Search:

Type: Posts; User: Medusa0; Keyword(s):

Search: Search took 0.47 seconds.

  1. Replies
    8
    Views
    408

    Re: Developing a mod - No name decided yet.

    Maybe these are the ones for men-of-the-hours?


    ;------------------------------------------
    Trigger Lesser_General_Adoption_1_VnV_Trigger
    WhenToTest LesserGeneralOfferedForAdoption


    ...
  2. Replies
    19
    Views
    274

    Re: Cannot set higher unit numbers

    It seems like someone else also has the same issue: http://www.twcenter.net/forums/showthread.php?366367-Unable-to-set-number-of-men-per-unit-on-higher-level

    It seems like it may be an issue with...
  3. Replies
    19
    Views
    274

    Re: Cannot set higher unit numbers

    Are you sure? My Swiss Pikemen soldiers line looks like this:

    soldier Swiss_Pikemen, 64, 0, 2, 0.25

    It's possible that there is a typo in that line, like a missing comma. I know that...
  4. Replies
    19
    Views
    274

    Re: Cannot set higher unit numbers

    Hmmmm, nothing wrong here... Try the Swiss Pikemen entry.
  5. Replies
    19
    Views
    274

    Re: Cannot set higher unit numbers

    Can you post your edited unit entry so we can diagnose the issue? Like so:


    type Noble Pikemen
    dictionary Noble_Pikemen ; Noble Pikemen
    category infantry
    class ...
  6. Re: Experiment: Improving the 2-handed axe animations

    Well, I took two screen shots, these are probably going to be as good as they get for now as the animations are quite FAST. Circled in red are the headbutt animation and a spin attack animation that...
  7. Experiment: Improving the 2-handed axe animations

    Inspired by Taiji's posts in this thread: http://www.twcenter.net/forums/showthread.php?662722-Multiple-LOD-lines-in-modelDB-with-the-same-mesh-reason/page2 about the usable, but unused animations in...
  8. Replies
    8
    Views
    350

    Re: Units facing sideways

    It looks like a case of buggy custom animations. Try changing the skeleton of those units back to the vanilla ones (fs_swordsman and fs_slow_swordsman) in the descr_model_battle.txt and see if it...
  9. Replies
    17
    Views
    393

    Re: Invisible unit

    Are the unit models in question at the bottom of the battle_models? I found that you always need a couple of dummy entries at the bottom to prevent such a problem (~4 just to be safe).
  10. Re: Shields and Graphics Options Quirkiness

    Nope, all textures are vanilla. In fact, I was working in 3ds Max without linking the materials at all since I could not find a way to assign the soldier and weapon textures separately. I am going to...
  11. Updated Pavise crossbowmen that will use their shields in melee

    Here are the edited models of the Pavise crossbowmen, Pavise crossbowmen militia, and Genoese crossbowmen that will allow the unit to use their shields in melee (Genoese crossbowmen militia,...
  12. Re: Making a New Texture and Assigning it to a model

    One more thing to add is that .dds is a lossy format (quality decreases every time the file is opened and saved), so you may want to save the texture as the native format for your image editing...
  13. Re: Making a New Texture and Assigning it to a model

    Assuming that you already have the required tools to do so (Photoshop or GIMP with the appropriate plugins to work with direct draw surface, and 3dsmax with the cas script), mixing textures is simply...
  14. Ghulam, Hasham, and Sibyan al-Khass face texture fix

    Ever notice the strange mouth and beard that appeared on the faces of these units, even through the mail veil? This is a simple re-texture that restores the face textures to these units. This...
  15. Replies
    34
    Views
    564

    Re: ask, byzantine shield texture.

    The game crashed on start-up? Remember to change the 61 in the beginning of that line to a 62. The same attachment set lines can also be found underneath the "se_spear_militia" (Byzantium spear...
  16. Replies
    6
    Views
    304

    Re: Exploded Man Syndrome with 3ds Max 2014

    Well, despite of the above setbacks I have managed to get the units done, attached here are the final results.

    To those that may be curious to how it worked out, I used the tool provided by...
  17. Replies
    34
    Views
    564

    Re: ask, byzantine shield texture.

    Try this for the attachment line:



    62 unit_models/AttachmentSets/Final Greek_byzantium_diff2.texture
    62 unit_models/AttachmentSets/Final Greek_byzantium_norm2.texture


    This is the...
  18. Replies
    6
    Views
    304

    Re: Exploded Man Syndrome with 3ds Max 2014

    Apologies, I am just confused about the extra steps and precautions that we must take to convert stuff from 3ds Max to Milkshape (The forced change from Max 2010 to 2014 does not help either).
    ...
  19. Replies
    6
    Views
    304

    Re: Exploded Man Syndrome with 3ds Max 2014

    This is interesting, all the meshes have comments in the form of key/value format (viewable on right click on mesh, Object Properties, User Defined tab). The only things that do not have them are...
  20. Replies
    4
    Views
    233

    Re: recruitable general

    Let's see, if modifying M2TW is anything like RTW, this should be simple:

    Open up the EDU (export_descr_unt.txt) and find the unit that you wish to make into the recruitable general. Add the...
  21. Replies
    6
    Views
    304

    Exploded Man Syndrome with 3ds Max 2014

    Greetings all, just began to model for M2TW after the long break from RTW, so I am ignorant as to how Milkshape formats handles things.

    Long story short, ms3dImportExport_ver1_1 was fine with...
  22. Replies
    2
    Views
    199

    [Tutorial] Re: Visible Small Arms Bullets

    You are right! The bullet_model_set effect is listed in descr_flaming_projectiles.txt instead of descr_arrow_trail_effects.txt so I did not see it the first time around. Never tried to fight a night...
  23. Replies
    2
    Views
    199

    [Tutorial] More Visible Small Arms Bullets

    Ever wondered why the small arms fire in this game produce no visible projectiles in daylight?

    It is because the model is tiny and VERY shiny. (For some strange reason I cannot copy and paste the...
  24. Re: The Fourth Age: Total War - The Lost Legion (Rome in Middle-earth)

    Well, that campaign took a while to finish. Not sure if this is the right place to put it, but here's a picture of the victory screen for Rome just to show that it can be done. This was played on...
Results 1 to 24 of 24