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Thread: Tutorial - Adding a unit to the game

  1. #121

    Default Re: Tutorial - Adding a unit to the game

    Thanks !

    Stat rosa pristina nomine nomina nuda tenemus

  2. #122
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    I've created a formatted version of the modeldb file that might
    be easier to edit. I uploaded it here:

    http://www.totalwar.org/Downloads/Rt...ads/RTWupload/

    It is called formatted_modeldb.zip.

    For those technically interested I parsed it with a MatLab script using
    regular expressions to format as per KleeMann's suggestions. This file
    has no other mods to it, it is just the vanilla battle_models.modeldb
    with the appropriate carriage return/linefeed control codes inserted where
    needed. I tested it with the --io.file_first switch and it worked. I then
    broke it (by changing one of the string numbers to something incorrect) to make sure I was actually reading it and got the usual CTD. I then changed it
    back and tested it again to make sure the game loaded.
    Any feedback on its usefulness would be appreciated.

    Happy modding.

  3. #123
    Member Member ezekiel6's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    KnightErrant this is cool definitely much easier to read, should make modding units a breeze.

  4. #124
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Thanks!

  5. #125
    Member Member Re Berengario I's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Thanks to you KnightErrant! You saved all of us a lot of nasty, booooring work! :D

  6. #126
    It was a trap, after all. Member DukeofSerbia's Avatar
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    Thumbs up Very nice

    KnightErrant

    Beautiful! Even now when I am already familiar with file. I hope that my friend will successfully write program to work with it for easy moding. That sorted file, I think, can help.
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  7. #127
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Thanks guys.

  8. #128

    Default Re: Tutorial - Adding a unit to the game

    Thanks to everyone making such a great work !

    Need some help : I have added some unit (which was before just a rebel one )
    I have made changes in .modeldb , export_descr_unit , export_descr_buildings , but I am getting this error:

    Script Error in DLV_ext/data/export_descr_buildings.txt, at line 150, column 52
    Unknown unit type specified

    I wonder where I could miss that description...? ( using bat file with MOD dir )

    Thanks ..

  9. #129
    Member Member ezekiel6's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Have you gone to the line to see what is written there? Perhaps it is a spelling mistake? Make sure that the unit name matches in both the export_descr_unit and export_descr_bulidings.txts

  10. #130

    Default Re: Tutorial - Adding a unit to the game

    Made my first unit today. Nothing fancy but it worked so I now know I can do more. Thanks for the guide and the comments, they were all really helpful.

  11. #131

    Default Re: Tutorial - Adding a unit to the game

    Thanks for that info, finally i was able to mount musketeers. Hooah.

  12. #132

    Default Re: Tutorial - Adding a unit to the game

    Please can somebody help me
    i want add this unit.
    (I dont see there problem, but game wasn´t run . )
    I make quite many copy/paste from Norse_swordmen.
    THX for help

    This write me systemlog
    21:27:16.000 [script.err] [error] Script Error in MCRM/data/export_descr_unit.txt, at line 14771, column 2
    Could not find soldier battle model for unit type 'GR_Slovan'.

    21:27:16.000 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file MCRM/data/export_descr_unit.txt.



    Descr_unit.txt
    type GR Slovan
    dictionary GR_Slovan ; Slovanski sermiari
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier GR_Slovan, 48, 0, 1.2
    attributes sea_faring, hide_forest, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 11, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 7, 6, metal
    ;stat_armour_ex 5, 7, 8, 0, 7, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 3, 2
    stat_mental 5, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 400, 150, 75, 55, 400, 4, 100
    armour_ug_levels 2, 3, 4
    armour_ug_models GR_Slovan, GR_Slovan_ug1, GR_Slovan_ug2
    ownership milan, slave
    era 1 milan
    era 2 milan
    ;unit_info 11, 0, 18




