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Thread: A little info on adding units with battle_models.modeldb

  1. #1
    Member Member Musashi's Avatar
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    Default A little info on adding units with battle_models.modeldb

    Here's a little info. I managed to give Byzantium stock musketeers, and even add my own new musketeer type into the game.

    I'll give two examples... My entry for musketeers with my added lines in red and changed values in blue, and then after that the completely new unit I put together.

    First:
    16 -0.090000004 0 0 -0.34999999

    0.80000001 0.60000002 10 musketeers 1 4 54 unit_models/_Units/RN_Light_Lmail/musketeers_lod0.mesh 121 54

    unit_models/_Units/RN_Light_Lmail/musketeers_lod1.mesh 900 54 unit_models/_Units/RN_Light_Lmail/musketeers_lod2.mesh 2500 54

    unit_models/_Units/RN_Light_Lmail/musketeers_lod3.mesh 6400 5 9 byzantium 75

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr
    5

    spain 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr 8

    portugal 74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 43 unit_sprites/portugal_Musketeers_sprite.spr 5 milan

    71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 40 unit_sprites/milan_Musketeers_sprite.spr 6 venice

    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 41 unit_sprites/venice_Musketeers_sprite.spr 5 9

    byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final European

    CB Gun_spain_norm.texture 0
    5 spain 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67

    unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0 8 portugal 70 unit_models/AttachmentSets/Final European

    CB Gun_portugal_diff.texture 70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0 5 milan 67

    unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB

    Gun_milan_norm.texture 0 6 venice 68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 68

    unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1

    19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 14 musketeers_ug1 1 4 58

    unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod0.mesh 121 58 unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod1.mesh

    900 58 unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod2.mesh 2500 58

    unit_models/_Units/RN_Light_Lmail/musketeers_ug1_lod3.mesh 6400 5 9 byzantium 75

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 48 unit_sprites/byzantium_Musketeers_ug1_sprite.spr
    5

    spain 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 48 unit_sprites/byzantium_Musketeers_ug1_sprite.spr 8

    portugal 74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr 5

    milan 71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/milan_Musketeers_ug1_sprite.spr 6

    venice 72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 45 unit_sprites/venice_Musketeers_ug1_sprite.spr 5 9

    byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final European

    CB Gun_spain_norm.texture 0
    5 spain 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67

    unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0 8 portugal 70 unit_models/AttachmentSets/Final European

    CB Gun_portugal_diff.texture 70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0 5 milan 67

    unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB

    Gun_milan_norm.texture 0 6 venice 68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 68

    unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1

    19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary
    Note the blue 5s. The numbers in these positions must be the number of factions who can use this unit type. It was four before I added Byzantium to the list, so I had to increase it to five when adding Byzantium.

    Now let's look at the format of my added lines.
    9 byzantium 75

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture 72

    unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 44 unit_sprites/byzantium_Musketeers_sprite.spr
    The first number, 9, is the number of characters in the string that follows it. The whole file follows this pattern, a number which represents the number of characters to read in, followed by a data string of that number of characters. The string which follows is the name of the faction we're adding textures for. In this case, it's Byzantium, which is nine letters long.

    After that we have another string length, followed by the path (Relative to your data folder) to the texture file in question. In this case "unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_byzantium.texture".

    Now another string length and the path to the normal texture. I don't know what these are exactly but there's one for every texture set and they seem to be used for some kind of blending.

    After that a link to the sprite, which I think is just used for when your units are so far away that they're not rendered in 3d.

    The next string I added I don't really understand, it's just copied from the entry for spain ;)

    And then we do the same for the upgrade model.

    This next piece is shorter, it's my entry for my custom musketeers who will be my stronger version, like Turkey's Janissaries or Russia's Cossacks. It's shorter because it only has info for Byzantium.

