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Thread: Tutorial - Adding a unit to the game

  1. #211
    Member Member Malachus's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Alrighty guys, I need some help here. Upon loading the game, it keeps crashing during the splash screen, giving me an error:

    12:18:16.250 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 14770, column 2
    Could not find soldier battle model for unit type 'norman_spearmen'.

    12:18:16.250 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.


    Essentially, I'm trying to create a Norman Knight that uses the spear instead of a sword. Using, GOM's mesh converter, I edited the druzhina model to use a spear and have a kite shield slung across its back.


    Here's what I have in my modelsdb file (note that I'm using different animations. I want these guys to fight with the spear using both hands and, although not perfect, this is the most realistic-looking animation I could find from what we have so far).

    15 norman_spearmen
    1 4
    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_lod0.mesh 121
    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_lod1.mesh 900
    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_lod2.mesh 2500
    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_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
    52 unit_sprites/sicily_Dummy_EN_Spearmen_ug3_sprite.spr
    6 sicily
    57 unit_models/AttachmentSets/Final Kite_sicily_diff.texture
    57 unit_models/AttachmentSets/Final Kite_sicily_norm.texture 0
    1
    4 None
    16 MTW2_2HSwordsman 0
    2
    19 MTW2_2H_Axe_primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    Here's what I have in my EDU

    type norman spearmen
    dictionary norman_spearmen ; Norman Spearmen
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier norman_spearmen, 60, 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 8, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, spear_bonus_8
    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 8, 6, 0, metal
    ;stat_armour_ex 5, 7, 0, 0, 3, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 3, 2
    stat_mental 5, normal, highly_trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 570, 155, 85, 65, 540, 4, 130
    armour_ug_levels 3
    armour_ug_models norman_spearmen
    ownership sicily
    era 0 sicily
    ;unit_info 7, 0, 14


    The modelsdb file is up-to-date with regards to the first line number of models in the file and as far as I can tell, everything is correct with regards to the counts and spaces. I just can't tell where the breakdown between that file and the EDU is coming from...

    Any help would be greatly appreciated.

    Malachus

  2. #212

    Default Re: Tutorial - Adding a unit to the game

    Hi Malachus

    Quote Originally Posted by Malachus

    12:18:16.250 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 14770, column 2
    Could not find soldier battle model for unit type 'norman_spearmen'.

    12:18:16.250 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.

    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_lod0.mesh 121
    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_lod1.mesh 900
    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_lod2.mesh 2500
    59 unit_models/_Units/EN_Lmail_Hmail/norman_spearmen_lod3.mesh 6400
    Check you've got the four files in the right folder, also check case on names, etc.

    Quote Originally Posted by Malachus
    4 None
    16 MTW2_2HSwordsman 0
    2
    19 MTW2_2H_Axe_primary 0
    You've given him a secondary animation sequence although he doesn't have a secondary weapon, not sure if this will throw a spanner in the works.

    Quote Originally Posted by Malachus
    armour_ug_levels 3
    armour_ug_models norman_spearmen
    You've got 3 upgade levels but only one upgrade model, again not sure if this will make things fall over.

    Quote Originally Posted by Malachus
    Any help would be greatly appreciated.

    Malachus
    I'm not an expert on text entries but this is what I can see.

    Cheers

    GrumpyOldMan

  3. #213
    Member Member KnightErrant's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    @Malachus

    Also, this looks like it's missing a faction count for the attachment sets:

    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
    52 unit_sprites/sicily_Dummy_EN_Spearmen_ug3_sprite.spr
    6 sicily
    57 unit_models/AttachmentSets/Final Kite_sicily_diff.texture
    57 unit_models/AttachmentSets/Final Kite_sicily_norm.texture 0
    Should be:

    Code:
    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
    52 unit_sprites/sicily_Dummy_EN_Spearmen_ug3_sprite.spr
    1
    6 sicily
    57 unit_models/AttachmentSets/Final Kite_sicily_diff.texture
    57 unit_models/AttachmentSets/Final Kite_sicily_norm.texture 0

  4. #214
    Member Member Malachus's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Hmm... thanks for the replies guys. Unfortunately, I'm still getting the same problem. I was able to successfully put these guys into the game by essentially replacing the dismounted druzhina unit. I don't know why, but the game is only reading the vanilla unit models names/references, not my own. So frustrating

    Anyway, here are a couple of pics so you can have an idea of what I'm trying to do...


    https://img83.imageshack.us/my.php?i...pearmenaj5.jpg

    https://img83.imageshack.us/my.php?i...earmen2uw1.jpg

    https://img88.imageshack.us/my.php?i...earmen3ic6.jpg
    Last edited by Malachus; 04-21-2007 at 03:18.