    Modelsdbfile
    9 GR_Slovan
    1 4
    59 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_lod0.mesh 121
    59 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_lod1.mesh 900
    59 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_lod2.mesh 2500
    59 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_lod3.mesh 6400
    2
    5 milan
    71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_milan.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    50 unit_sprites/denmark_Viking_Raiders_ug2_sprite.spr
    5 slave
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_rebels.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    48 unit_sprites/slave_Viking_Raiders_ug2_sprite.spr
    2
    5 milan
    58 unit_models/AttachmentSets/Final Danish_milan_diff.texture
    60 unit_models/AttachmentSets/Final Danish_denmark_norm.texture 0
    5 slave
    58 unit_models/AttachmentSets/Final Danish_slave_diff.texture
    58 unit_models/AttachmentSets/Final Danish_slave_norm.texture 0
    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    13 GR_Slovan_ug1
    1 4
    63 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_ug1_lod0.mesh 121
    63 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_ug1_lod1.mesh 900
    63 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_ug1_lod2.mesh 2500
    63 unit_models/_Units/EN_Lmail_Hmail/norse_swordsmen_ug1_lod3.mesh 6400
    2
    5 milan
    71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_milan.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    50 unit_sprites/denmark_Viking_Raiders_ug3_sprite.spr
    5 slave
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_rebels.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    48 unit_sprites/slave_Viking_Raiders_ug3_sprite.spr
    2
    5 milan
    58 unit_models/AttachmentSets/Final Danish_milan_diff.texture
    58 unit_models/AttachmentSets/Final Danish_milan_norm.texture 0
    5 slave
    58 unit_models/AttachmentSets/Final Danish_slave_diff.texture
    58 unit_models/AttachmentSets/Final Danish_slave_norm.texture 0
    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    13 GR_Slovan_ug2
    1 3
    69 unit_models/_Units/LN_3QPlate_HalfPlate/norse_swordsmen_ug2_lod0.mesh 121
    69 unit_models/_Units/LN_3QPlate_HalfPlate/norse_swordsmen_ug2_lod1.mesh 1225
    69 unit_models/_Units/LN_3QPlate_HalfPlate/norse_swordsmen_ug2_lod2.mesh 6400
    2
    5 milan
    80 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_milan.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    51 unit_sprites/denmark_Norse_Swordsmen_ug2_sprite.spr
    5 slave
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_rebels.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    49 unit_sprites/slave_Norse_Swordsmen_ug2_sprite.spr
    2
    5 milan
    58 unit_models/AttachmentSets/Final Danish_milan_diff.texture
    58 unit_models/AttachmentSets/Final Danish_milan_norm.texture 0
    5 slave
    58 unit_models/AttachmentSets/Final Danish_slave_diff.texture
    58 unit_models/AttachmentSets/Final Danish_slave_norm.texture 0
    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Last edited by AliAS; 02-24-2007 at 21:51.
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  13. #133
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Hi AliAS
    I think part of the problem might be your
    AttachmentSets entries in the modeldb file.
    Unless you copied and renamed them, these
    don't exist.

    Code:
    58 unit_models/AttachmentSets/Final Danish_milan_diff.texture
    58 unit_models/AttachmentSets/Final Danish_milan_norm.texture 0
    You can change them back, milan -> denmark, and change the character counts back,
    but keep your milan textures in the body blocks.
    Check all 3 upgrade levels.

    And just to check, you're also using the io.file_first switch?
    Last edited by KnightErrant; 02-24-2007 at 23:44.

  14. #134

    Default Re: Tutorial - Adding a unit to the game

    I made that shield textures first so there is no problem.
    I also using io file .
    And i have also textures for milan. But game still dont run
    It looks problem is can be here. Tha game can&#180;t battle soldier battle model. but for what ??
    Last edited by AliAS; 02-25-2007 at 10:09.
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  15. #135

    Default Re: Tutorial - Adding a unit to the game

    i start again with new name and now all funcion great.
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  16. #136
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Glad you got it working. Sorry I couldn't help you
    better.