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 13 es_musketeers 1 4 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod0.mesh 121 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod1.mesh 900 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod2.mesh 2500 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod3.mesh 6400 1 9 byzantium 79

    unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 76

    unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr

    1 9 byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final

    European CB Gun_spain_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18

    MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 17 es_musketeers_ug1 1 4 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod0.mesh 121 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod1.mesh 900 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod2.mesh 2500 73

    unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod3.mesh 6400 1 9 byzantium 79

    unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_byzantium.texture 76

    unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 47 unit_sprites/portugal_Musketeers_ug1_sprite.spr

    1 9 byzantium 67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 67 unit_models/AttachmentSets/Final

    European CB Gun_spain_norm.texture 0 1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18

    MTW2_Sword_Primary
    Hopefully you can get some sense of how things work from that :)

    On a final note, be aware that the number 4 here in this string:
    es_musketeers 1 4
    represents the number of LODs you're entering for the model. Some have 3, some have 4. Be aware :)
    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

  2. #2

    Default Re: A little info on adding units with battle_models.modeldb

    OK so if I want to add Genoese xBows to Scotland I should do this.......




    Original......


    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 19 genoese_crossbowmen 1 4 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod0.mesh 121 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod1.mesh 900 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod2.mesh 2500 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod3.mesh 6400 1 5 milan 76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture 77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture 49 unit_sprites/milan_Genoese_Crossbowmen_sprite.spr 1 5 milan 67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0 1 4 None 20 MTW2_Pavise_Crossbow 14 MTW2_Swordsman 2 21 MTW2_Crossbow_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield 16


    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 23 genoese_crossbowmen_ug1 1 4 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod0.mesh 121 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod1.mesh 900 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod2.mesh 2500 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod3.mesh 6400 1 5 milan 76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture 77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture 53 unit_sprites/milan_Genoese_Crossbowmen_ug1_sprite.spr 1 5 milan 67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0 1 4 None 20 MTW2_Pavise_Crossbow 14 MTW2_Swordsman 2 21 MTW2_Crossbow_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield 16


    Change to......


    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 19 genoese_crossbowmen 1 4 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod0.mesh 121 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod1.mesh 900 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod2.mesh 2500 68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod3.mesh 6400 1 6 scotland 76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture 77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture 49 unit_sprites/milan_Genoese_Crossbowmen_sprite.spr 1 6 scotland 67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0 1 4 None 20 MTW2_Pavise_Crossbow 14 MTW2_Swordsman 2 21 MTW2_Crossbow_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield 16


    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 23 genoese_crossbowmen_ug1 1 4 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod0.mesh 121 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod1.mesh 900 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod2.mesh 2500 72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod3.mesh 6400 1 6 scotland 76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture 77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture 53 unit_sprites/milan_Genoese_Crossbowmen_ug1_sprite.spr 1 6 scotland 67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0 1 4 None 20 MTW2_Pavise_Crossbow 14 MTW2_Swordsman 2 21 MTW2_Crossbow_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield 16


    And that's all I have to do???

  3. #3
    Member Member Musashi's Avatar
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    Default Re: A little info on adding units with battle_models.modeldb

    That should work, yes. Remember to tweak the export_descr_unit.txt file so that scotland is listed as an owner for Genoese Crossbowmen as well, and edit the export_descr_buildings.txt file so that you can actually produce them in campaign mode!

    They'll have Milanese colors though, unless you change the texture listing :)
    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

  4. #4

    Default Re: A little info on adding units with battle_models.modeldb

    First of all, I'd like to say that battle_models.modeldb is one very confusing file.

    Do you know how to enter a completely new unit? The reason I ask is because I've made completely new mounts for both the Templar and Hospitaller knights. Could I get away by just copying the mailed knights entry and changing everything to say "templar" instead of "mailed"? (That's how I named the files, anyways)

  5. #5

    Default Re: A little info on adding units with battle_models.modeldb

    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    This bit should be at the bottom, its the positioning for a torch on the skeleton. Shouldnt have an effect though as long as you dont add one to the first or last positions.
    Last edited by Casuir; 12-20-2006 at 10:12.

  6. #6
    Member Member Musashi's Avatar
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    Default Re: A little info on adding units with battle_models.modeldb

    Cool. I couldn't tell whether that bit was the beginning or the end of each entry :)

    rocky4: I gave an example of a completely new unit up there... Working with this file is rather complicated though.
    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

  7. #7

    Default Re: A little info on adding units with battle_models.modeldb

    Musashi,

    Thank you for the information !!!!!

    I have been trying to get Scotland xbows for days now !!!