  5. #215

    Default Re: Tutorial - Adding a unit to the game

    is it possibale to make mussketerss that fire napthta bombs? (naffatun boiling pots)

  6. #216

    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by Eng
    is it possibale to make mussketerss that fire napthta bombs? (naffatun boiling pots)
    In export_descr_unit look for Naffatun entry and in soldier erase "Naffatun" and write Musketeers or Arquebusiers and have fun xD

  7. #217

    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by Lord_XXX
    In export_descr_unit look for Naffatun entry and in soldier erase "Naffatun" and write Musketeers or Arquebusiers and have fun xD
    that will just make there name to be mussketters no?
    I mean will they have muskets and shoot naptha bombs??

  8. #218

    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by Eng
    that will just make there name to be mussketters no?
    I mean will they have muskets and shoot naptha bombs??
    No, doing this , the soldiers shoot like musketeers but the bullets are the naptha bombs, try do this i did and looks funny, but for do this maybe need edit the mesh files o maybe dont work, but works in the way that i say, have you unpacked your files? check the file and do that and have fun

  9. #219
    GarbageMan next door Member Miloshus's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    How can I ; for example give dismounted feudal knights sword to spear militia?
    How can I make an unit that uses only secundary weapon I tried with cossack musketeers, but they were holding and fighting with muskets instead of swords (It was really confusing)?
    Last edited by Miloshus; 04-30-2007 at 12:16.

  10. #220
    Terrible Turk Member Little Legioner's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Hi mates,

    I made several changes for my Moorish Dismounted Christian Guards. Byzantiums Latinkons were looking way better than Christians then i decided make my Christians like Latinkons.

    First of all i made some change in export_unit file for armor upgrades. After then i moved to battle unit file to set complete touches for my beloved Christians.

    After some research, implement, coding and test period voila! My beatiful Christian Guards were in their new Norman fashion! and also armor upgrades were ok! Victory! i made it but i had still some strange problems with them. This was very frustrating for me. Anyway,

    In my coding period i used Latinkon meshes for my Christians. Texture was same old Christian texture. It worked fine. Finally i've had a Norman looking Christian guards ( mounted and dismounted ) but problem was their attachments.

    I could not able to attach them Moorish arms and armor. When i've entered code their script with byzantine attachment set i worked fine but when i've tried to replace attachment set ( i've tried Urban Militia set ) i've failed.

    Is there anybody had an idea about my problem.

    Maybe there was a conflict between Latinkon mesh and Moorish Attachments?

    I dont know why.

    Please guys, i need your preciouss advices.
    Last edited by Little Legioner; 05-12-2007 at 09:15.


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  11. #221

    Default Re: Tutorial - Adding a unit to the game

    HI, ive done exactly the same processes as you said, i've even created the sprites etc. However, once i start a custom battle with my unit it loads then momentarily crashes to desktop.

    here is .modeldb layed out in a ordered format for u to see better ;)

    Code:
    11 GR_Dragoons 
    1 4 
    53 unit_models/_Units/RN_Half_3Q_Plate/reiters_lod0.mesh 121 
    53 unit_models/_Units/RN_Half_3Q_Plate/reiters_lod1.mesh 900 
    53 unit_models/_Units/RN_Half_3Q_Plate/reiters_lod2.mesh 2500 
    53 unit_models/_Units/RN_Half_3Q_Plate/reiters_lod3.mesh 6400 
    1 
    9 byzantium 
    79 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    41 unit_sprites/byzantium_Reiters_sprite.spr 
    1 
    9 byzantium 
    65 unit_models/AttachmentSets/Final European CB Gun_hre_diff.texture 
    65 unit_models/AttachmentSets/Final European CB Gun_hre_norm.texture 0 
    1 
    5 Horse 
    14 MTW2_HR_Pistol 
    13 MTW2_HR_Spear 1 
    22 MTW2_HR_Pistol_Primary 1 
    21 MTW2_HR_spear_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    15 GR_Dragoons_ug1 
    1 4 
    57 unit_models/_Units/RN_Half_3Q_Plate/reiters_ug1_lod0.mesh 121 
    57 unit_models/_Units/RN_Half_3Q_Plate/reiters_ug1_lod1.mesh 900 
    57 unit_models/_Units/RN_Half_3Q_Plate/reiters_ug1_lod2.mesh 2500 
    57 unit_models/_Units/RN_Half_3Q_Plate/reiters_ug1_lod3.mesh 6400 
    1 
    9 byzantium 
    79 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    45 unit_sprites/byzantium_Reiters_ug1_sprite.spr 
    1 
    9 byzantium 
    65 unit_models/AttachmentSets/Final European CB Gun_hre_diff.texture 
    65 unit_models/AttachmentSets/Final European CB Gun_hre_norm.texture 0 
    1 
    5 Horse 
    14 MTW2_HR_Pistol 
    13 MTW2_HR_Spear 1 
    22 MTW2_HR_Pistol_Primary 1 
    21 MTW2_HR_spear_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  12. #222