  17. #137

    Default Re: Tutorial - Adding a unit to the game

    You say sorry me, you don´t need say me sorry.
    I thank you for help and for your great formated_battlemodelsdbfile
    If you don´t edit it a never can make new unit
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  18. #138

    Default Re: Tutorial - Adding a unit to the game

    Hoping for a quick hand...I'm trying to create a Spear unit for sicily out of "Merc. Dismounted Frankish Knights" I can get everything except I get those silver looking ghost armies and I just can't figure out how to get it to look...well "normal" sorry for the long post but was hoping someone smarter than me could point out my errors..thanks.

    type Sicilian Spearmen
    dictionary Sicilian_Spearmen ; Sicilian Spearmen
    category infantry
    class spearmen
    voice_type Heavy
    accent French
    banner faction main_spear
    banner holy crusade
    soldier Dismounted_Frankish_Knights, 48, 0, 1.35
    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.0, 1.0, 2.0, 2.0, 4, square
    stat_health 1, 0
    stat_pri 11, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 0.7
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, spear_bonus_10
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 0.7
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 9, 9, 6, metal
    ;stat_armour_ex 7, 0, 0, 0, 4, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 1, -2, 3, 2
    stat_mental 11, normal, trained
    stat_charge_dist 30
    stat_fire_delay -2500
    stat_food 60, 300
    stat_cost 1, 570, 200, 90, 70, 870, 4, 160
    armour_ug_levels 3, 4
    armour_ug_models Dismounted_Frankish_Knights, Dismounted_Frankish_Knights
    ownership sicily
    era 0 sicily
    era 1 sicily
    ;unit_info 9, 0, 17

    19 sicilian_spearmen
    1 4
    71 unit_models/_Units/EN_Lmail_Hmail/dismounted_frankish_knights_lod0.mesh 121
    71 unit_models/_Units/EN_Lmail_Hmail/dismounted_frankish_knights_lod1.mesh 900
    71 unit_models/_Units/EN_Lmail_Hmail/dismounted_frankish_knights_lod2.mesh 2500
    71 unit_models/_Units/EN_Lmail_Hmail/dismounted_frankish_knights_lod3.mesh 6400
    1
    6 sicily
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_sicily.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    1
    6 sicily
    55 unit_models/AttachmentSets/Final Kite_merc_diff.texture
    55 unit_models/AttachmentSets/Final Kite_merc_norm.texture 0
    1
    4 None
    10 MTW2_Spear 0
    2
    18 MTW2_Spear_primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  19. #139
    Experimental Archaeologist Member Russ Mitchell's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    First off, thanks for this thread.

    I have a similar question, because while I think I understand the tutorial, I'm not sure I understand the modeldb file. I tried to modify magyar_cavalry to create a Szekely unit. Judging by my reading here, I've borked the modeldb file. It gets right up to the battle screen, where you see the sprites for your unit, and then I get the unspecified error.

    "szekely_cavalry" is one letter longer than "magyar_cavalry," so I've increased the digit count by one. I also created textures with an outright copy/paste from the magyar cav. (I'm an historian, so I'm a nerd, not a geek. ;) I don't even own a copy of photoshop, though that should probably change).

    So, my question is the following: what else needed to be done in said editing? From what I've read, it doesn't sound like random modifications to weapons and defensive stats should make a difference -- but if it does, then I've seriously misunderstood the tutorial itself.

    This is fun. Thanks.
    Edit: Oh, along with that. If I used the formatted modelsdb file, would there be any pitfalls about how many space characters to include, etc? I've replaced theone with the other after backing it up, but it occurs to me that I might have committed a beginner's error on that front.
    Last edited by Russ Mitchell; 03-01-2007 at 14:56.
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  20. #140
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Hi Russ,
    The formatted modeldb file is identical to the vanilla EXCEPT
    that it has carriage return/linefeeds inserted to break the lines nicely.
    So it preserves all the funny space at end of line and double spaces
    after some 0's and all that stuff that the modeldb file is so picky about.
    If you are just starting to mod this file may I suggest you get the version 2.0
    formatted modeldb file here
    https://forums.totalwar.org/vb/showthread.php?t=79455

    The advantage is I've included a Python syntax checking script
    that can check those character counts and faction counts that are
    so easy to get wrong.

    But yes, modding this file is both fun and frustrating at the same time.

  21. #141
    Member Member -Amon-'s Avatar
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    Default Re: Tutorial - Adding a unit to the game

    I tried 30 times and still blank screen with error noise..

    I edited EDU file for making my neew unit "ghazi infantry"..


