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  1. #1

    Default Re: A problem with unit skeletons

    Quote Originally Posted by Makanyane
    I don't think descr_skeleton.txt is used by the game, if you are using the LOTR animations in the desrc_model_battle.txt file you need to use their animation packs which will be in the data/animations folder.

    Thanks a lot Makanyane :)
    As expected, my noobiness comes out I've been misleaded by this statement I found in descr_model_battle:

    skeleton indicates which skeletons should be used for these models
    ; must be followed by id name string (cf descr_skeleton.txt);
    Ok, I worked around that and found out what was the real problem: here it goes:

    the RTW-LOTR have his own animation packs files: pack.dat, pack.idx, skeletons.dat, skeletons.idx

    The 1.2 RTW have its own too, so if a load the LOTR-Mod the game does not work while missing all the models of the basic units of RTW, and if i run the Base Game i'll find no trace of the new modeled unit of LOTR.

    I guess there is a way to unpack them and make modifications: if and when I'll learn how to i'll try to make new animation packs with all the units for the game, both the modded and the basic ones.

    As far as now I chose to cut off all the base units from the game, so I'm working on the export_descr_building.txt adding slaves as base recruitable units for all factions and the custom units just for the appropriate factions, just to see if and how it will work.

    Quote Originally Posted by Makanyane
    btw if that's the mod I think you mean they are working on a campaign version for Alexander see: http://lotrtw.com/
    Yes that's the Mod.
    The last release works with RTW 1.2 though, that's the one I'm working on.
    I read they are supposed to be working on a full campaign map planned to work with alexander expansion, but again they seem to be a bit late, or maybe they just dropped the project:

    Rome Total War has had an expansion released called Alexander which brings the game to version 1.5. The final released version of this mod will utilize the expansion pack but the mod will require a copy of Rome Total War and for the full version (you get extras) Rome Total War: Alexander.

    The Lord of the Rings: Total War has been in development since May 2005 and in currently a work in progress. A public beta which features one Historical Battle (The Battle of the Last Alliance), Custom Battles and multiplayer battles can be found in the Download section. The public beta of the Campaign Map is expected to be released somewhere in the middle of 2006.
    Anyway, I'll go on with my noobish tries, lets see how far i can go :)

  2. #2

    Default Re: A problem with unit skeletons

    You must realize that total conversions take a lot of time. Alexander has unique generals, so they also had to wait for that. Don't worry, private beta is nearly done, it looks great. You can find screens and AAR from the beta aroung their home forums, and TWC, not sure about here though...

  3. #3

    Default Re: A problem with unit skeletons

    Quote Originally Posted by Roman_Man#3
    You must realize that total conversions take a lot of time. Alexander has unique generals, so they also had to wait for that. Don't worry, private beta is nearly done, it looks great. You can find screens and AAR from the beta aroung their home forums, and TWC, not sure about here though...
    LOL I'm discovering how much time and energy it costs :) But well, its still fun, so I'm going on.
    Working on the export_descr_building.txt right now, adding all the custom units to appropriate buildings al leves and conditions. Later I'll do some partial tests to see how many errors i just made LOL

    Anyway, soon I'll surely be here asking for some help :)

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