    Default Re: Tutorial - Adding a unit to the game

    *sigh* having some problems with textures here. I'm attempting to give hungary dismounted gothic knights, and everything seems to work except the units have no texture, ie they are completely silver. Here's my modeldb entry:

    Code:
    25 dismounted_gothic_knights 
    1 4 
    73 unit_models/_Units/LN_Gothic_RN_Plate/dismounted_gothic_knights_lod0.mesh 121 
    73 unit_models/_Units/LN_Gothic_RN_Plate/dismounted_gothic_knights_lod1.mesh 900 
    73 unit_models/_Units/LN_Gothic_RN_Plate/dismounted_gothic_knights_lod2.mesh 2500 
    73 unit_models/_Units/LN_Gothic_RN_Plate/dismounted_gothic_knights_lod3.mesh 6400 
    2 
    3 hre 
    77 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_hre.texture 
    80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_normal.texture 
    53 unit_sprites/hre_Dismounted_Gothic_Knights_sprite.spr 
    7 hungary 
    81 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_hungary.texture 
    80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_normal.texture 
    57 unit_sprites/hungary_Dismounted_Gothic_Knights_sprite.spr 
    2 
    3 hre 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0  
    7 hungary 
    60 unit_models/AttachmentSets/Final Heater_hungary_diff.texture 
    60 unit_models/AttachmentSets/Final Heater_hungary_norm.texture 0  
    1 
    4 None 
    21 MTW2_Slow_2HSwordsman 0  
    1 
    24 MTW2_2HSwordsman_Primary 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Any help is appreciated.

  13. #223
    Grand Duke of Zilch Member supadodo's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Hey I am new to this modding thing so I'm kinda trying hard to get things working by reading the threads and tutorials.

    So I'm trying to put Landskneckt Pikeman for the HRE(they are actually a merc unit)

    First try, without editing th modelDB file, I get it to work but I get silver surfers with sticks and the icon card is a peasant though info is all good.

    So I tried changing the code in modelDB to try and put in textures.

    This is the code:
    kt_pikemen_lod0.mesh 121 64 unit_models/_Units/RN_Light_Lmail/landschneckt_pikemen_lod1.mesh 900 64 unit_models/_Units/RN_Light_Lmail/landschneckt_pikemen_lod2.mesh 2500 64 unit_models/_Units/RN_Light_Lmail/landschneckt_pikemen_lod3.mesh 6400 2 4 merc 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_merc.texture 72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 49 unit_sprites/merc_Landschneckt_Pikemen_sprite.spr 2 3 hre 65 unit_models/AttachmentSets/Final European Light_merc_diff.texture 65 unit_models/AttachmentSets/Final European Light_merc_norm.texture 0 1 3 None 9 MTW2_Pike 15 MTW2_Non_Shield 1 17 MTW2_Pike_primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    It just gives me a blank screen when I start Med2. I tried searching around this thread for any clue but none worked. Plus I dunno if I had put the landsknecht textures into the hre folder. Can someone please tell me how?
    Okay thx.
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  14. #224

