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:
Code:
faction u_lorraine
dictionary 2
strat_model northern_captain
battle_model Northern_Captain
battle_equip gladius, chainmail shirt helmet and rectangular shield
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.
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:
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
And now the end of the section of Dismounted Feudal Knights (or any other sword & shield foot soldier model):
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
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.
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:
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
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.
Finally, change the battle_model entry in descr_character.txt to the one you have edited. e.g.:
Code:
faction u_lorraine
dictionary 2
strat_model northern_captain
battle_model Dismounted_Feudal_Knights
battle_equip gladius, chainmail shirt helmet and rectangular shield
That's it. No Gimp, no milkshape, nothing. Only simple text editing.
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'.