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Thread: Help EB team with Celtic Chariots !

  1. #1
    Last user of scythed chariots Member Spendios's Avatar
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    Default Help EB team with Celtic Chariots !

    Gentlemen, I'm totally unable to integrate those guys correctly

    The correct vehicle should look like that :



    If any of you make me a step by step working tutorial he will gain my eternal gratitude (and maybe even a secret screenshot )

    The model is correct but the game always choose the wrong vanilla skin.

    I've packed and repacked, changed the names and such but can't get it. So please don't post if you have not tried the thing.

    Thanks !


  2. #2

    Default Re: Help EB team with Celtic Chariots !

    Just my ignorance, but anyway: have you tried to both overwrite the Vanilla file and have a file in the apropiate EB\ subfolder?
    - Tellos Athenaios
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  3. #3

    Default Re: Help EB team with Celtic Chariots !

    Just noticed this thread. Maybe someone there can help.
    http://www.twcenter.net/forums/showthread.php?t=103526

  4. #4
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Help EB team with Celtic Chariots !

    Didn't Vercingetorix know how to implent them?

  5. #5
    Celtic Cataphracts!!!! Member The Celt's Avatar
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    Default Re: Help EB team with Celtic Chariots !

    Ermm guys, I don't see any entry for the Celtic heavy chariots in the EB descr_model_battle.txt, perhaps its defaulting to the vanilla DMB which has the vanilla texture applied?

    EDIT:Never mind, there's nothing about Chariots in that file either. Wonder why CA never bothered to enter them?
    Last edited by The Celt; 06-10-2007 at 19:49.
    Achtungaz!!! You vill all zavmit to zeh Svveboz!!!!

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  6. #6
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: Help EB team with Celtic Chariots !

    Anybody thought of asking the Lord of the Rings guys? IIRC they have lots of chariot types in their mod.

  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Help EB team with Celtic Chariots !

    What exactly is the problem? I've posted in the thread at tWC - is that what you wanted to know? (though I'm sure EB would know such a thing regarding chariot, warhound textures etc.)

    Dol Guldur / MasterOfNone / Palantir
    "One of the most sophisticated Total War mods ever developed..."

  8. #8

    Default Re: Help EB team with Celtic Chariots !

    We have lost some of our earlier knowledge when dealing with them when one of our members quit and since another one is never around.

  9. #9
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Help EB team with Celtic Chariots !

    Would you like me to post the relevant text for our war wains, and pm the cas and texture file to someone? Would this help?
    "One of the most sophisticated Total War mods ever developed..."

  10. #10
    Last user of scythed chariots Member Spendios's Avatar
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    Default Re: Help EB team with Celtic Chariots !

    Quote Originally Posted by Dol Guldur
    Would you like me to post the relevant text for our war wains, and pm the cas and texture file to someone? Would this help?
    If you could pm those infos it would be very helpful. Thanks a lot


  11. #11

    Default Re: Help EB team with Celtic Chariots !

    PM or post - whatever would help more people really.

  12. #12
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Help EB team with Celtic Chariots !

    Code:
    EDU entry for chariot unit:
    
    type             rhun bodyguard
    dictionary       4a_rhun_bodyguard 
    category         cavalry
    class            heavy
    voice_type       Heavy_1
    soldier          4a_rhun_bodyguard, 16, 4, 0.7
    mount            4amount warwain
    mount_effect     4amount mumak -6
    attributes       sea_faring, is_peasant,frighten_foot,general_unit,hardy,power_charge , ;no_custom
    formation        9, 9, 12, 10, 2,square
    stat_health      2, 6
    stat_pri         11,20, javelin, 50, 12, thrown, archery, piercing, spear, 0, 1
    stat_pri_attr    ap,thrown
    stat_sec         13,20, no, 0, 0, melee, blade, slashing, none, 0, 0.45
    stat_sec_attr    ap,launching, area
    stat_pri_armour  11, 6, 0, metal
    stat_sec_armour  8, 1, flesh
    stat_heat        2
    stat_ground      0, -2, -4, 2
    stat_mental      23,impetuous,trained
    stat_charge_dist 200
    stat_fire_delay  100000
    stat_food        60, 300
    stat_cost        3, 690, 190, 119, 119, 690
    ownership        franks
    