    Default Re: Tutorial - Adding a unit to the game

    Your problem has to do with the number of factions you're trying to load textures for. With the body textures, you're telling the program to load two texture sets, but you only have the code for the mercenary textures. Likewise for the attachment sets - you tell it to read in 2 sets, but only have code for the HRE textures. Assuming you want to keep the pikemen as a mercenary unit as well, it should read like this:
    Code:
    20 landschneckt_pikemen 
    1 4 
    64 unit_models/_Units/RN_Light_Lmail/landschneckt_pikemen_lod0.mesh 121 
    64 unit_models/_Units/RN_Light_Lmail/landschneckt_pikemen_lod1.mesh 900 
    64 unit_models/_Units/RN_Light_Lmail/landschneckt_pikemen_lod2.mesh 2500 
    64 unit_models/_Units/RN_Light_Lmail/landschneckt_pikemen_lod3.mesh 6400 
    2 
    4 merc 
    71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_mercs.texture 
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 
    49 unit_sprites/merc_Landschneckt_Pikemen_sprite.spr 
    3 hre
    69 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_hre.texture 
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 
    49 unit_sprites/merc_Landschneckt_Pikemen_sprite.spr 
    2 
    4 merc 
    65 unit_models/AttachmentSets/Final European Light_merc_diff.texture 
    65 unit_models/AttachmentSets/Final European Light_merc_norm.texture 0  
    3 hre 
    64 unit_models/AttachmentSets/Final European Light_hre_diff.texture 
    64 unit_models/AttachmentSets/Final European Light_hre_norm.texture 0  
    1 
    4 None 
    9 MTW2_Pike 
    15 MTW2_Non_Shield 1 
    17 MTW2_Pike_primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Hope there's no typos...can't edit

    Oh...and as for my post, it wasn't a problem with the contents of the modeldb file, it was the location. I've since fixed it.

  15. #225

    Default Re: Tutorial - Adding a unit to the game

    Hi there.

    A small question. What if I only want to enlarge the ownership of a certain unit, for instance, allowing everyone to train Musketeers or Organ Guns...

    It is all this still necessary?



    I've been trying to make Janissaries trainable for the Byzantines in every period but I've failed!
    Last edited by elbasto; 06-01-2007 at 00:51.

  16. #226
    Hiding in a bush near you Member Sir Robin the Brave's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    you will need to find the relevent code of the units in the modeldb file, and add in the factions, and their textures. Then you will need to edit the buildings text document (sorry the name has escaped me) so that you can train them...I think this is all, feel free to correct me someone :)
    Brave Sir Robin ran away.
    Bravely ran away, away!
    When danger reared its ugly head,
    He bravely turned his tail and fled.
    Yes, brave Sir Robin turned about
    And gallantly he chickened out.
    Bravely taking to his feet
    He beat a very brave retreat,
    Bravest of the brave, Sir Robin!

  17. #227

    Default Re: Tutorial - Adding a unit to the game

    I could use some help here this is getting on my nerves. So i'm creating units for my up and coming hre campaign. So far so good I can see all the units UNTIL I upgrade there armor. For Example I have Noble pikemen models for one of my units the appear until I upgrade armor then suddenly there ghosts...not the silver outlines of the models..ghosts as in I can't see the unit at all. Can anyone help?

    14 hessen_pikemen
    1 3
    58 unit_models/_Units/EN_Pplate_Plate/noble_pikemen_lod0.mesh 121
    58 unit_models/_Units/EN_Pplate_Plate/noble_pikemen_lod1.mesh 1225
    58 unit_models/_Units/EN_Pplate_Plate/noble_pikemen_lod2.mesh 6400
    1
    3 hre
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    41 unit_sprites/hre_Noble_Pikemen_sprite.spr
    1
    3 hre
    68 unit_models/AttachmentSets/Final Special Heads_scotland_diff.texture
    68 unit_models/AttachmentSets/Final Special Heads_scotland_norm.texture 0
    1
    4 None
    14 MTW2_Slow_Pike
    15 MTW2_Non_Shield 1
    17 MTW2_Pike_primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    17 noble_pikemen_ug1
    1 3
    62 unit_models/_Units/EN_Pplate_Plate/noble_pikemen_ug1_lod0.mesh 121
    62 unit_models/_Units/EN_Pplate_Plate/noble_pikemen_ug1_lod1.mesh 1225
    62 unit_models/_Units/EN_Pplate_Plate/noble_pikemen_ug1_lod2.mesh 6400
    1
    3 hre
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    45 unit_sprites/hre_Noble_Pikemen_ug1_sprite.spr
    1
    3 hre
    68 unit_models/AttachmentSets/Final Special Heads_scotland_diff.texture
    68 unit_models/AttachmentSets/Final Special Heads_scotland_norm.texture 0
    1
    4 None
    14 MTW2_Slow_Pike
    15 MTW2_Non_Shield 1
    17 MTW2_Pike_primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  18. #228

    Default Re: Tutorial - Adding a unit to the game

    hi,

    i have a problem to make a new unit. every time is something wrong and i explode.
    i would like to make an officer based on the "crossbowmen"

