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  1. Re: Call Of Warhammer - BOTET · Alternative Cut

    Warhammer Fantasy's allies/enemies/neutral paradigms are very complex, kind of like real world countries. Like The Empire, Bretonnia, Kislev, Dwarfs, High Elves, Wood Elves, etc. all have a general...
  2. Re: Call Of Warhammer - BOTET · Alternative Cut

    Beard Brotherhood:
    Beastmen, Chaos Dwarfs, Dwarfs, Warriors of Chaos, Skaven, Norsca

    Beardless Entente:
    High Elves, Orcs, Dark Elves, Lizardmen Wood Elves, Fimir, Vampire Counts, Amazons,...
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    Re: Chaos Dwarfs Through the Ages

    Nice thread! You can probably tell that we've had a lot of thought and deliberation put into the Chaos Dwarf representation. The current build is clearly a mix of the 4th+ and 6th/8th styles, a mix...
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    Sticky: Re: The original thread

    Looking good!
  5. Re: export_units.txt.strings.bin Question

    Installing Bare Geomod has most of the vanilla files in it, including the text folder, and the export_units.txt inside it.
  6. Re: Miscellaneous mount experiments (plus Demigryph Knight prototype)

    In descr_mount there's a rider_offset value, which is x/y/z based on the rider's bone_pelvis and mount's bone_H_saddle. You can lower the rider by lowering the middle number. You'll have to save it...
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    Sticky: Re: The original thread

    Strategic cuts of things that won't be missed, some more efficiency combinations, and careful additions. More in the future are planned, yep!
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    Re: Unnamed Captains and CTD on exit

    I'd be cautious about not having any names under the character section. The game is designed to give captains first names, so while there might not be CTDs some of the time when it's forced to use a...
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    Re: CAS file

    GOAT: http://www.twcenter.net/forums/showthread.php?190197-GOAT-and-GOAL-A-collection-of-modelling-and-animation-utilities
    IWTE:...
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    Re: CAS file

    GOAT can be hit or miss with stratmap cas files, especially buildings, but IWTE can open them. Don't worry, you don't need to learn all the crazy advanced custom map making stuff in order to convert...
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    Re: Unnamed Captains and CTD on exit

    Still running into the problem? That would definitely cause the issues with blank names and CTDs, but that doesn't mean it's the only error.
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    Re: CAS file

    Are you talking about animation .cas files, stratmap .cas models, or something else?
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    Re: Unnamed Captains and CTD on exit

    You have some names in descr_names.txt, but not names.txt, at least Daoula and Saraba that I found.
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    Re: Repacking animation with steam

    Did you let the game rebuild the animations, quit, make the modeldb changes, then load it up again?
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    Re: Questions about some editing

    You can always alt+tab to get back to the desktop to take notes. No changes you make will show up in the game without restarting it, anyway.
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    Re: Questions about some editing

    Nope, everything in the world folder is read at campaign start and saved, so not save game compatible.



    Yes to the crash. As paleologos said, you might be able to get the unit to stop being...
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    Re: How to Enable Immortal Generals

    In descr_strat, just lower their starting ages. It won't be save game compatible. Also make sure they're still old enough to have fathered any children they have in the family tree.



    In the...
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    Re: Repacking animation with steam

    Yes, this is important. Notepad++ is the only text editor to use when editing mod files. Notepad runs the risk of changing the file format, eating invisible but important characters, and making all...
  19. Re: How do I take a weapon from one unit and give it to another?

    Yeah, I looked at the bone assignments and the spear was set to a whole 2nd skeleton's rhand bone. As an extra tip, if you have extra bones/joints for the model, like trying to give a unit a bow with...
  20. Re: How do I take a weapon from one unit and give it to another?

    I see the problem now. You merged the models wrong, check the joints. Use the Modeler's Toolbox to merge the models.
  21. Re: How do I take a weapon from one unit and give it to another?

