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    Re: descr_walls.txt sound effects

    The sounds are listed in descr_sounds_generic.txt under the TOWER FIRING section.
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    Re: Campaign tutorial bugged?

    It's not Steam related - it's just the kill_character command not firing at the beginning of the campaign_script.txt to kill off Harold due to it being broken in one of the patches a long time ago. ...
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    Re: invisible units from mod to another

    Did you add the entry to the end of the BMDB? There is a possibility that the last few entries in the file will yield invisible units on the battlefield, you can prevent that from happening by...
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    Re: Southern General Model

    Done.

    Note that my model uses a sword instead of a spear, the .cas version actually has no weapons to start with. This one also has a different body texture based on the Northern Captain model....
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    Southern General Model

    Remember the unused general model seen in some of the event pictures?

    It is only found as a .cas file in the models_strat folder, so I went on ahead and converted it over to a mesh file so that it...
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    Android: Netrunner

    http://androidnetrunner.co.uk/wp-content/uploads/2013/01/fp_netrunner-620x300.png
    by Medusa0


    ; Background Information
    (First review here on an unusual topic, please don't bite my head off....
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    Re: Free upkeep. How does it work?

    Strange, that should not be the case if the unit has the free_upkeep_unit in its attribute, the unit does not get free upkeep even if it is the only unit in that city?
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    Re: Free upkeep. How does it work?

    Units only get free upkeep if you can build the unit in that city, or at least that is how it works back in vanilla M2TW, however, it seems like there is a a workaround from some entries in the EDB:...
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    Re: Sap and swim animations

    Perhaps I can be of assistance? Attached here is an edited version of the Retrofit Mod's mtw2.lnt to include most of the sapping entries from RTW (M2TW has a few of its own entries) and some new...
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    Re: How do i make a dismounted general

    There are a few things that needs to be done to change the general's bodyguard unit. The simplest way is of course, to move the said edited "Muire" entry above the "NE Bodyguard":

    Move this:
    ...
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    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


    ...
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    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...
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    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...
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    Re: Cannot set higher unit numbers

    Hmmmm, nothing wrong here... Try the Swiss Pikemen entry.
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    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 ...
  16. 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...
  17. 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...
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    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...
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    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).
  20. 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...
  21. 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,...
  22. 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...
  23. 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...
  24. 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...
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    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...
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    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...
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    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...
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    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).
    ...
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    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...
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    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...
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    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...
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    [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...
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    [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...
  34. 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...
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