  8. #8
    Man-at-Arms Member Dave1984's Avatar
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    Default Re: A little info on adding units with battle_models.modeldb

    I've been swapping around units from faction to faction with great success so far, but now I've tried to add a new unit for Milan (actually not Milan but the Welsh, but that's another story) based on the Polish Nobles.

    I've got them to appear on the menu screens and all that, but once in battle only the mount is showing up.

    Here is the entry in the db,

    0.80000001 0.60000002 5 Teulu 1 4 57 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_lod0.mesh 121 57 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_lod1.mesh 900 57 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_lod2.mesh 2500 57 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_lod3.mesh 6400 2 5 milan 71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_milan.texture 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture 44 unit_sprites/poland_Polish_Nobles_sprite.spr 5 slave 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_rebels.texture 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture 43 unit_sprites/slave_Polish_Nobles_sprite.spr 2 5 milan 58 unit_models/AttachmentSets/Final Slavic_slave_diff.texture 58 unit_models/AttachmentSets/Final Slavic_slave_norm.texture 0 5 slave 58 unit_models/AttachmentSets/Final Slavic_slave_diff.texture 58 unit_models/AttachmentSets/Final Slavic_slave_norm.texture 0 1 5 Horse 15 MTW2_HR_Javelin 13 MTW2_HR_Sword 2 23 MTW2_HR_Javelin_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 17 polish_nobles_ug1 1 4 61 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_ug1_lod0.mesh 121 61 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_ug1_lod1.mesh 900 61 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_ug1_lod2.mesh 2500 61 unit_models/_Units/EN_Lmail_Hmail/polish_nobles_ug1_lod3.mesh 6400 2 5 milan 71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_milan.texture 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture 51 unit_sprites/milan_dummy_en_mail_knights_sprite.spr 5 slave 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_rebels.texture 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture 47 unit_sprites/slave_Polish_Nobles_ug1_sprite.spr 2 5 milan 58 unit_models/AttachmentSets/Final Slavic_slave_diff.texture 58 unit_models/AttachmentSets/Final Slavic_slave_norm.texture 0 5 slave 58 unit_models/AttachmentSets/Final Slavic_slave_diff.texture 58 unit_models/AttachmentSets/Final Slavic_slave_norm.texture 0 1 5 Horse 15 MTW2_HR_Javelin 13 MTW2_HR_Sword 2 23 MTW2_HR_Javelin_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield 16 -0.090000004 0 0 -0.34999999
    and the entry in EDU

    type Teulu
    dictionary Teulu ; Teulu
    category cavalry
    class missile
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Polish_Nobles, 32, 0, 1
    mount heavy horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, cantabrian_circle, knight
    formation 2, 4.4, 3, 6, 3, square
    stat_health 1, 0
    stat_pri 10, 3, javelin, 55, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, thrown
    stat_sec 11, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 8, 4, metal
    ;stat_armour_ex 5, 7, 0, 0, 8, 4, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, -2, -4, 0
    stat_mental 9, low, trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 800, 210, 120, 95, 800, 4, 200
    armour_ug_levels 2, 3
    armour_ug_models Polish_Nobles, Polish_Nobles_ug1
    ownership milan, slave
    era 0 milan
    era 1 milan
    ;unit_info 11, 10, 17
    Any ideas why only the mounts are showing up?

    Thanks in advance!

  9. #9

    Default Re: A little info on adding units with battle_models.modeldb

    Hmm..., I wanted to change the look of Druzhina and give them the look same as boyars sons

    Here.
    Was Druzhina and now:
    soldier Boyar_Sons, 32, 0, 1


    But I see stil Druzhina soldiers and not Boyars Sons.

    Any idea what was wrong?

  10. #10
    Member Member Musashi's Avatar
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    Default Re: A little info on adding units with battle_models.modeldb

    Quote Originally Posted by D Wilson
    I've been swapping around units from faction to faction with great success so far, but now I've tried to add a new unit for Milan (actually not Milan but the Welsh, but that's another story) based on the Polish Nobles.

    I've got them to appear on the menu screens and all that, but once in battle only the mount is showing up.

    Here is the entry in the db,



    and the entry in EDU



    Any ideas why only the mounts are showing up?

    Thanks in advance!
    Because your soldier and upgrade model entries are still "polish nobles", which means that's what the game looks for in the battle_models.modeldb file, and when it looks there it sees there is no entry for Milan, and therefore you get no textures.