    Hmm, looks fine to me in Milkshape. I just looked through the comments, didn't see anything odd. I selected the spear and set it to attachments, even though it already was, and saved it. Maybe it'll...
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    Re: How to Enable Immortal Generals

    There's no specific function for an immortal trait like with RTW: Alexander, but in descr_campaign_db there's a max_age, max_age_before_death, and old_age, which you can raise to all be well above...
  23. Re: How do I take a weapon from one unit and give it to another?

    It's possible. Can you put the mesh and textures in a folder and attach them?
  24. Re: How do I take a weapon from one unit and give it to another?

    It looks like the spear is already assigned to Attachments when I open it. When you go to reassign textures, make sure to deselect everything, then select only the one part you want to reassign.
  25. Re: How do I take a weapon from one unit and give it to another?

    It should be possible to separate them by selecting only the verts or faces from either the shaft or head, but for absolute easiest mode, you could duplicate the first one, and try to do a bit of...
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    Re: How to remove bows from Archers?

    The bad news is you'll have to use a model editor. The good news is, switching primaryactive0 and secondaryactive0 is pure text work in the model comments, no actual 3d modeling skills required.
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    Re: Repacking animation with steam

    Yes, mods/[yourmod]/data/descr_skeleton.txt

    and mods/[yourmod]/data/animations/ should be filled with animation folders and files from Caliban, while Medieval II Total War/data/Animations is...
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    Re: Repacking animation with steam

    Changes to animations aren't campaign changes, so game saves aren't an issue.

    You could try setting the log to trace and seeing if any errors pop up, or if it appears to be doing anything unusual...
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    Re: Repacking animation with steam

    Hmm. When you tried it with geomod, you moved all of the Caliban animation folders from the main Medieval 2 data/animations folder to your geomod/data/animations folder, so the main Medieval 2 one...
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    Re: Repacking animation with steam

    You probably should work on a mod folder, like bare_geomod. Changes to the base game's animations will affect mods that don't have custom animations, among other unforeseen consequences.

    Have you...
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    Re: Repacking animation with steam

    You can 100% use Steam to rebuild animations. One overlooked question I have is are you sure it didn't work? How did you try to change the attack distances? Did you just change the strike_distances...
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    Re: All animations in one

    I'm pretty sure he's talking about the series of extensionless skeleton files you get when you unpack the skeleton.dat with the Toolbox. If you open those with Notepad++ there's a bunch of extra...
  33. Re: A complicated issue: Change culture of a faction via event.

    The in-game script would just be calling for a historic event popup, changing the religion, any enabling or disabling of units, etc. The player would save, then exit the game completely, and launch a...
  34. Re: A complicated issue: Change culture of a faction via event.

    I'm not sure about culture, but you can also change the faction's name, faction colors, icons, stratmap models, unit models and textures, and potentially other things with a faction switcher....
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    Re: All animations in one

    You mean the unpacked skeleton files with no extension, each with the name of one descr_skeleton entry, right? They're in the same boat as the unpacked .cas files, no real way to edit them, only...
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    Re: All animations in one

    For editing the lines in the skeleton file to merge animations across mods, there isn't. Like Gigantus said, doing a find and replace will make it much faster.



    If you're unpacking the...
  37. Re: Two buildings required for unit recruitment.

    You could try using "and building_present_min_level" with a different level for each level of unit you want.

    recruit_pool "Chaos dwarfs warriors" 1 0.084 1 0 requires factions { aztecs, }...
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    Sticky: Re: The original thread

    It's an issue with some of the .tga files having compression. The fix is re-saving them in an image editing program.
  39. Re: Is there a way to disable animation blocks via descr_skeletons text editing only?

    Yep, it did what you needed it to, I just wanted to note for anyone else reading this that this method does not allow editing of the descr_skeleton to be read, only unpacked skeleton files. For...
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    Re: Teutonic family tree?

    It seems the only problem is that the AI factions don't always get enough random adoptions, thus can run out of family members. In BOTET, we have such a short timescale at 12 turns per year, that...
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