Have you subscribed to the acw mod on the steam workshop? thats necessary too. The shader pack isn't shown, because it is another pack type which is automatically activated.
Type: Posts; User: Primergy; Keyword(s):
Have you subscribed to the acw mod on the steam workshop? thats necessary too. The shader pack isn't shown, because it is another pack type which is automatically activated.
If i remember it correctly, i also had to add a projectile in some building-related DB table.
Besides that the usual stuff applies - correct naming, selecting it when exporting
With settings i mean a simple screenshot of the stuff you selected in bob and maybe a full screen of the error message:
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Hmm. It looks like that your models were converted correctly but it fails with adding it to a pack file. Could you show us your BoB-Settings? Btw, the orange errors are normaly not critical, was...
For some example models i have converted versions but not for all. If thats enough I could upload a pack.
I think the best solution for you would be to reduce the graphic settings of the grass down to medium or low.
Lately I worked on the walls a bit and could decode the coordinates of the "pipes", but wasn't able to get a working wall ingame though:
Image of how the pipes look like:
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txt file...
It seems to work:
I tried it with template_attrition_entry.luac from Shogun 2:
local this = UIComponent(Address)
local utils = require("utilities")
local m_pos_x, m_pos_y
local...
In Tweak: Simply make your changes and then press the "Apply" Button :)
Indeed. It might help if you want to certain points, eg a chokepoint a certain look. But I haven't tested it yet.
What I will test is, too see, if I can give the whole of sanuki island the same...
Dear fellow modders,
I wrote some scripts for analysing the template_map.xml. Those scripts might be helpful if you want to edit a specific tile but you are not sure which one.
It consists of...
You were right, I deleted the regions.esf and indeed, it got replaced. Thanks for the tip!
Sure? If I take a look at the change dates of the files in working_data/campaign_map/bos_japan i don't see that the files were changed - last edit of regions.esf was 25.09.2012... therefore I assume...
Well, indeed I could need help. I encountered a new error, now when I want to convert the fots campaign map. I didn't changed anything and all export process show now error, but the process never...
I guess the /* means that it the code is commented out. If you delete the comment-signs the code might get activated again. Maybe you can crash the game with it, which would show that the code is...
Those are all things I also checked. The only thing is, that steam is installed on C:\ but the games are installed on another drive. Maybe this confused the antivirus program.
Yes, I want to...
Just a pure guess - maybe via the shader files?
Thanks for the tests!
They confirmed my idea, that the problem isn't BoB but how Shogun 2 is handled on windows 10. People complained that they couldn't run S2 and Atilla on Windows 10 and I...
Thanks for uploading, but sadly it didn't worked.
I now came to the conclusion, that it must an error with the way the game is started, means with the shogun2.exe. I tried to start the game...
Yes, i edited the game path.
Here's my assembly kit - i removed some files to make it easier to upload. Thank you for taking a look.
https://www.dropbox.com/s/8v7o2lqm641ibpe/Test.zip?dl=0
Just for note:
I wanted to get back into modding, but I ran into the same issue as Destin Faroda. My BoB doesnt want to safe startpos.esf files anymore - even if I didn't changed anything. I also...
You have to reduce the bones per vertex to max 2.
Nice to see that still mods are developed for ETW! :) The reskin looks very nice!
Regarding the small mods - I think it is ok to upload them again and open up a new thread when you give full...
Very nice! Looking forward for the release!
Depends on what you mean with "high poly textures". Details like wrinkels arent modeled but baked into the normal map (created with 3ds Max and Mudbox). The diffuse textures (color) were handcrafted...
I'm afraid this is only used for historical battles :/
Sorry I never worked with this file. If you want to try it out, simply change some entries to extreme values and see what happens on the battlefield. If nothing changes, it means that the file isn't...
Izzy, did you already tried to add the gabionades? I always get a crash when i'm trying it :/
Well, it mostly allows for changing the look of the UI. What I did for my North&South Mod for Napoleon was to create a complete new Main Menu look. But Mitch and Topcat also used it to introduce some...
With what settings did you both save the dds? It sounds to me, that the MipMaps (different level of details of a texture depending on distance) are mixed up.
There are two ways - you can add cannons similar to how it's done for "bow towers" and the "star forts". In 3ds max place a helper object (those green cubes) there where you want the...
Wow, was the fix for the sound issues really that easy? Amazing work!
Depends on what you want to get out of it - if you just do it for yourself and your personal enjoyment then it's always worth it. If you want to become the most loved modder ever you might be late to...
My guess would be, that you are using the wrong shader - with the maxscript for building export by CA you can assign different shaders but not all do work.
Sorry to disappoint you, but if it would be easy to add, the wali-mod wouldn't be the only one doing it, or?
You can edit the ui_layout for the campaign faction screen file with a hex editor and replace the names there with the name of your custom faction. But the length has to be as long as the one which...
Check the alpha channel, maybe there is a leftover.
I tried every shot avaible, tried to use naval shot types, even made land cannons to naval cannons. In land battles we're stuck with the crappy "special shot" system (well, maybe you can find a...
Too bad that this does only work for naval battles. I never suceeded in adding the ntw shots to shogun land battles. :no:
I'm really amazed by the breakthroughs regarding naval models though!
I think this can be replicated, without the need to model completly new damage models. You could copy/paste the normal model and rename it as a damage model. Then using a hexeditor to change the...