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  1. #1
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Units...

    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 1 8 scotland 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 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 21 MTW2_Slow_2HSwordsman 0 1 24 MTW2_2HSwordsman_Primary 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  2. #2

    Default Re: Units...

    and what exactly is happening ????

    try changing the texture lines to scotland and adding + 5 to the number line.

    25 dismounted_gothic_knights

    1 8 scotland
    82 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_scotland.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
    1 8 scotland
    61 unit_models/AttachmentSets/Final Heater_scotland_diff.texture
    61 unit_models/AttachmentSets/Final Heater_scotland_norm.texture

    this will make the texture show up on scotland.....it shoulda worked b4

    remember to use the file_1st setup or ur just beatin the bush here

  3. #3
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Units...

    it's textureless, and what do you mean file_1st setup mean? It's probably what I'm doing but I've never heard of it before.

  4. #4

    Default Re: Units...

    are you using the m2tw.exe or do you have a modified (mymod.bat) 'modfolder"

    do you have a mod folder ?
    or are your moded files in ur data folder?
    do you have any other mods Working?

  5. #5

    Default Re: Units...

    ok i just went back and reread the posts, it would appear that you HAVE set up a mod folder. remember that if your using a mod folder the data/models/models.db has to remain in the stock folder (original place)
    I dont use a modfolder. I opened notepad. wrote medieval2.exe --io.file_first
    and saved it as medieval2.bat

    now i need to know that. Are you using the gothic knights with the scotish faction ?? as in your playing the scotish faction and recruiting gothic knights?

    seriously I have made countless NEW units and have only encountered this probelm 1 time. I changed the english archer militia to Venice since the AM have the same armor as venice. I changed the faction ownership in model.bd and in export_unit, export_building.
    The Archer Militia is recruitable by Venice but has the red/yellow texture of english...so i know that a simple ownership change is very very simple.

    is your game crashing to desktop or our u playing everytime and getting the clear models ? or our they completly invisible? (clearmodels i mean they look like the T1000 from terminator2)

  6. #6
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Units...

    Quote Originally Posted by dietre
    ok i just went back and reread the posts, it would appear that you HAVE set up a mod folder. remember that if your using a mod folder the data/models/models.db has to remain in the stock folder (original place)
    I dont use a modfolder. I opened notepad. wrote medieval2.exe --io.file_first
    and saved it as medieval2.bat

    now i need to know that. Are you using the gothic knights with the scotish faction ?? as in your playing the scotish faction and recruiting gothic knights?

    seriously I have made countless NEW units and have only encountered this probelm 1 time. I changed the english archer militia to Venice since the AM have the same armor as venice. I changed the faction ownership in model.bd and in export_unit, export_building.
    The Archer Militia is recruitable by Venice but has the red/yellow texture of english...so i know that a simple ownership change is very very simple.

    is your game crashing to desktop or our u playing everytime and getting the clear models ? or our they completly invisible? (clearmodels i mean they look like the T1000 from terminator2)
    Thanks for getting back quickly, it's appreciated.

    Anyway, yeah, I went into desc_strat and added the Gothic Knights to my kind's initial army, so yes I'm using them with the Scots.

    My game isn't crashing to desktop, everything's cool with the game except for the models are clear (terminator 2... ) I've got mymod folder working because I've done modding before, I've even created a custom faction, although that took a long time and I couldn't get any of the textures to work, but that was before I knew about the model_bd thing...

    Thanks for your help, get back as soon as you can. Thanks.

    -Zain

  7. #7

    Default Re: Units...

    hey dude, i think your problem is that ur using the gothic knights textures on 2 factions listed as hre. either change the hre gothic knight texture line to scotland or change the create a new unit called scotish elite (for example) then it should be ok. i had this problem 1 time by adding venice to archer miltia (from england) england and slave worked, but venice had clear textures. so i deleted england entry and venice had texutes in game. ( the red/yellow of england) then i added england back in and changed the venice entry (the texure line) to venice.texutre ; in game england had texures as did venice. I think there is something in the game that restricts a unit belonging to more then 1 factions to use the same faction texture. (in other words, each faction controlling the unit MUST have its own texture entry.) by adding gothic knights to scotland, now they are controlled by 2 factions but only using 1 texure..

    I tested this just for you. adding gothic knights to scotland and using the hre texture....no dice. changing the hre.texture TO scotland.texure they had texures.

    or make a new unit set up everything and it should be fine.
    same principle as this pic (brand new unit with textures)
    https://img412.imageshack.us/img412/...nfantryyg9.jpg
    16 saracen_infantry
    1 3
    70 unit_models/_Units/ME_Light_Mail_Heavy_Mail/saracen_infantry_lod0.mesh 121
    70 unit_models/_Units/ME_Light_Mail_Heavy_Mail/saracen_infantry_lod1.mesh 1225
    70 unit_models/_Units/ME_Light_Mail_Heavy_Mail/saracen_infantry_lod2.mesh 6400
    2
    5 egypt
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_egypt.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    49 unit_sprites/egypt_Saracen_Militia_ug1_sprite.spr
    5 turks
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_turks.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    49 unit_sprites/turks_Saracen_Militia_ug1_sprite.spr
    2
    5 egypt
    60 unit_models/AttachmentSets/Final ME Heavy_egypt_diff.texture
    60 unit_models/AttachmentSets/Final ME Heavy_egypt_norm.texture 0
    5 turks
    60 unit_models/AttachmentSets/Final ME Heavy_turks_diff.texture
    60 unit_models/AttachmentSets/Final ME Heavy_turks_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

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