Is there a limit for the number of soldiers you can define? If not, or if it's rather large, any mod you install could just add all soldiers to the database, then merely define which ones they use for their units in the .txts in the mod folder(s).
Is there a limit for the number of soldiers you can define? If not, or if it's rather large, any mod you install could just add all soldiers to the database, then merely define which ones they use for their units in the .txts in the mod folder(s).
Aegis: Yeah, but that would require every mod team cooperating to make sure that the modeldb file had EVERY unit, and nobody was using the same name twice...
Either that or trusting the user to install the lines into their DB file manually... and hell... us modders can barely handle that... are you going to trust a user to do it?
Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain.
-The Maestro Sartori, Imajica by Clive Barker
You mean ghost's like this?:
I don't know where its gone wrong, I edited some sword and bucklar men to look like some highland clansmen. The game loads up fine, so theres no unit_model.modeldb error, the textures are all there, but somethings amiss, even sprites dont show!
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!
On the first, that shouldn't be hard. Use of prefixes/IDs eliminate the duplicate name issue, and keeping an up-to-date version available for download for modders should work pretty well.Aegis: Yeah, but that would require every mod team cooperating to make sure that the modeldb file had EVERY unit, and nobody was using the same name twice...
Either that or trusting the user to install the lines into their DB file manually... and hell... us modders can barely handle that... are you going to trust a user to do it?
Nonetheless, my prefered solution would still be having the installer automatically modify the file, or at least offering good instructions for how to modify the file with copy/paste of whatever lines are needed (though just including a new database file and tell people to manually switch between them if they want another mod is perfectly fine with me). I have little patience for people who can't read and follow instructions, so I'm not overly concerned about any problems with the latter method.
Missing textures in the database won't generate errors to my knowledge, it'll simply not apply textures to your models. I'm not sure, but I would guess the reason you're seeing the models at all is because of gloss maps being applied regardless of factions.I don't know where its gone wrong, I edited some sword and bucklar men to look like some highland clansmen. The game loads up fine, so theres no unit_model.modeldb error, the textures are all there, but somethings amiss, even sprites dont show!
Why no texture is being applied in your case depends on how and what you "edited". If you create a new unit, and use a standard soldier, only textures for the default ownership are defined. An armoured swordsman, for example, belongs to only England and slaves. Making a French armoured swordsman would produce a unit like what you're seeing, because no French texture exist (and thus isn't applied) for a French version of that soldier (assuming that the French doesn't use the armoured swordsman soldier for some other unit). I'm not 100% sure, but I believe the same goes for sprites, so you'll see none of those either.
Well here's the code I've put in all the correct directorys for the textures:
HTML Code:8 clansmen 1 4 65 unit_models/_Units/RN_Light_Lmail/sword_and_buckler_men_lod0.mesh 121 65 unit_models/_Units/RN_Light_Lmail/sword_and_buckler_men_lod1.mesh 900 65 unit_models/_Units/RN_Light_Lmail/sword_and_buckler_men_lod2.mesh 2500 65 unit_models/_Units/RN_Light_Lmail/sword_and_buckler_men_lod3.mesh 6400 1 8 scotland 70 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_scot.texture 72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 52 unit_sprites/sicily_Sword_and_Buckler_Men_sprite.spr 1 8 scotland 59 unit_models/AttachmentSets/Final Iberian_spain_diff.texture 59 unit_models/AttachmentSets/Final Iberian_spain_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
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!
Fixed. It was a matter .cgf file. I strongly recommend to put all the available additions to the .cfg file well explained in the devoted thread.
Now I've added 19 different units to Venice, some with amended mounts.
I'll try to make some interely new units in the next days.
Those bizantine mounted arquebusiers are definitively cool for Venice too.
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