    1.here is EDU entry

    Code:
     
    type             Ghazi_Infantry
    dictionary       Ghazi_Infantry      ; Ghazi Infantry
    category         infantry
    class            light
    voice_type       Light
    accent         Arabic
    banner faction   main_infantry
    banner holy      crusade
    soldier          Ghazi_Infantry, 48, 0, 1
    attributes       sea_faring, hide_forest, very_hardy, can_withdraw
    formation        1.2, 1.2, 2.4, 2.4, 4, square
    stat_health      1, 0
    stat_pri         11, 6, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.2
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    ap
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  0, 1, 6, flesh
    ;stat_armour_ex   0, 0, 0, 0, 1, 6, 6, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      1, 1, 0, -1
    stat_mental      9, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 490, 70, 90, 70, 490, 4, 120
    armour_ug_levels 0
    armour_ug_models Ghazi_Infantry
    ownership        turks
    era 0            turks
    era 1            turks
    era 2            turks
    ;unit_info        10, 0, 7


    2.and model.db entry

    Code:
     14 Ghazi_Infantry 1 4 51 unit_models/_Units/ME_Light_Padded/ghazis_lod0.mesh 121 51 unit_models/_Units/ME_Light_Padded/ghazis_lod1.mesh 900 51 unit_models/_Units/ME_Light_Padded/ghazis_lod2.mesh 2500 51 unit_models/_Units/ME_Light_Padded/ghazis_lod3.mesh 6400 1 5 turks 76 unit_models/_Units/ME_Light_Padded/textures/ME_Peasant_Variant_turks.texture 77 unit_models/_Units/ME_Light_Padded/textures/ME_Peasant_Variant_normal.texture 35 unit_sprites/turks_Ghazi_Infantry_sprite.spr 1 5 turks 65 unit_models/AttachmentSets/Final Middle eastern_turks_diff.texture 65 unit_models/AttachmentSets/Final Middle eastern_turks_norm.texture 0  1 4 None 14 MTW2_Fast_Mace 0  2 17 MTW2_Mace_Primary 14 fs_test_shield 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    3.i added the line,

    [io]
    file_first = 1
    to mediecal.pre.cfg...

    4. I created turks_Ghazi_Infantry_sprite.spr file..




    BUT..

    I still get blank screen



    I REALLY appriciated for your help..
    The Truth is from thy Lord; so be not at all in doubt. The Heifer (Al-Baqarah)-147

  22. #142
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    @-Amon-
    Check the character count on your sprite entry.
    I think it's 44 not 35. See if that cures the blank
    screen.

  23. #143
    Experimental Archaeologist Member Russ Mitchell's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by KnightErrant
    The advantage is I've included a Python syntax checking script that can check those character counts and faction counts that are so easy to get wrong.

    But yes, modding this file is both fun and frustrating at the same time.
    Thanks. I'll run this through (am trying not to post the text until I've exhausted the other options...)
    Ngata tsukelan mokwisipiak!

  24. #144
    Member Member -Amon-'s Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by KnightErrant
    @-Amon-
    Check the character count on your sprite entry.
    I think it's 44 not 35. See if that cures the blank
    screen.

    uh,no...I still get blank screen :(

    i changed to
    Code:
    14 Ghazi_Infantry 1 4 51 unit_models/_Units/ME_Light_Padded/ghazis_lod0.mesh 121 51 unit_models/_Units/ME_Light_Padded/ghazis_lod1.mesh 900 51 unit_models/_Units/ME_Light_Padded/ghazis_lod2.mesh 2500 51 unit_models/_Units/ME_Light_Padded/ghazis_lod3.mesh 6400 1 5 turks 76 unit_models/_Units/ME_Light_Padded/textures/ME_Peasant_Variant_turks.texture 77 unit_models/_Units/ME_Light_Padded/textures/ME_Peasant_Variant_normal.texture 44 unit_sprites/turks_Ghazi_Infantry_sprite.spr 1 5 turks 65 unit_models/AttachmentSets/Final Middle eastern_turks_diff.texture 65 unit_models/AttachmentSets/Final Middle eastern_turks_norm.texture 0  1 4 None 14 MTW2_Fast_Mace 0  2 17 MTW2_Mace_Primary 14 fs_test_shield 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    The Truth is from thy Lord; so be not at all in doubt. The Heifer (Al-Baqarah)-147

  25. #145
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    @-Amon-
    OK, sorry I didn't count every thing carefully.
    Try changing these two entries