    HTML Code:
    type             Crossbowmen
    dictionary       Crossbowmen      ; Crossbowmen
    category         infantry
    class            missile
    voice_type       Light
    banner faction   main_missile
    banner holy      crusade
    soldier          Crossbowmen, 48, 0, 0.8
    attributes       sea_faring, hide_forest, can_withdraw, crossbow
    formation        1.2, 1.2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         9, 1, crossbow_bolt, 120, 30, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    ap
    stat_sec         6, 1, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  5, 3, 0, metal
    ;stat_armour_ex   5, 7, 0, 0, 3, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      1, -2, 3, 2
    stat_mental      3, normal, trained
    stat_charge_dist 30
    stat_fire_delay  18
    stat_food        60, 300
    stat_cost        1, 330, 125, 65, 50, 330, 4, 80
    armour_ug_levels 2, 3
    armour_ug_models Crossbowmen, Crossbowmen_ug1
    ownership        france, denmark, hungary, slave
    era 1            france, denmark, hungary
    era 2            france, denmark, hungary
    ;unit_info        6, 9, 8
    the primery weapon is sword and he have not a shield. he should be for all european factions.

    i hope an expert here can help me.
    King's Banner 3 (coming soon)
    Add: 140 Banner, 500 shields, new units, new retinue, new generals, kings and heirs.
    Link to my thread:
    https://www.twcenter.net/forums/showthread.php?t=117759


  19. #229
    Member Member -Amon-'s Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Hail to KnightErrant, Musashi,GrumpyOldManand everyone..


    Yes,I returned (yeah,you should call this Return of the Jedi )


    Anyway,I want to create Irish Gallowglasses based on Forlorn hope( no,only textures,not strenght )


    here is EDU entry :
    Code:
    type             Irish Gallowglasses
    dictionary       Irish_Gallowglasses      ; Irish Gallowglasses
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          Irish_Gallowglasses, 48, 0, 1.2
    attributes       sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
    formation        1.2, 1.2, 2.4, 2.4, 2, square
    stat_health      1, 0
    stat_pri         16, 9, no, 0, 0, melee, melee_blade, slashing, sword, 25, 1.5
    ;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  5, 9, 0, metal
    ;stat_armour_ex   5, 6, 0, 0, 9, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        7
    stat_ground      1, -2, 3, 4
    stat_mental      11, low, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 720, 250, 35, 205, 720, 4, 210
    armour_ug_levels 3, 4
    armour_ug_models Irish_Gallowglasses, Irish_Gallowglasses_ug1
    ownership        scotland
    era 0            scotland
    era 1            scotland
    era 2		 scotland	
    ;unit_info        18, 0, 28
    And battlemodel.db entry :
    Code:
    19 Irish_Gallowglasses 
    1 4 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod0.mesh 121 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod1.mesh 900 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod2.mesh 2500 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod3.mesh 6400 
    1 
    8 scotland 
    78 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_scotland.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    45 unit_sprites/scotland_Forlorn_Hope_sprite.spr 
    1 
    8 scotland 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0  
    1 
    4 None 
    16 MTW2_2HSwordsman 0  
    1 
    24 MTW2_2HSwordsman_Primary 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    23 Irish_Gallowglasses_ug1 
    1 4 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod0.mesh 121 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod1.mesh 900 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod2.mesh 2500 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod3.mesh 6400 
    1 
    8 scotland 
    78 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_scotland.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    49 unit_sprites/scotland_Forlorn_Hope_ug1_sprite.spr 
    1 
    8 scotland 
    61 unit_models/AttachmentSets/Final Heater_scotland_diff.texture 
    61 unit_models/AttachmentSets/Final Heater_scotland_norm.texture 0  
    1 
    4 None 
    16 MTW2_2HSwordsman 0  
    1 
    24 MTW2_2HSwordsman_Primary 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    When I run LTC.exe (I edited LTC EDU file anyway),game screen comes and CTD..