    Change
    soldier Polish_Nobles, 32, 0, 1
    to
    soldier Teulu, 32, 0, 1
    and
    armour_ug_models Polish_Nobles, Polish_Nobles_ug1
    to
    armour_ug_models Polish_Nobles, Teulu_ug1
    Also you have a problem in your modeldb file. The line:
    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 17 polish_nobles_ug1
    should read:
    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 17 Teulu_ug1
    Last edited by Musashi; 12-21-2006 at 01:52.
    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

  11. #11

    Default Re: A little info on adding units with battle_models.modeldb

    The string lengths wrong in that last one, should be :
    -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 9 Teulu_ug1

  12. #12
    Man-at-Arms Member Dave1984's Avatar
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    Default Re: A little info on adding units with battle_models.modeldb

    Hi guys, thanks for the tips.

    Done all that but still having the same problem. Any ideas? Have you added anything similar and got it to work?

    I tried working around it by copying the polish nobles entry in EDU and giving it different info to look up in export_units whilst referencing the polish_nobles soldier model with the milanese texture that I added no problem, but even that gave me riderless horses, so I'm at a loss!

  13. #13
    Man-at-Arms Member Dave1984's Avatar
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    Default Re: A little info on adding units with battle_models.modeldb

    I came up with a quick and dirty way round it for now by adding the milanese texture to the polish_nobles entry and then editing the export_units.txt file. It's not very satisfying at all knowing that Poland's polish nobles will be called Teulu (although I don't plan on having poland in the mod I'm working on) and it's probably frowned upon by far better modders than I, but until I can figure out why the new entry won't work I think I'm stuck with it.


    Shields to be reskinned later.

    Still, if anyone can tell me how to get the correct new entry to work I'd be very thankful...
    Last edited by Dave1984; 12-21-2006 at 18:38.

  14. #14
    Member Member fenir's Avatar
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    Sydney, NSW, Australia
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    Default Re: A little info on adding units with battle_models.modeldb

    Ok hope this tis right, the below should work right?
    The changes are in Red.

    So will Show a unit in Portugese colours for Byzantine empire?




    17 byzantium_Muskets
    1 4
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod0.mesh 121
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod1.mesh 900
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod2.mesh 2500
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod3.mesh 6400
    1
    9 byzantium
    74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    47 unit_sprites/portugal_Musketeers_ug1_sprite.spr
    1
    9 byzantium
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0
    1
    4 None
    18 MTW2_Fast_Arquebus
    20 MTW2_Non_Shield_Fast 1
    21 MTW2_Arquebus_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    27 portuguese_arquebusiers_ug1
    1 4
    73 unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod0.mesh 121
    73 unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod1.mesh 900
    73 unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod2.mesh 2500
    73 unit_models/_Units/RN_Half_3Q_Plate/portuguese_arquebusiers_ug1_lod3.mesh 6400
    1
    9 byzantium
    78 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_portugal.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    60 unit_sprites/portugal_Portuguese_Arquebusiers_ug1_sprite.spr
    1
    9 byzantium 70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0
    1
    4 None
    18 MTW2_Fast_Arquebus
    20 MTW2_Non_Shield_Fast 1
    21 MTW2_Arquebus_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Last edited by fenir; 02-03-2007 at 04:06.
    Time is but a basis for measuring Susscess. Fenir Nov 2002.

    Mr R.T.Smith > So you going to Charge in the Brisbane Office with your knights?.....then what?
    fenir > hmmmm .....Kill them, kill them all.......let sega sort them out.

    Well thats it, 6 years at university, 2 degrees and 1 post grad diploma later OMG! I am so Anal!
    I should have been a proctologist! Not an Accountant......hmmmmm maybe some cross over there?

