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Thread: Tutorial - Adding a unit to the game

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  1. #1

    Default Re: Tutorial - Adding a unit to the game

    yes. i noticed it but coulnt edit my reply.
    since i post i editing battle_model.txt but still it dint work

    here it is

    10 longbowmen 1 4 57 unit_models/_Units/EN_Peasant_Padded/longbowmen_lod0.mesh
    121 57 unit_models/_Units/EN_Peasant_Padded/longbowmen_lod1.mesh
    900 57 unit_models/_Units/EN_Peasant_Padded/longbowmen_lod2.mesh
    2500 57 unit_models/_Units/EN_Peasant_Padded/longbowmen_lod3.mesh

    6400 3 7 england 79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    48 unit_sprites/england_Dummy_EN_Archers_sprite.spr

    5 slave 78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_rebels.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    46 unit_sprites/slave_Dummy_EN_Archers_sprite.spr

    6 france 78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_rebels.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    46 unit_sprites/slave_Dummy_EN_Archers_sprite.spr

    3 7 england 69 unit_models/AttachmentSets/Final European Archer_england_diff.texture
    69 unit_models/AttachmentSets/Final European Archer_england_norm.texture

    0 5 slave 67 unit_models/AttachmentSets/Final European Archer_slave_diff.texture
    67 unit_models/AttachmentSets/Final European Archer_slave_norm.texture

    0 6 france 67 unit_models/AttachmentSets/Final European Archer_slave_diff.texture
    67 unit_models/AttachmentSets/Final European Archer_slave_norm.texture


    0 1 4 None 16 MTW2_Fast_Bowman 14 MTW2_Fast_Mace 2 19
    MTW2_Bowman_Primary 14 fs_test_shield 2 17 MTW2_Mace_Primary 14 fs_test_shield 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    what's wrong?

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

    Looking at it I don't know. You do have a double space between the 0 and the 1 in the line "0 1 4 None 16 MTW2_Fast_Bowman 14 MTW2_Fast_Mace 2 19" right?
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  3. #3
    Member Member Musashi's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    More bad news. Texture files have to be in base/data/unit_models/_units/<model type>/textures/ and NOT in a mod folder. Things are looking grim on the modding front I'm afraid.
    Fear nothing except in the certainty that you are your enemy&#39;s begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  4. #4
    Member Member the_mango55's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by Musashi
    More bad news. Texture files have to be in base/data/unit_models/_units/<model type>/textures/ and NOT in a mod folder. Things are looking grim on the modding front I'm afraid.
    why so?

    Mods can still use stuff put into the main data folder, you just have to add the file_first = true to the mod .cfg file as well.

    As long as the battle_models file doesn't have limits on the number of soldiers, then there will be no problems.
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  5. #5
    Member Member Musashi's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    No, there's lots of problems. They just only crop up when someone wants to install two mods that both use custom models.
    Fear nothing except in the certainty that you are your enemy&#39;s begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  6. #6
    Member Member the_mango55's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Quote Originally Posted by Musashi
    No, there's lots of problems. They just only crop up when someone wants to install two mods that both use custom models.
    Possibly, however what I was getting at is that it could be manually worked around by pasting all the model info from one mod into the battle_models file, then pasting all the model info from another mod directly after it.

    Since they all reference the same file, and as far as I know it doesn't hurt to have models in there that aren't in use, what would problems be?

    It's a tad burdensome, but compared to MTW and RTW (separate installs for every mod) I will take it any day.
    "You're drunk again!"
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  7. #7
    Member Member Musashi's Avatar
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    Default Re: Tutorial - Adding a unit to the game

    Sure, it'd work, but how many users would you trust to do that and not be emailing you asking why their game won't load anymore?

    I was thinking of having the batch file that runs the mod (Which would be included in the zipped distro) back up the original model db file (If it exists) and copy the mod's file from a special directory in the mod folder, and then restore the original before exiting. Simple enough solution if every modder sticks to it...

    But it would entail fairly long batch files if we have to copy every texture over...
    Fear nothing except in the certainty that you are your enemy&#39;s begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

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