Thanks a lot ER.It seems that the file structure is very similar with RTW and im happy to notice that the models are still .cas and the textures are .tga. It looks like this wont be too big bite for the modders afterall.![]()
Thanks a lot ER.It seems that the file structure is very similar with RTW and im happy to notice that the models are still .cas and the textures are .tga. It looks like this wont be too big bite for the modders afterall.![]()
Ja Mata Tosainu Sama.
Epistolary Richard
excellent work.![]()
Watching
EURO 2008 & Mobile Suit Gundam 00
Waiting for: Wimbledon 2008.
I'm not so sure about this question.Originally Posted by Kagemusha
If we look at the models_unit (in RTW) and banners now the file structure is like this:
data/banners/main_cavalry.mesh
data/banners/main_general.mesh
data/banners/main_infantry.mesh
data/banners/main_missile.mesh
data/banners/main_royal.mesh
data/banners/main_spear.mesh
data/banners/mini_cavalry.mesh
data/banners/mini_infantry.mesh
data/banners/mini_missile.mesh
data/banners/mini_spear.mesh
data/banners/textures/faction_banner_england.texture
data/banners/textures/faction_banner_france.texture
data/banners/textures/faction_banner_hre.texture
data/banners/textures/faction_banner_spain.texture
data/banners/textures/faction_banner_saxons.texture
data/banners/textures/royal_banner_england.texture
data/banners/textures/royal_banner_france.texture
data/banners/textures/royal_banner_hre.texture
data/banners/textures/royal_banner_spain.texture
data/banners/textures/royal_banner_saxons.texture
(this seems to explain the variety of banners seen in battlefield).
Units:
data/unit_models/_units/en_lmail_hmail/armored_sergeants_lod0.mesh (there are also lod1, lod2 and lod3)
There are several folders in data/unit_models/_units, namely:
en_lmail_hmail (example crossbowmen)
en_peasant_padded (example archer_militia_lod0.mesh)
en_pplate_plate (example dismounted_ne_late_bodyguard_lod0.mesh)
ln_3qplate_halfplate (example heavy_billmen_ug1_lod0.mesh)
ln_gothic_rn_plate (example gendarmes_lod0.mesh)
ln_peasant_padded (example halberd_militia_ug1_lod0.mesh)
rn_half_3q_plate (example sword_and_buckler_men_ug1_lod0.mesh)
rn_light_lmail (example arquebusiers_ug1_lod0.mesh)
The textures are again files with the .texture extension.
Other folders:
data/unit_models/attachmentsets (only ***.texture files in it)
data/unit_models/mounts/barded_horse
data/unit_models/mounts/european_armoured_horse
data/unit_models/mounts/heavy_horse
data/unit_models/mounts/mailed_horse
I hope that .mesh and .texture files will be "moddable" with the normal software, although I fear that new scripts or tools will be required.![]()
Most likely.Originally Posted by Monkwarrior
All those folders in the models_unit folders ties into what CA said in one of the previews, that weaposn and shields are now assigned seperately from the bodies, and those folders could represent the different body types, with more variety in the folders.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Actually, I am most fascinated by these:
data/descr_formations_ai.txt
data/config_ai_battle.xml
data/descr_campaign_ai_db.xml
I've not had RTW installed in a few months, now, and off the top of my head I can't remember seeing files named like that there.
Could it be? Could it be that we can edit the AI?
Maybe I'm just getting ahead of myself, but I can hope.
If you open the system log file you can see alot of "Warning XXX File is missing from XXXXXXXX" which shows alot of what you just said in first post.
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