA
texture slave, data/models_unit/textures/SPQR_INFANTRY_REBEL_HASTATII.TGA
model_flexi_m SPQR/data/models_unit/hastati_high.cas, 15
model_flexi_m SPQR/data/models_unit/hastati_med.cas, 30
model_flexi_m SPQR/data/models_unit/hastati_low.cas, 40
model_flexi SPQR/data/models_unit/hastati_lowest.cas, max
model_sprite slave, 160.0, SPQR/data/sprites/romans_scipii_roman_hastati_sprite1.spr
model_sprite romans_senate, 60.0, SPQR/data/sprites/romans_senate_roman_hastati_sprite1.spr
model_sprite romans_scipii, 60.0, SPQR/data/sprites/romans_scipii_roman_hastati_sprite1.spr
model_sprite romans_brutii, 60.0, SPQR/data/sprites/romans_julii_roman_hastati_sprite1.spr
model_sprite romans_julii, 60.0, SPQR/data/sprites/romans_julii_roman_hastati_sprite1.spr
model_tri 400, 0.5f, 0.5f, 0.5f
b) descr_model_strat.txt
- rename paths for any unique models (model_flexi_m)
Same as for DMB above, but this time in the strat file. Again, only the models need to be changed, not the skins.
c) descr_sm_resources.txt
- corrent pathing to any unique resource items/icons
Example - note that lt did not change the icons, just the model. If the icon is unique, that needs updated path info as well.
Code:
type pigs
trade_value 0
item SPQR/data/models_strat/resource_legion_shield_numidian_standing.cas
icon data/ui/resources/resource_lead.tga
type dogs
trade_value 0
item SPQR/data/models_strat/resource_legion_shield_roman_standing.cas
icon data/ui/resources/resource_lead.tga
d) descr_projectile_new.txt
- again, update any model paths for unique projectiles.
For SPQR, I had to modify one item - small_onager_rock.
Code:
projectile bullet
damage 30
radius 0.2
mass 0.1
area 0.7
min_angle -60
max_angle 70
velocity 60
ground_shatter
display particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model SPQR/data/models_missile/small_onager_rock.cas, max
e) descr_sm_factions.txt
- unique faction symbols and loading logos have to be installed in the vanilla data folder, but you can add an additional folder layer so as not to overwrite the vanilla files, or give the symbols/logos unique names. I added an SPQR folder and referenced it in the descr_sm_factions.txt file like this:
Code:
faction romans_julii
culture roman
symbol models_strat/SPQR/symbol_julii.CAS
rebel_symbol models_strat/symbol_slaves.CAS
primary_colour red 165, green 20, blue 20
secondary_colour red 0, green 0, blue 0
loading_logo loading_screen/symbols/SPQR/symbol128_julii.tga
standard_index 0
logo_index 23
small_logo_index 248
triumph_value 5
intro_movie fmv/intros/julii_intro_final.wmv
victory_movie fmv/victory/julii_outro_320x240.wmv
defeat_movie fmv/lose/julii_eliminated.wmv
death_movie fmv/death/death_julii_grass_320x240.wmv
custom_battle_availability yes
can_sap yes
prefers_naval_invasions no
The same can be done for the movie files.
So in the example above, the faction symbol and loading logo will be the modded version, while the slave symbol (used when the faction's unit turn into rebels, or for sub-faction rebels) will be the vanilla version.
f) descr_standards.txt
- again, these need to live in the vanilla data folder as far as I can tell, so unique naming or additional folder structure is needed. I again went with folders, adding an SPQR folder to house the unique symbols. These are the symbols that appear on the campaign map unit flags. This is the entire file, bolded where I made changes for SPQR; the remaining symbols use the vanilla files.
Code:
;
; this file describes the appearance of the strategy map banners
;
file_scale 0.185f
file_army_banner data/banners/SPQR/strat_flag.cas ; can't have spaces
file_scale 1.0f
file_navy_banner data/banners/navy_banner.cas
banner_star 0, 0.67969, 0.19141, 0.86719
banner_button 0.19922, 0.67969, 0.38281, 0.86719
banner_flag 0.58813, 0.01, 0.99, 0.99
banner_sail 0.01, 0.01, 0.42, 0.41
factions
symbols banners/SPQR/symbols1.tga
symbols banners/SPQR/symbols2.tga
symbols banners/SPQR/symbols3.tga
symbols banners/SPQR/symbols4.tga
symbols banners/SPQR/symbols5.tga
rebels_factions
symbols banners/symbols6.tga
symbols banners/symbols7.tga
symbols banners/symbols8.tga
That was all it took and I can now play SPQR with all* of its features, and without overwriting anything in my vanilla data folder.
*Ok - almost all... one issue that I have yet to figure out: if you have anything in your mod's data/loading_screen folder, no loading screens show up in-game UNLESS you provide ALL the loading screens for the game. I'm sure there's a solution, but I haven't had time to track it down yet. So the one thing I had to leave out of my SPQR installation was loading_screen_9.tga, and I'm left with vanilla loading screens.
This is just a quick first pass but should help. I'll collect my thoughts and clean it up at a later time. Also, make sure you leave -show_err in your shortcut and that should point you to any problems.
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