Tutorial: 'Turning footsoldiers into Captains & Generals with text editing only'
As I really don't like the vanilla full-plate captain & general models that much, I've done some research and have found a way to swap them with other models easily. Here we go:
First, look at the captains section in descr_character.txt:
Now we know that the captains on the battle map are mounted or dismounted depending on their unit. But there is only ONE entry for a battle model in descr_character.txt. That means: It must be possible to use the same model for mounted AND dismounted captains somehow.Code:faction u_lorraine dictionary 2 strat_model northern_captain battle_model Northern_Captain battle_equip gladius, chainmail shirt helmet and rectangular shield
The critical section is... in the battle_models.modeldb. I hear you cry and moan already...But it's really simple.
Let's look at the end of the section of the Northern_Captain in the battle_models.modeldb:
And now the end of the section of Dismounted Feudal Knights (or any other sword & shield foot soldier model):Code:. . . 7 normans 61 unit_models/AttachmentSets/Final General_normans_diff.texture 61 unit_models/AttachmentSets/Final General_normans_norm.texture 0 6 saxons 60 unit_models/AttachmentSets/Final General_saxons_diff.texture 60 unit_models/AttachmentSets/Final General_saxons_norm.texture 0 4 4 None 15 MTW2_Non_Shield 0 1 18 MTW2_Sword_Primary 0 5 horse 18 MTW2_HR_Non_Shield 0 1 18 MTW2_Sword_Primary 0 8 elephant 18 MTW2_Elephant_Crew 0 1 18 MTW2_Sword_Primary 0 5 camel 18 MTW2_HR_Non_Shield 0 1 18 MTW2_Sword_Primary
The difference is obvious: The Northern_Captain has animations assigned to him (the bold sections) for dismounted ('none'), horse, elephant & camel, while the Dismounted Feudal Knight has a dismounted animation only.Code:. . . 12 papal_states 65 unit_models/AttachmentSets/Final Heater_papal_states_diff.texture 65 unit_models/AttachmentSets/Final Heater_papal_states_norm.texture 0 7 hungary 60 unit_models/AttachmentSets/Final Heater_hungary_diff.texture 60 unit_models/AttachmentSets/Final Heater_hungary_norm.texture 0 1 4 None 14 MTW2_Swordsman 0 2 18 MTW2_Sword_Primary 14 fs_test_shield 0
All we have to do is to assign the missing animations to our would-be captain model (the Dismounted Feudal Knight) as well. Like this:
Note that I've chosen fitting animation sets for a sword & shield armed warrior. Just scan through the animation-sections and you'll find fitting ones for the model of your choice.Code:. . . 12 papal_states 65 unit_models/AttachmentSets/Final Heater_papal_states_diff.texture 65 unit_models/AttachmentSets/Final Heater_papal_states_norm.texture 0 7 hungary 60 unit_models/AttachmentSets/Final Heater_hungary_diff.texture 60 unit_models/AttachmentSets/Final Heater_hungary_norm.texture 0 2 4 None 14 MTW2_Swordsman 0 2 18 MTW2_Sword_Primary 14 fs_test_shield 0 5 Horse 13 MTW2_HR_Lance 13 MTW2_HR_Sword 2 21 MTW2_HR_Lance_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield
Finally, change the battle_model entry in descr_character.txt to the one you have edited. e.g.:
That's it. No Gimp, no milkshape, nothing. Only simple text editing.Code:faction u_lorraine dictionary 2 strat_model northern_captain battle_model Dismounted_Feudal_Knights battle_equip gladius, chainmail shirt helmet and rectangular shield
Here's a pic of the final 'product' (It's a Captain of the Duchy of Upper Lorraine).
The procedure is exactly the same for Generals.
Have fun!
Cheers, D.
EDIT:
I've just noticed that this, and much more besides, was already covered in Alletun's 'Unit Makers Tome Of Knowledge'.





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