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    Re: Next TW game (kind of) leaked: Rome I Remastered.

    *Pokes head out of grave*
    Based on stream footages, this looks like a refined M2TW engine with a new RTW skin- the pre-battle speech structure sounded vaguely like what you would get if you port the...
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    Re: Medusa0's Armoury

    Salutations everyone, it's been too long. I am updating this thread with whatever files and images I can salvage (long story short, a ransomware attack destroyed my old workstation, hence the lack of...
  3. Thread: Carroballista

    by Medusa0
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    Re: Carroballista

    This is correct, the unit is simply a modification of the basic "elephant chariot". I have made the driver visible not only to have it appear similar to that of the one in Barbarian Invasion, but...
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    Re: Crash at launch screen

    Have you hit the 500 unit limit in the export_descr_unit? I would imagine Divide and Conquer would be very close to that limit already.
  5. Re: How to give -1 law bonus to witches and heretics

    Not sure if adding traits/ancillaries onto the witch and heretics themselves would affect the settlement as they do not govern it, but one way to do it would be to affect the general that serves as...
  6. Re: Miscellaneous mount experiments (plus Demigryph Knight prototype)

    The rider_offset actually matters quite a lot to manage the effectiveness of the horse/camel cavalry unit, as generally the lower the middle (y) value, the more the cavalry will be able to...
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    Submod: Berserkers Revival

    Features:

    This allows the unique Berserker unit for Norway to go berserk in battle like their namesake from Rome: Total War. For those unfamiliar, when berserk, the unit will gain a flashing red...
  8. Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    That is exactly how I have implemented them. I will go ahead and create the thread once I get the files compressed and uploaded somewhere.

    Edit: Thread created and file added, have fun with it.
  9. Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    GrnEyedDvl did some research with aging and turn numbers back then: http://www.twcenter.net/forums/showthread.php?175383-12-turns-per-year-with-proper-aging

    Cannot remember the exact detail, but I...
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    Re: Unnamed Captains and CTD on exit

    Okay, just finished testing ALL the names for this faction, minesweeper style, while the result was unfortunately inconclusive (the CTD on exit is rare, only occurring at approximately 1.8% of all...
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    Re: Unnamed Captains and CTD on exit

    It was more than that, I have attached the new files. In hindsight, modding past the wee hours probably wasn't such a good idea. :doh:
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    Re: Unnamed Captains and CTD on exit

    That's an old one, I can fix it by enabling a part of the castle core building chain for the Mesoamerican culture via EDB and descr_cultures.txt (up to castle, leaving out fortress and citadel), as...
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    Re: Number of recruiting slots?

    Should be able to do it via export_descr_buildings.txt, change "recruitment_slots" on the core building chains (city/castle walls) to whatever you desired, not sure if there is a cap.
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    Re: Unnamed Captains and CTD on exit

    Fascinating, the unnamed captain does not prevent the campaign from starting. Sounds like I need to run more tests, but due to the elusive nature of this problem, I will start with a much smaller...
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    Re: Captain portrait

    Remember that many factions share the same sets of portraits (as defined by descr_cultures), so there really are not as many portraits to go around. Go ahead and give it a try though!
    You need to...
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    Re: Captain portrait

    You can only have two set of captain portraits/cards per faction, counting rebel variant if that character rebelled or spawned as rebel. There are a maximum of 31 factions counting the rebels (and...
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    Re: Captain portrait

    Don't have Stainless Steel installed so I do not know if they do it differently, but say you copy captain_card_egypt.tga and rename it to captain_card_hre.tga (do the same for portraits and dead...
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    Re: Captain portrait

    Just changing them in UI will suffice, as the references are hard-coded. Mind that captains and admirals of the same faction share the same set of portraits/cards.
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    Re: Unnamed Captains and CTD on exit

    I have not done exhaustive testing in campaigns yet, but that does give me an idea to assign full army stacks for the faction, and then splitting them up in campaign mode to generate random captains....
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    Re: Captain portrait

    You can change them via data/ui/captain banners, the name format is in captain_card_factionname.tga, captain_portrait_factionname.tga, the cards in the dead folder follow the same naming convention...
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    Re: Unnamed Captains and CTD on exit