    Code:
    65 unit_models/AttachmentSets/Final Middle eastern_turks_diff.texture 
    65 unit_models/AttachmentSets/Final Middle eastern_turks_norm.texture 0
    to

    Code:
    66 unit_models/AttachmentSets/Final Middle eastern_turks_diff.texture 
    66 unit_models/AttachmentSets/Final Middle eastern_turks_norm.texture 0

  26. #146
    Member Member -Amon-'s Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by KnightErrant
    @-Amon-
    OK, sorry I didn't count every thing carefully.
    Try changing these two entries

    Code:
    65 unit_models/AttachmentSets/Final Middle eastern_turks_diff.texture 
    65 unit_models/AttachmentSets/Final Middle eastern_turks_norm.texture 0
    to

    Code:
    66 unit_models/AttachmentSets/Final Middle eastern_turks_diff.texture 
    66 unit_models/AttachmentSets/Final Middle eastern_turks_norm.texture 0



    Yess,thanks a lot !!It worked !!!


    Anyway,what did we do by changing these parameters??? whats the meaning difference of 65 & 66 ?? for future usings..
    The Truth is from thy Lord; so be not at all in doubt. The Heifer (Al-Baqarah)-147

  27. #147
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    @-Amon-
    Every string in the modeldb file has a number in front of it
    that is the number of characters in that string. I was just
    counting your strings and telling you what numbers I got.

    It looks like you are using the original modeldb file which isn't
    formatted. This is very difficult to work with. Take a look
    in this thread.
    https://forums.totalwar.org/vb/showthread.php?t=79455

    I made a formatted modeldb file (vanilla only, no mods in it) that
    has line break characters so it's easier to edit. I also made a
    syntax checker (a Python script so you would need Python to use
    it) that checks all these counts for you. Even without the
    syntax checker, the formatted file is much easier.

  28. #148
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by KnightErrant
    @-Amon-
    Every string in the modeldb file has a number in front of it
    that is the number of characters in that string. I was just
    counting your strings and telling you what numbers I got.

    It looks like you are using the original modeldb file which isn't
    formatted. This is very difficult to work with. Take a look
    in this thread.
    https://forums.totalwar.org/vb/showthread.php?t=79455

    I made a formatted modeldb file (vanilla only, no mods in it) that
    has line break characters so it's easier to edit. I also made a
    syntax checker (a Python script so you would need Python to use
    it) that checks all these counts for you. Even without the
    syntax checker, the formatted file is much easier.
    Hmm why don't you write a quick conversion utility that takes a formatted text file without string length info and supplies the string length info into the modeldb? Would be pretty easy to do and quite useful methinks.

  29. #149
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Tutorial - Adding a unit to the game

    Agreed, it would be pretty easy. When I first did the
    syntax checker I thought about this. Since I read line by line
    I could check the character counts and write out a corrected
    line. Faction counts would be harder since you have to buffer
    up the data for all faction entries until you know you're done
    processing a body textures block or an AttachmentSets block.

    Main reason I didn't do this is: who's trusting enough to allow
    a Python script write access to their modeldb file?

  30. #150
    Member Member -Amon-'s Avatar
    Join Date
    Sep 2003
    Location
    Amon..The Last Jedi..
    Posts
    139

    Default Re: Tutorial - Adding a unit to the game

    uhh..me again..


    i want to use my unit on campaign so i edited export_descr_buildings.txt as follows :

    Code:
    recruit_pool "Ghazi Infantry"  1   0.2   2  0  requires factions { turks, }

    **It is in all castles and garrison quarters (and upgaredes too) sections..

    so,when i run .exe,i get game loading screen and after that game crashes to windows..


    I looked to system.log.txt file and at the and of the line :

    Code:
    [system.io] [always] mounted pack packs/localized.pack
    [data.missing] [warning] missing/invalid cursor for ANISELECT
    [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAG[data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    [data.missing] [warning] missing/invalid cursor for DRAGGING
    [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    [script.err] [error] Script Error in data/export_descr_buildings.txt, at line 239, column 48
    Unknown unit type specified: Ghazi Infantry


    Do you have any idea for solution?
    The Truth is from thy Lord; so be not at all in doubt. The Heifer (Al-Baqarah)-147

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