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  1. #1

    Default Changing Unit Weapon Model

    I've been playing around a bit with the units in the game, and decided to try creating a new unit (more specifically, an Egyptian Pharao's Guard unit wielding a falx). Said and done, I added a new entry to the descr_unit file with the appropriate stats, and an entry to the model_battle file with the 2-handed skeleton.

    As far as I can tell, the unit works. It's using the right soldier model, the correct attack animation and, to my great surprise, without any crashes. There is just one problem; it's still holding a spear. I've done my best to find some kind of referrence to the weapon model used, but I simply can't find it.
    I also tried making the Triarii phalanx-capable and give it a secondary attack using the swordsman skeleton. That works fine as well, except that the soldier is not holding a sword.

  2. #2
    Could be your God Member Abokasee's Avatar
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    Default Re: Changing Unit Weapon Model

    post a screen shot please
    Now with transparent layers!

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  3. #3

    Default Re: Changing Unit Weapon Model

    You will need to edit the Triarii .cas file and its associated texture. In the .cas file the soldier needs a secondary weapon, and a sword needs to be added to the texture file.
    'One day when I fly with my hands -
    up down the sky,
    like a bird'

  4. #4

    Default Re: Changing Unit Weapon Model

    ...And I have no idea how to do that... Bugger.

  5. #5

    Default Re: Changing Unit Weapon Model

    There are a number of tutorials here and at the TWC that will get you started.
    The real kicker is the fact you are going to need to get either 3dfx or Gmax to edit the .cas file (and the .cas file import script as well). But CA was cheap and they did not release a Gmax plug-in (so much for claims about mod-ability), if you edit the model with Gmax you will need to find someone willing to load your work into 3dfx and export it in the proper format. As for the texture file you can use Photoshop (or something similar) and the dds plug-in from NVIDIA to produce it. Good luck.
    'One day when I fly with my hands -
    up down the sky,
    like a bird'

  6. #6

    Default Re: Changing Unit Weapon Model

    Thanks, but considering my complete lack of both necessary tools and skill, I think I'll leave this be.

  7. #7

    Default Re: Changing Unit Weapon Model

    But CA was cheap and they did not release a Gmax plug-in (so much for claims about mod-ability)
    When I was part of another mod team working on something for another game, the possibility of a GMax plugin was investigated. Discreet were looking for a 6 figure sum ( £'s ... not $ too ) to develop a plugin. When you look at the amount of extra units that would get sold as a result, the returns just don't justify the cost. I am not at all surprised that CA didn't pay up.

    Additionally...the script that DOES allow Max users to import and export RTW models was written by Vercingetorix NOT Creative Assembly. If someone out there has the skill to make an importer for another bit of 3D software, there is nothing stopping them. The Max Script Verc. wrote should contain enough data about the file format to make it possible.

    Anyway...as far as modding goes, the bulk of the unit stats are in un-encrypted text files, and the textures etc. are not hidden away in locked archives either. CA have really not put up any of the barriers that most game designers do to prevent modding.

    Not that ANY of this helps the original poster....he doesn't know how to model ( I guess from his response ) A GMax plugin STILL wouldn't have helped.
    Careless Orc Costs Lives!

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