Has Anyone put the old Roman Units in RTW 1.2 in BI for the Roman Factions? If anyone has done it or can explain it I would appreciate it greatly.
Has Anyone put the old Roman Units in RTW 1.2 in BI for the Roman Factions? If anyone has done it or can explain it I would appreciate it greatly.
First, if you haven't allready, unpak your .pak files in your rome-totalwar/data/packs folder.
Then copy the .cas files for the old romans in your rome-totalwar/data/model_unit folder, and the .tga.dds files for the same unit's in your rome-totalwar/data/model_unit/textures folder.
Place these in the same places, but in your rome-totalwar/BI/data/model_unit folder. (here you allso have the data/model_unit folder that are used by BI)
Do the same with the textures. (see were CA have placed them)
To see witch files to copy, search for the unit's in your original (not BI) /data/ - descr_model_battle.txt file
You can find the models and textures here:
type roman_legionary_cohort_ii
skeleton fs_javelinman, fs_swordsman ; throwing javelin
indiv_range 40
texture romans_julii, data/models_unit/textures/unit_roman_legionary_II_julii.tga texture for diffrent roman factions
texture romans_brutii, data/models_unit/textures/unit_roman_legionary_II_brutii.tga
texture romans_scipii, data/models_unit/textures/unit_roman_legionary_II_scipii.tga
texture romans_senate, data/models_unit/textures/unit_roman_legionary_II_senate.tga
texture seleucid, data/models_unit/textures/unit_greek_legionary_seleucid.tga
model_flexi_m data/models_unit/unit_roman_legionary_high.cas, 15modells used, all modells must be copyed
model_flexi_m data/models_unit/unit_roman_legionary_med.cas, 30
model_flexi_m data/models_unit/unit_roman_legionary_low.cas, 40
model_flexi data/models_unit/unit_roman_legionary_lowest.cas, max
model_sprite seleucid, 60.0, data/sprites/seleucid_roman_legionary_cohort_ii_sprite.spr
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_legionary_cohort_ii_sprite.spr sprites, the unit's when zoomed far out. If you use highest settings on unit's, this is not important.
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_legionary_cohort_ii_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_legionary_cohort_ii_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_legionary_cohort_ii_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Now that you have copied these files to your BI/data/model_unit and model_unit/texture folders, you must change the descr_model_battle.txt in your BI folder. Find the unit, and copy the last text (witch i marked with green)
I'm not sure witch of the roman skins you want, so i marked them all. In you BI - descr_model_battle.txt file, you will find a cimilar list, but then with names like Empire_west aso. If you whant the empire west to have the julii skins, make sure to put them in the same line. Jou can allso give the Julii skins to all factions.
texture empire west, data/models_unit/textures/unit_roman_legionary_II_julii.tga
make sure you don't write .dds after the texture, and make sure that there are no typos. If the game can't find the texture listed in the right folder, it will ctd. And remember to back up!
Heres an example of how to get the modells and textures right in your BI/data/descr_model_battle.txt. With a layout ike this, you wil get the principes model and skin when recrouting comitatensis. You can allso change the name, but then you need to edit atleast 4 other txt files, and you should read an "add new unit" tutorial for that. (I belive there are one at the twc forum).
(In this example, empire west uses julii, east senate, rebel west brutii, and rebel east scipii.
type comitatensis
;--------------------------------------
skeleton fs_javelinman, fs_slow_swordsman
indiv_range 40
texture empire_west, bi/data/models_unit/textures/unit_roman_principes_julii.tga
texture empire_east, bi/data/models_unit/textures/unit_roman_principes_senate.tga
texture empire_west_rebels, bi/data/models_unit/textures/unit_roman_principes_brutii.tga
texture empire_east_rebels, bi/data/models_unit/textures/unit_roman_principes_scipii.tga
model_flexi bi/data/models_unit/unit_roman_hastati_high.cas, 15
model_flexi bi/data/models_unit/unit_roman_hastati_med.cas, 30
model_flexi bi/data/models_unit/unit_roman_hastati_low.cas, 40
model_flexi bi/data/models_unit/unit_roman_hastati_very_low.cas, max
model_sprite empire_west_rebels, 60.0, bi/data/sprites/empire_west_rebels_comitatensis_sprite.spr
model_sprite empire_east_rebels, 60.0, bi/data/sprites/empire_east_rebels_comitatensis_sprite.spr
model_sprite empire_west, 60.0, bi/data/sprites/empire_west_comitatensis_sprite.spr
model_sprite empire_east, 60.0, bi/data/sprites/empire_east_comitatensis_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Do only one unit at the time, so that it's easy to find any errors. If your not sure were to blace the files, just look up in the descr_model_battle.txt. As you can see, the place were the modells and textures is supposed to be is written here:
Example: bi/data/models_unit/unit_roman_hastati_high.cas, 15
The modelfile is named unit_roman_hastati_high.cas and should be in your rome totalwar/bi/data/models_unit Folder. If it's not, you get a ctd.
Make sure you have the "-show_err" in you commandline on your desktop shortcut. Just a little typo will couse a ctd, and without it, its hard to find the error. Allso make backup of all files and folders, incase you blunder and can't play your game.
-SKel-
that is awsome but, have you tested this yet? I will be doing everything you said today sometimes and will let you know if you havent tested it
I am currently working on a mod, and hve implemented ALOT of completely new unit's with my own model and skin, so yes, this is tested.