    In descr_names.txt? Seems vanilla M2TW uses them without issues (as bynames). Perhaps some of the name combinations are too long? Don't know if there is a minimum number of names for factions, but I...
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    Re: Unnamed Captains and CTD on exit

    Apparently I was not meticulous enough, the campaign mouse-over CTD has been fixed, looks like I missed a line in expanded.txt.strings.bin, the EMT_FACTION_NAME_FACTION_HEIR_TITLE line which should...
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    Re: Unnamed Captains and CTD on exit

    I do have the new names included in names.txt and descr_names.txt, hopefully it's not an issue with non-printing (invisible) text characters. Will try to implement the new faction in campaign just to...
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    Unnamed Captains and CTD on exit

    Hello all,
    I have been attempting to implement a new faction into my mod recently using Gigantus's tutorial, and was running into the issue of a blank captain name (have not tried with generals as...
  25. Re: How do I take a weapon from one unit and give it to another?

    I am going to be using a lot of external links since it's probably not a good idea to be explaining everything from memory, so bear with me here:

    With 3ds Max, skinning and assigning UV...
  26. Re: How do I take a weapon from one unit and give it to another?

    Don't have access to 3ds Max at the time, but this can be done via the scene import function if I am remembering correctly:
    1. Instead of exporting your finished unit as a mesh file, save it as a...
  27. Re: Miscellaneous mount experiments

    And here it is! A working approximation to the Demigryph Knights from Warhammer modelled on the standard European armoured horse. This unit is basically an elephant disguised as a horse, with...
  28. Miscellaneous mount experiments (plus Demigryph Knight prototype)

    While revisiting the old Berserker thread from a while back, I found some interesting and random properties of mounts in M2TW:

    1. Mounts can have working knockback/knockback_move animations...
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    Re: Normal map oddities with GIMP

    I use 4 samples mostly, with minimum z of 1 and scale of 5.0, the rest are the same as the tutorial. Looks like I need to play around a bit more with the settings to get a better effect. Any ways...
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    Re: Normal map oddities with GIMP

    No, smooth all and Auto Smooth were not used for this model, but I have noticed black spots on mail armour with GIMP normal maps though, even when the model is a vanilla one that has not been edited....
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    Re: Normal map oddities with GIMP

    Hmmmm, the negative reflections are still there it seems (Spots on the white scarf). But at least it's not nearly as noticeable and only shows up under certain lighting conditions now, thanks....
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    Normal map oddities with GIMP

    Edit: Copy and paste to the rescue, I have mostly fixed the issue by copying the normal of the blue scarf and pasting it over the white scarf in the normal map. The unit (sans mount) is attached at...
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    Re: Mute general's speach.

    Almost forgot about that, you can (and should unpack) a mod's sound files via the M2TW/Kingdoms unpacker...
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    Re: Diplomat animations

    Mystery solved then? I wonder if there are other similar animation entries out there that behaves in a similar way.
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    Re: Mute general's speach.

    Sorry about the long delay! Assuming that there are no errors with assigning accents to the intended factions, you get mute speeches (or any sounds intended to play) if any of the sound references...
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    Re: Mute general's speach.

    Have you added any new sounds recently? You should have 8 .dat/.idx files in your mod's data/sounds folder that the game used to play sounds from.
  37. Re: Vercingetorix tool to extract skeletons and animations - Access denied

    Okay, I tried a lot of things, but I just cannot get these unpacked animations to start the game without crashing. Might have to break out the hex editor when I have more time to see if it's a file...
  38. Re: Vercingetorix tool to extract skeletons and animations - Access denied

    With Windows 10, you can run xidx through the command prompt via this method:
    1. Search for cmd
    2. Right click 'Command Prompt (Desktop App)
    3. Select 'Run as Administrator'
    4. In command prompt...
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    Re: Little help with battle_models.modeldb

    That should do it, I remember from past experiments that scaling do not apply to the inherited animations from parent, so if you get tiny, human sized trolls that suddenly puffs up once the throwing...
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    Re: Little help with battle_models.modeldb

    Try this unpacker: http://www.twcenter.net/forums/showthread.php?647775-M2TW-Modeler-s-Toolbox-Version-0-4-Beta-Released-On-12-06-2014
    To get the .idx and .dat files to regenerate, you will need ALL...
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