    DMB entry for crew:
    
    type			4a_rhun_bodyguard
    skeleton		fs_chariot_javelinman
    indiv_range		40
    texture		franks, 	bi/ci/data/models_unit/textures/4a_rhun_bodyguard.tga
    texture		slave, 	bi/ci/data/models_unit/textures/4a_rhun_bodyguard.tga
    model_flexi		bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, 15
    model_flexi		bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, 30
    model_flexi		bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, 40
    model_flexi		bi/ci/data/models_unit/4a_rhun_bodyguard_lod1.cas, max
    model_sprite	60.0, bi/ci/data/sprites/franks_4a_rhun_bodyguard_sprite.spr
    model_tri		400, 0.5f, 0.5f, 0.5f
    
    DMB entry for attached horses:
    
    type					4amount_horsetwin
    skeleton				fs_horse
    scale					0.875
    indiv_range				40
    texture		franks,			bi/ci/data/models_unit/textures/4amount_horsetwin.tga
    texture		slave,			bi/ci/data/models_unit/textures/4amount_horsetwin.tga
    model_flexi				bi/ci/data/models_unit/4amount_horsetwin_lod1.cas, 15
    model_flexi				bi/ci/data/models_unit/4amount_horsetwin_lod2.cas, 30
    model_flexi				bi/ci/data/models_unit/4amount_horsetwin_lod3.cas, 60
    model_flexi				bi/ci/data/models_unit/4amount_horsetwin_lod4.cas, max
    model_sprite			franks, 100.0, bi/ci/data/sprites/sprites_new/4amount_horsetwin_sprite.spr
    model_sprite			slave, 100.0, bi/ci/data/sprites/sprites_new/4amount_horsetwin_sprite.spr
    model_tri				700, 0.3f, 0.3f, 0.3f
    
    DM entry for chariot itself:
    
    type				4amount warwain
    class				chariot
    radius				6
    x_radius			2.5 ;1.5
    height				3
    mass				4.0 ;10
    banner_height		0
    bouyancy_offset		0
    water_trail_effect	chariot_water_trail
    axle_width			2.2 ;1.6
    wheel_radius		0.58
    pivot_offset		0, 0.325, 0.98
    pole_length			2.057
    pole_pivot			0, -0.056, -1.419
    pole_connect		1.73
    harness_connect		1.78
    attack_delay		0.2 ;0.25
    scythe_radius		1.6 ;0.5
    revs_per_attack		1
    horse_type			4amount horsetwin
    horses				2
    horse_offset		-1.0, 2.057
    horse_offset		1.0, 2.057
    riders				4
    rider_offset		0, 	0.17,	0.5
    rider_offset		-0.5,	0.17,	-0.4
    rider_offset		0.4,	0.17,	-0.2
    rider_offset		0,	0.17,	-0.9
    lods				3
    lod					4amount_warwain_lod1.cas,	50	
    lod					4amount_warwain_lod1.cas,	125
    lod					4amount_warwain_lod1.cas,	250
    
    DM entry for attached horses:
    
    type				4amount horsetwin
    class				horse
    model				4amount_horsetwin
    radius				1.5
    x_radius			0.59 ;0.5
    height				2.3 ;2.5
    mass				2.95 ;4.5
    banner_height		0
    bouyancy_offset		1.8
    water_trail_effect	horse_water_trail
    root_node_height	1.6
    rider_offset		0.0, 0.15, 0.0
    I hope this helps. The warwain lods can be repathed in the text file but the texture seems to seek out models_unit/textures folder. I am not a modeller but my understanding is that the cas file (as Teleklos will know from such things as vanilla palm-tree models) are keyed to the texture rather than it being designated in a text file.

    Borsook corrected the wrong texture of the Scotti Chariots in his RTW-BI Enhancment Pack so that may be an avenue of research (he has it in the pak file I believe) - but a good modeller should be able to tell you how it works.

    I'm just a coder ;)
    Last edited by Dol Guldur; 06-11-2007 at 19:03.
    "One of the most sophisticated Total War mods ever developed..."

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