    system.log says that :
    Code:
    02:04:10.843 [system.rpt] [always] CPU: SSE2
    02:04:10.843 [system.rpt] [always] ==== system log start, build date: Apr 23 2007 version bld-medieval2-update2-84 (37970) ===
    02:04:10.859 [system.io] [always] mounted pack packs/data_0.pack
    02:04:10.859 [system.io] [always] mounted pack packs/data_1.pack
    02:04:10.859 [system.io] [always] mounted pack packs/data_2.pack
    02:04:10.859 [system.io] [always] mounted pack packs/data_3.pack
    02:04:10.859 [system.io] [always] mounted pack packs/data_4.pack
    02:04:10.859 [system.io] [always] mounted pack packs/localized.pack
    02:04:10.859 [system.io] [warning] open: landstoconquer/data/text/menu_english.txt.strings.bin is missing
    02:04:10.859 [system.io] [warning] open: landstoconquer/data/text/menu_english.txt is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/expanded.txt.strings.bin is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/expanded.txt is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/diplomacy.txt.strings.bin is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/diplomacy.txt is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/diplomacy_speech.txt.strings.bin is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/diplomacy_speech.txt is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/missions.txt.strings.bin is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/missions.txt is missing
    02:04:10.875 [system.io] [warning] open: landstoconquer/data/text/shortcut.txt.strings.bin is missing
    02:04:10.890 [system.io] [warning] open: landstoconquer/data/text/shortcut.txt is missing
    02:04:12.609 [data.missing] [warning] missing/invalid cursor for ANISELECT
    02:04:12.609 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    02:04:12.609 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    02:04:12.625 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for DRAGGING
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    02:04:12.640 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    02:04:12.937 [system.io] [warning] open: landstoconquer/data/text/religions.txt.strings.bin is missing
    02:04:12.937 [system.io] [warning] open: landstoconquer/data/text/religions.txt is missing
    02:04:12.937 [system.io] [warning] open: landstoconquer/data/text/climates.txt.strings.bin is missing
    02:04:12.937 [system.io] [warning] open: landstoconquer/data/text/climates.txt is missing
    02:04:12.984 [system.io] [warning] open: landstoconquer/data/text/event_titles.txt.strings.bin is missing
    02:04:12.984 [system.io] [warning] open: landstoconquer/data/text/event_titles.txt is missing
    02:04:12.984 [system.io] [warning] open: landstoconquer/data/text/event_strings.txt.strings.bin is missing
    02:04:13.000 [system.io] [warning] open: landstoconquer/data/text/event_strings.txt is missing
    02:04:13.546 [script.err] [error] Script Error in landstoconquer/data/export_descr_unit.txt, at line 14739, column 1
    Could not find soldier battle model for unit type 'Irish_Gallowglasses'.
    
    02:04:13.546 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file landstoconquer/data/export_descr_unit.txt.

    I'm trying for 4 hours,I made a fresh install,too..If get another error,I'm going to throw my pc from windows..


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

  20. #230
    Member Member -Amon-'s Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Help? Anyone??










    The Truth is from thy Lord; so be not at all in doubt. The Heifer (Al-Baqarah)-147

  21. #231
    Anno Domini MXVI Member Member HighLord z0b's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Does anyone know if it's possible to create a new unit that changes weapons from two handed axe to sword and shield?

  22. #232

    Default Re: Tutorial - Adding a unit to the game

    Hey this is a great thread and I can mod units but I do have one problem. Some units use an alpha channel, I think thats what its called. Its an extra texture that looks all rainbowie.

    Now I can make my unit the way I want but unless I can make that other rainbow texture my unit will not look right. I use photoshop to do all my textures so does anyone that uses photoshop know how to make that extra rainbow alpha channel texture so my unit looks proper?

    apreciate the help

  23. #233

    Default Re: Tutorial - Adding a unit to the game

    The problem is in your EDU.


    [QUOTE=-Amon-]
    here is EDU entry :
    Code:
    type             Irish Gallowglasses
    dictionary       Irish_Gallowglasses      ; Irish Gallowglasses
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          Irish_Gallowglasses, 48, 0, 1.2
    attributes       sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
    formation        1.2, 1.2, 2.4, 2.4, 2, square
    stat_health      1, 0
    stat_pri         16, 9, no, 0, 0, melee, melee_blade, slashing, sword, 25, 1.5
    ;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  5, 9, 0, metal
    ;stat_armour_ex   5, 6, 0, 0, 9, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        7
    stat_ground      1, -2, 3, 4
    stat_mental      11, low, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 720, 250, 35, 205, 720, 4, 210
    armour_ug_levels 3, 4
    armour_ug_models Irish_Gallowglasses, Irish_Gallowglasses_ug1
    ownership        scotland
    era 0            scotland
    era 1            scotland
    era 2		 scotland	
    ;unit_info        18, 0, 28
    Under "soldier" you have Irish_Gallowglasses. The soldier value is the set of animations that it is going to use. Since you are not making new animations, this has to be set to an existing animation. I would find a similar unit and put its name in there, such as Dismounted_Feudal_Knights if it is single handed sword, Zweihander if it is a two handed sword. I'm not sure if you have any other problems, but this is the fix for the one you posted.