  15. #15
    Member Member fenir's Avatar
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    Default Re: A little info on adding units with battle_models.modeldb

    And this is the Descr_unit entry...

    type Byzantium Muskets
    dictionary Byzantium_Muskets ; Byzantium Muskets
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier GR_Byzantium_Muskets, 48, 0, 1
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, gunpowder_unit, fire_by_rank, start_not_skirmishing, gunmen
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 16, 3, arquebus_bullet, 190, 30, missile, missile_gunpowder, piercing, none, musket_shot_set, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 11, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 8, 0, metal
    ;stat_armour_ex 5, 7, 0, 0, 8, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, 0, 2, 0
    stat_mental 9, low, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 760, 150, 90, 70, 760, 4, 190
    armour_ug_levels 2, 3
    armour_ug_models Portuguese_Arquebusiers, Portuguese_Arquebusiers_ug1
    ownership byzantium
    era 2 byzantium;
    unit_info 11, 16, 13


    now is there anywhere else i need to edit change move?



    fenir
    Last edited by fenir; 02-03-2007 at 05:12.
    Time is but a basis for measuring Susscess. Fenir Nov 2002.

    Mr R.T.Smith > So you going to Charge in the Brisbane Office with your knights?.....then what?
    fenir > hmmmm .....Kill them, kill them all.......let sega sort them out.

    Well thats it, 6 years at university, 2 degrees and 1 post grad diploma later OMG! I am so Anal!
    I should have been a proctologist! Not an Accountant......hmmmmm maybe some cross over there?

  16. #16
    Member Member fenir's Avatar
    Join Date
    Oct 2002
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    Sydney, NSW, Australia
    Posts
    433

    Default Re: A little info on adding units with battle_models.modeldb

    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture



    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0

    the numbers in red above relate to the entry of the line.
    70 = 70 alpha or numeric characters.

    man makes it easy to see when you are actually setting it properly.


    fenir
    Time is but a basis for measuring Susscess. Fenir Nov 2002.

    Mr R.T.Smith > So you going to Charge in the Brisbane Office with your knights?.....then what?
    fenir > hmmmm .....Kill them, kill them all.......let sega sort them out.

    Well thats it, 6 years at university, 2 degrees and 1 post grad diploma later OMG! I am so Anal!
    I should have been a proctologist! Not an Accountant......hmmmmm maybe some cross over there?

  17. #17
    Member Member fenir's Avatar
    Join Date
    Oct 2002
    Location
    Sydney, NSW, Australia
    Posts
    433

    Default Re: A little info on adding units with battle_models.modeldb

    Ok Doesn't work
    Time is but a basis for measuring Susscess. Fenir Nov 2002.

    Mr R.T.Smith > So you going to Charge in the Brisbane Office with your knights?.....then what?
    fenir > hmmmm .....Kill them, kill them all.......let sega sort them out.

    Well thats it, 6 years at university, 2 degrees and 1 post grad diploma later OMG! I am so Anal!
    I should have been a proctologist! Not an Accountant......hmmmmm maybe some cross over there?

  18. #18
    Discipulus et Magister Member Lord Condormanius's Avatar
    Join Date
    Nov 2006
    Location
    New Haven, CT USA
    Posts
    346

    Default Re: A little info on adding units with battle_models.modeldb

    I think it should look like this (changes from original in BOLD)


    19 genoese_crossbowmen
    1 4
    68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod0.mesh 121
    68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod1.mesh 900
    68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod2.mesh 2500
    68 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_lod3.mesh 6400
    2
    5 milan
    76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture
    49 unit_sprites/milan_Genoese_Crossbowmen_sprite.spr
    6 scotland
    76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture
    49 unit_sprites/milan_Genoese_Crossbowmen_sprite.spr
    2

    5 milan
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0
    6 scotland
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0

    1
    4 None
    20 MTW2_Pavise_Crossbow
    14 MTW2_Swordsman 2
    21 MTW2_Crossbow_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    23 genoese_crossbowmen_ug1
    1 4
    72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod0.mesh 121
    72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod1.mesh 900
    72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod2.mesh 2500
    72 unit_models/_Units/LN_Brigandine_heavy/genoese_crossbowmen_ug1_lod3.mesh 6400
    2
    5 milan
    76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture
    53 unit_sprites/milan_Genoese_Crossbowmen_ug1_sprite.spr
    6 scotland
    76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_milan.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture
    53 unit_sprites/milan_Genoese_Crossbowmen_ug1_sprite.spr
    2

    5 milan
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0
    6 scotland
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0

    1
    4 None
    20 MTW2_Pavise_Crossbow
    14 MTW2_Swordsman 2
    21 MTW2_Crossbow_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Last edited by Lord Condormanius; 02-22-2007 at 06:51.
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