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  1. Re: Events don't trigger and there come no new units

    You don't say, recently updated to the latest version, now princesses don't marry if you get them married through deplomacy and if you change they keys and restart the game, the keys have reverted to...
  2. Events don't trigger and there come no new units

    I played 140 turns into a late Castille campaign and I am suprised for the lack of trebuchets, sword-and-buckle-men and other troops. I went into the files and saw several events that never were...
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    [Resource] Re: PFM Schema Update Thread

    Nothing fancy here. The bombardment_projectiles_table simply lacked its pk='true' line and I fixed the boolean.



    <table table_name='projectile_bombardments_tables'
    table_version='6' >...
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    [Resource] Re: PFM Schema Update Thread

    I needed to get another one done.


    <table table_name='battle_entity_stats_tables' table_version='2' >
    <field name='key' type='string_ascii' pk='true' />
    <field...
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    [Resource] Re: PFM Schema Update Thread

    I have two updates for you. Tables are abit obscure, but the obscure ones can be used to do some fine effect tuning. Sadly, I was unable to deduct all in audio_abilities_tables.

    EDIT: Seems I...
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    [Resource] Re: PFM Schema Update Thread

    I got a bit frustraded by the display tables for phases and special abilities weren't completed, so I went ahead and fixed them. Now, you can see all manner of cool things that can be done with...
  7. [Tool] Re: PFM 4.1.2 - Warhammer support, also: 5.0, preliminary WH2 support

    I'm using 5.0. To avoid trouble like this, I kept a seperate version of the .pack on the workshop as a backup which I updated regularly. I just downloaded it and it seems that it works fully.
    ...
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    [Tool] Re: PFM 5.0 - Warhammer 2 support

    Thx. I'll remember to extract all my tables and variant definitions like this. I can't have them breaking on me like this, over and over. :wub:, imagine having to rebuild a mod every six months or so...
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    [Tool] Re: PFM 5.0 - Warhammer 2 support

    What is tsv? I uploaded a backup to the workshop set as private and I can't open it. Suddenly, out of nowhere, the majority of my tables tunred yellow. It can't have had anything to do with the...
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    [Tool] Re: PFM 5.0 - Warhammer 2 support

    By the way, thx PFM for totally breaking my mod and not being able to opening my back-ups. I'll be happy to rewrite the mod for a second time. No problem. Kill me...
  11. [Tool] Re: PFM 4.1.2 - Warhammer support, also: 5.0, preliminary WH2 support

    Something that PFM did to me a few months ago just happened again and I feel like I want to strangly it. This shouldn't be an issue of updates since I updated a couple of days ago.

    So, I had...
  12. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    How did you do that?
  13. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Oh, ok.

    Well done...
  14. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Nice! How did you do it?
  15. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Only the mask.dds is supposed to be saved in dxt5, excluding normal.dds's ofcourse which are either saved in dxt5nm or dxt5 depending on the individual texture.

    You are able to make some things...
  16. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    All map.dds files are compressed in DXT5. Regarding the decal, is it it's own texture and does it protrude from the shield (like looking 90 degres from the side of the shield, does the decal...
  17. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I really can't help you in this department because I know absolutally nothing abut how to manipulate mask files in neither gimp nor photoshop.
  18. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    If you open the texture in a program like Photoshop, you'll see where the mask colours come from. Gimp is simply unable to for most open all .mask textures fully. If you in gimp open the questing...
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    [Tool] Re: PFM 5.0 - Warhammer 2 support

    So I extract a variantdefinition. I'm not sure what to do after extracting it (I have never used this feature, simply dragging a dds to a folder usually works on its own), but I clicked the file I...
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    [Tool] Re: PFM 5.0 - Warhammer 2 support

    Ok. The tables are far gone since I ended up deleting all the tables that broke and have started rewriting them. The definitions are still there though. I don't reallyknow how I could explain the...
  21. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Ofcourse you can do that. I mean, vanilla does that itself several times. The imperial regiments of renown only have diffuse textures. All other textures are the ones that the regular version of the...
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    [Tool] Re: PFM 5.0 - Warhammer 2 support

    I started using it and some of the tables got fixed, but all tables that arn't basic got broken. Also, I'll have to rewrite about 20 variantdefinitions...
  23. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    The correct answer is that all models and animations are skeleton dependent. Do you see the prefix hu1d? hu1d is the name of tke skeleton. So, all hu1 animations only work with hu1 models, etc. The...
  24. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    You mean the messer like swords? They are the bretonnina men-at-arms swords. Numbers one and four, I think they are.

    (Thanks to the extensive changes in the Tomb Kings release, I am currently...
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    Re: Floating shields and swords

    I'm not sure, this is just me talking smack, but when I was looking at the warengine tables I saw a column called tech. I tried removing the entry and the result was the horse draught stangind inside...
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    [Tool] Re: PFM 5.0 - Warhammer 2 support

    Ok, Tomb Kings seems to have really :wub:ed with PFM. Over half of the tables in my mod just broke aswell as rendering all my variantdefinitions unreadable. Hope to see this fixed soon.
  27. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Oh, I see. I missunderstood your issue. I though that you had imported a new mask file, not simple assaigned a mask texture to the rigid.model that doesn't exist. Yeah, that used to work in Warhammer...
  28. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    have you renamed the rigid_mde to you own or is it still the original wsmodel? Vanilla wsmodels are not compatible with modded textures, even if they have the original name, i.e replacing...
  29. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    campaign_variants
  30. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I don't think it is possible, monted officers get their mount from the unit they are attached too.However, there is a column in the battle personalities where a mount can be attached to an officer,...
  31. [WIP] Re: New Faction: The Sisters Of Sigmar (Several Mordheim factions combined into one)

    Even though the faction currently has Imperial culture, I see no reason why they should be able to confederate with the Empire. After all, they are a mere religious cult and it make no sense for the...
  32. [WIP] Re: New Faction: The Sisters Of Sigmar (Several Mordheim factions combined into one)

    The current plan is to complete the unit list, heroes and ords to such an extend that the mod can be released as a costum bttle faction. The following step will be to get them onto the campaign map....
  33. [WIP] Re: New Faction: The Sisters Of Sigmar (Several Mordheim factions combined into one)

    New preview released 18/01/18
  34. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Nah, the demigryph helmet without a gorgot and the one with a birdsbeak do not have a crest. However, I would be interested in learning how the modder removed the sun crest from the Knights of the...
  35. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Ok. First of, I'd like to ask you for your modding experience. Modding abilities are not a simply feat, and if you're a beginniner, I'd suggest you avoid it for now. I can mod abilites but I tought...
  36. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Materials tell the ws.model which textures to use.
    Additionally, all textures are not alpha compatible.



    You can but the dwarfes won't attack since they don't have any chariot attack...
  37. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    The game isn't compatible with modded .wsmodels and materials. If you simply exchange the suffix .wsmodel with .rigid_model_v2, then the game will read that model direclty, and you won't hae to deal...
  38. [WIP] Re: New Faction: The Sisters Of Sigmar (Several Mordheim factions combined into one)

    Another preview has been posted 6/1/18 This will be the last for for a bit. But, hopefully for only a week or two.
  39. [WIP] Re: New Faction: The Sisters Of Sigmar (Several Mordheim factions combined into one)

    New preview released 6/01/18
  40. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    @Elementoar, I just saw that you inquired weather there is a great weapon's animation for hu1 models or not. And I can tell you that there surely is one, it is called hu1_bretonnian_2handed_hammer...
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