  24. #234
    Could be your God Member Abokasee's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    -------

    Gonna put this in my next post
    Last edited by Abokasee; 08-09-2007 at 19:16. Reason: Another problem
    Now with transparent layers!

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  25. #235
    Could be your God Member Abokasee's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    any help? I can't seem to get any models whitch I add working

    Im trying to add byzantium pikemen, the meshes are based off the byzantine infantry and there attachments based off scotish heavy pike militia, and there stats edited from the scotish, When I run my .bat I keep getting CTD so can some one fix this please

    14 byzant_pikemen 1 4 68 unit_models/_Units/ES_Greek_Greek_Heavy/byzantine_infantry_lod0.mesh 121 68 unit_models/_Units/ES_Greek_Greek_Heavy/byzantine_infantry_lod1.mesh 900 68 unit_models/_Units/ES_Greek_Greek_Heavy/byzantine_infantry_lod2.mesh 2500 68 unit_models/_Units/ES_Greek_Greek_Heavy/byzantine_infantry_lod3.mesh 6400 1 9 byzantium 80 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_byzantium.texture 77 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_normal.texture 52 unit_sprites/byzantium_Byzantine_Infantry_sprite.spr 1 9 byzantium 61 unit_models/AttachmentSets/Final Greek_byzantium_diff.texture 61 unit_models/AttachmentSets/Final Greek_byzantium_norm.texture 0 1 4 None 14 MTW2_Slow_Pike 15 MTW2_Non_Shield 1 17 MTW2_Pike_primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 18 byzant_pikemen_ug1 1 3 72 unit_models/_Units/ES_Greek_Greek_Heavy/byzantine_infantry_ug1_lod0.mesh 121 72 unit_models/_Units/ES_Greek_Greek_Heavy/byzantine_infantry_ug1_lod1.mesh 1225 72 unit_models/_Units/ES_Greek_Greek_Heavy/byzantine_infantry_ug1_lod2.mesh 6400 1 9 byzantium 80 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_byzantium.texture 77 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_normal.texture 56 unit_sprites/byzantium_Byzantine_Infantry_ug1_sprite.spr 1 9 byzantium 61 unit_models/AttachmentSets/Final Greek_byzantium_diff.texture 61 unit_models/AttachmentSets/Final Greek_byzantium_norm.texture 0 1 4 None 14 MTW2_Slow_Pike 15 MTW2_Non_Shield 1 17 MTW2_Pike_primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    thats the modeldb folder and this is there export_descr_unit stats:

    type Byzantine Pikemen
    dictionary Byzantine_Pikemen ; Byzantine Pikemen
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier byzant_pikemen, 60, 0, 1.2
    attributes sea_faring, hide_forest, can_withdraw, pike
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 16, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, long_pike, spear_bonus_8
    stat_sec 10, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 3, 0, metal
    ;stat_armour_ex 8, 9, 0, 0, 3, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, -2, 3, 2
    stat_mental 5, normal, trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 410, 185, 85, 65, 410, 4, 100
    armour_ug_levels 4,5
    armour_ug_models byzant_pikemen, byzant_pikemen_ug1
    ownership byzantium
    era 0 byzantium
    era 1 byzantium
    era 2 byzantium
    ;unit_info 9, 0, 11
    Last edited by Abokasee; 08-09-2007 at 19:20. Reason: Look above
    Now with transparent layers!

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  26. #236
    Could be your God Member Abokasee's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    I can't get ANY other models whitch I had visible!, not even a simple changing of the attachments (So like changing spears to swords)
    Now with transparent layers!

    Lost on the Internet? Go back to start.

  27. #237
    Member Member mor dan's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    soldier byzant_pikemen, 60, 0, 1.2
    armour_ug_models byzant_pikemen, byzant_pikemen_ug1


    capitalize Byzant_Pikemen

    make your modeldb code instances that include:

    0 1 4 None

    have TWO spaces between the 0 and the 1



    please also show your export_units.txt entry for the new unit.


    *edit*

    oh yeah, and you should try these additions in step by step procedures so you have a better idea where a mistake occurred. i would basically restore everything to default and start just by adding the export_desrc_unit.txt info and seeing if the game launches. start without the UG1 entry for upgradable armour. be patient. when you do too much at once you have to look everywhere to find the problem instead of just the last step you took...