If you want to only replace the appairence of the BI roman unit's to those of RTW, your lucky, you only have to copy and paste, and the modells is allready there.
If i were you, and this is the first time you do this, i wold start in the small, and concentrated on getting one model and skin in there at starters.
Try changing the Plumbatarii into a principal, for empire west. Then you only have to copy the 4 modells (high, med, low, and very_low) and the Julii texture for principals. take a good look at the textfile, and dubblecheck the folders so that your sure everything is in the right place.
Save the txt file, and start your BI game, and test a costum battle with the Plumbatarii unit. If it works, you know you have done it right, and can then start doing the other unit's. If it ctd's, dubblecheck, everything, and find the error.
It's like riding a bike, once you have made it work a cuple of times, it goes automatic.
Good luck
-Skel-
Ok I think this is beginning to get over my head... Have you done this? can you just e-mail me the files or something so I can just replace them?
my problem is I dont know which of the new units to use for the old units in the descr_model_battle file. The texture I would be using would be the Juli textures. Can you give me a breakdown of doing one unit that I can use as a template for all the rest??
Ok, it's important that you change the unit's with unit's of the same kind.
spearmen - spearmen, sword/pila - sword/pila aso.
Now, if we change the Plumbatarii for empire west.
This is a sword unit that throws pila, so you can use it for the principes.
Exit your RTW/BI game. you can't have it running when you do this.
Go to Rome totalwar/data/model_unit/ and find these files:
unit_roman_hastati_high.CAS
unit_roman_hastati_med.CAS
unit_roman_hastati_low.CAS
unit_roman_hastati_lowest.CAS
Copy them to your Rome totalwar/BI/data/model_unit/
Go to Rome totalwar/data/model_unit/textures and find these files:
unit_roman_principes_julii.tga.dds
Copy them to your Rome totalwar/BI/data/model_unit/textures
Go to Rome totalwar/BI/data and open a textfile called descr_model_battle
Here you search for the Plumbatarii (ctlr + f)
you wil find this:
type plumbatarii
;--------------------------------------
skeleton fs_javelinman, fs_slow_swordsman
indiv_range 40
texture empire_west, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_west.tga
texture empire_east, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_east.tga
texture romano_british, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_west.tga
texture empire_west_rebels, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_west_rebels.TGA
texture empire_east_rebels, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_east_rebels.TGA
model_flexi bi/data/models_unit/BI_unit_plumbatarii_lod1.cas, 15
model_flexi bi/data/models_unit/BI_unit_plumbatarii_lod2.cas, 30
model_flexi bi/data/models_unit/BI_unit_plumbatarii_lod3.cas, 40
model_flexi bi/data/models_unit/BI_unit_plumbatarii_lod4.cas, max
;model_sprite 60.0, data/sprites/romans_julii_roman_peasant_sprite.spr
model_sprite empire_west_rebels, 60.0, bi/data/sprites/empire_west_rebels_plumbatarii_sprite.spr
model_sprite empire_east_rebels, 60.0, bi/data/sprites/empire_east_rebels_plumbatarii_sprite.spr
model_sprite empire_west, 60.0, bi/data/sprites/empire_west_plumbatarii_sprite.spr
model_sprite empire_east, 60.0, bi/data/sprites/empire_east_plumbatarii_sprite.spr
model_sprite romano_british, 60.0, bi/data/sprites/romano_british_plumbatarii_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
replace it with this (note, the red is the changes. Allso note the resemlance with the changes, and the files you copyed.)
type plumbatarii
;--------------------------------------
skeleton fs_javelinman, fs_slow_swordsman
indiv_range 40
texture empire_west, bi/data/models_unit/textures/unit_roman_principes_julii.tga
texture empire_east, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_east.tga
texture romano_british, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_west.tga
texture empire_west_rebels, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_west_rebels.TGA
texture empire_east_rebels, bi/data/models_unit/textures/BI_unit_plumbatarii_empire_east_rebels.TGA
model_flexi bi/data/models_unit/unit_roman_hastati_high.CAS, 15
model_flexi bi/data/models_unit/unit_roman_hastati_med.CAS.cas, 30
model_flexi bi/data/models_unit/unit_roman_hastati_low.CAS, 40
model_flexi bi/data/models_unit/unit_roman_hastati_lowest.CAS, max
;model_sprite 60.0, data/sprites/romans_julii_roman_peasant_sprite.spr
model_sprite empire_west_rebels, 60.0, bi/data/sprites/empire_west_rebels_plumbatarii_sprite.spr
model_sprite empire_east_rebels, 60.0, bi/data/sprites/empire_east_rebels_plumbatarii_sprite.spr
model_sprite empire_west, 60.0, bi/data/sprites/empire_west_plumbatarii_sprite.spr
model_sprite empire_east, 60.0, bi/data/sprites/empire_east_plumbatarii_sprite.spr
model_sprite romano_british, 60.0, bi/data/sprites/romano_british_plumbatarii_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Now, save your textfile, and start the game. Try a custom battle with empire west, and the plumbatarii.
They shold now be principes.
NB! since the plumbatarii now uses the hastati model, it will look weird with the skin on the other roman factions, until you change the skin for them too.
If you haven't unpaked your RTW files, you must do that. I can't send you my txt files, cus they are too messed up. I can't either send you all the model and texturefiles for the roman faction, so you have to do it yourself i'm affraid.
This bether help![]()
-Skel-
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