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  1. #1
    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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