    *edit2*

    one last thing, when pasting code in to the forums, use the # icon to create coding tags around it so we can be sure your spacings are correct... and because it's hard to read when they aren't = )
    Last edited by mor dan; 08-15-2007 at 17:06.
    "Signatures tell the forum who you are. If you make jokes, you are a clown. If you leave serious quotes, you take things seriously. If you challenge the owner of the forums, you are a malcontent.

    The Owners are like a government. If you make jokes, they laugh. If you make serious quotes, they keep an eye on you, while probing public opinion on your remarks. If you challenge them, you are a threat." - me on the SWG forums before they censored my sig

  28. #238
    Notepad user Member Red Spot's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Musashi, great tut.!!

    I've gone from being utterly intimidated by the battle_models file to feeling pretty confident altering it thanks to your tut.

    Thanks!


    G


    ps; for the "having trouble" modders, set your file up properly so you can read it, makes a huge diff.

    let my explain with an example

    the entry for the basic(non-upgraded) Aventurier;
    Code:
    10 aventurier 1 4 56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod0.mesh 121 56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod1.mesh 900 56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod2.mesh 2500 56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod3.mesh 6400 1 6 france 76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_france.texture 76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 41 unit_sprites/france_Aventurier_sprite.spr 1 6 france 68 unit_models/AttachmentSets/Final European CB Gun_france_diff.texture 68 unit_models/AttachmentSets/Final European CB Gun_france_norm.texture 0  1 4 None 18 MTW2_Fast_Crossbow 20 MTW2_Non_Shield_Fast 1 21 MTW2_Crossbow_Primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    the way I work with it;
    Code:
    10 aventurier 
    1 4 
    56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod0.mesh 121 
    56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod1.mesh 900 
    56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod2.mesh 2500 
    56 unit_models/_Units/RN_Half_3Q_Plate/aventurier_lod3.mesh 6400 
    1 
    6 france 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_france.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    41 unit_sprites/france_Aventurier_sprite.spr 
    1 
    6 france 
    68 unit_models/AttachmentSets/Final European CB Gun_france_diff.texture 
    68 unit_models/AttachmentSets/Final European CB Gun_france_norm.texture 0  
    1 4 None 
    18 MTW2_Fast_Crossbow 
    20 MTW2_Non_Shield_Fast 1 
    21 MTW2_Crossbow_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  29. #239
    Member Member Mr Frost's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    I'm getting the invisible men also .
    Created a Saracen Militia clone for the Moors {called City Guardsmen} ... invisible .
    Added the Moors to the factions that have ME Halbred Militia ... invisible .

    The export_descr_unit.txt file being modded is in the MyMod folder , which shouldn't make a difference .
    I've tried first with the origonal battle_models.modeldb and then replaced it with the formatted version to no avail .
    I tried moving the battle_models.modeldb entry from before the urban_militia entry to after the saracen_infantry entry {you never know} to no avail .
    Tried changing this and that .
    Tried swearing .

    All other {vanilla} units work perfectly , modded export_descr_unit.txt stat units included , but it seems I cant modify the battle_models.modeldb in any meaningful way .
    The invisible units still move , kill and die like normal .

    I havn't touched anything with Milkshape given I don't have that program .

    I've checked the entries till my eyes hurt {been at it for 8 to 10 hours now ... I'm stubborn} , I really don't think it is any syntax error or such . I'm wondering if it is either a video card setting or somthing not quite right with the install {thus wrong in the .exe itself} .

    I'll try reinstalling the game and see if that works .
    7 out of 10 people like me ,
    I'm not going to change for the other three .

  30. #240
    Member Member Mr Frost's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by Mr Frost
    I'm getting the invisible men also ... I'm wondering if it is either a video card setting or somthing not quite right with the install {thus wrong in the .exe itself} .

    I'll try reinstalling the game and see if that works .
    As a quick note , there certainly is something wrong with my install of MTW2 as when I try to uninstall from the game from the origonal console "uninstall" button , it tells me it wants to install the vanilla game and that I must uninstall the patched {1.02} first .
    Also , it doesn't even appear on my Start/All Programs menu either .

    Now for the anoying manual uninstall , regedit , reinstall , patch , reinstall of mymod , remoding , GAH !

    This had better work
    7 out of 10 people like me ,
    I'm not going to change for the other three .

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