Table of Contents
1.Skinng Units
2.HOW TO - add short pikes/long pikes to spearmen
3.Unmount Units
4. How to install Other peoples Textures.
1.Skinning Units by SgtValenzuela
download the PAK extractor HERE
Read the instruction in that thread to figure how to use.
- Go here if you dont have the Photoshop or paint shop plug-ins
- When you go to open file, go to Packs/DATA/models_unit/textures folder
-Select unit
-Edit it carefully
Save it as dds and with new name such as NewText.tga.dds - and save it to RomeTotalWar/data/models_unit/texture folder.
Then go to Descr_model_Battle.txt open it and find the unit your editing:
so if it was,
type roman_principes
skeleton fs_javelinman, fs_swordsman
indiv_range 40
texture romans_julii, data/models_unit/textures/unit_roman_principes_julii.tga
texture romans_brutii, data/models_unit/textures/unit_roman_principes_brutii.tga
texture romans_scipii, data/models_unit/textures/unit_roman_principes_scipii.tga
texture romans_senate, data/models_unit/textures/unit_roman_principes_senate.tga
model_flexi_m data/models_unit/unit_roman_hastati_high.cas, 15
model_flexi_m data/models_unit/unit_roman_hastati_med.cas, 30
model_flexi_m data/models_unit/unit_roman_hastati_low.cas, 40
model_flexi data/models_unit/unit_roman_hastati_lowest.cas, max
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_principes_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_principes_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_principes_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_principes_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
you would make it,
type roman_principes
skeleton fs_javelinman, fs_swordsman
indiv_range 40
texture romans_julii, data/models_unit/textures/NewText.tga
texture romans_brutii, data/models_unit/textures/unit_roman_principes_brutii.tga
texture romans_scipii, data/models_unit/textures/unit_roman_principes_scipii.tga
texture romans_senate, data/models_unit/textures/unit_roman_principes_senate.tga
model_flexi_m data/models_unit/unit_roman_hastati_high.cas, 15
model_flexi_m data/models_unit/unit_roman_hastati_med.cas, 30
model_flexi_m data/models_unit/unit_roman_hastati_low.cas, 40
model_flexi data/models_unit/unit_roman_hastati_lowest.cas, max
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_principes_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_principes_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_principes_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_principes_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
ok then save it and try see if it works(which it should)
Hopefully you all can clearly understand this I hope :
Also if anyone else would like to add a tutorial to something please PM me and I will add it......
2.HOW TO - add short pikes/long pikes to spearmen... By Adonys
or any spearmen unit in the export_descr_unit.txt file you can replace its stat_pri_attr line values with spear, short_pike or spear, long_pike
example:
BEFORE:
type greek hoplite
dictionary greek_hoplite ; Hoplites
category infantry
class spearmen
voice_type Medium_1
soldier greek_hoplite, 40, 0, 1
attributes sea_faring, hide_forest, can_sap
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 7, 6, no, 0, 0, melee, simple, piercing, spear, 25 ,0.5
stat_pri_attr spear
stat_sec 5, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,0.5
stat_sec_attr no
stat_pri_armour 6, 5, 5, leather
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 2, 0, 0, 0
stat_mental 4, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 440, 170, 50, 70, 440
ownership greek_cities, slave
AFTER - short pike:
type greek hoplite
dictionary greek_hoplite ; Hoplites
category infantry
class spearmen
voice_type Medium_1
soldier greek_hoplite, 40, 0, 1
attributes sea_faring, hide_forest, can_sap
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 7, 6, no, 0, 0, melee, simple, piercing, spear, 25 ,0.5
stat_pri_attr spear, short_pike
stat_sec 5, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,0.5
stat_sec_attr no
stat_pri_armour 6, 5, 5, leather
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 2, 0, 0, 0
stat_mental 4, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 440, 170, 50, 70, 440
ownership greek_cities, slave
AFTER - long pike:
type greek hoplite
dictionary greek_hoplite ; Hoplites
category infantry
class spearmen
voice_type Medium_1
soldier greek_hoplite, 40, 0, 1
attributes sea_faring, hide_forest, can_sap
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 7, 6, no, 0, 0, melee, simple, piercing, spear, 25 ,0.5
stat_pri_attr spear, long_pike
stat_sec 5, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,0.5
stat_sec_attr no
stat_pri_armour 6, 5, 5, leather
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 2, 0, 0, 0
stat_mental 4, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 440, 170, 50, 70, 440
ownership greek_cities, slave
Unmount Units by BlueDevil333
It sucks, and is in two other threads, but what the hell.
How to dismount units:
This may not be the best or most efficient way, but it works. Note that I’m not the best writer.
-First back up descr_model_battle and export_descr_unit files.
- Now open up export_descr_unit file and find an infantry unit that you want to use. (scythian noble lancer)
- Now make a copy of the entire warband axe scythian section, and paste at the bottom of the file.
- Next put two 1’s infront both names, and soldier name)
type warband axe scythian1
dictionary warband_axe_scythian1 ; Axemen
category infantry
class heavy
voice_type Light_1
soldier warband_axe_scythia1, 40, 0, 1.2
- Now open up the descr_model_battle file, and search for “warband_axe_scythia”
- Once found, copy it, than paste it below, and put a one at the end, matching your name after soldier in export_descr_unit.
- Than cut this paragraph out, and insert it below barb_scythian_lancer
You should now have this:
type warband_axe_scythia1
skeleton fs_swordsman ; axe has same anims as club, and shares some with sword
indiv_range 40
texture scythia, data/models_unit/textures/unit_barb_warband_scythia_.tga
model_flexi_m data/models_unit/unit_barb_warband_scythia_axe_high.cas, 8
model_flexi_m data/models_unit/unit_barb_warband_scythia_axe_med.cas, 15
model_flexi data/models_unit/unit_barb_warband_scythia_axe_low.cas, 30
model_flexi data/models_unit/unit_barb_warband_scythia_axe_lowest.cas, max
model_sprite scythia, 60.0, data/sprites/scythia_warband_axe_scythia_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
- Now take the texture, sprite, and 8, 15, 30 cas. And insert them over the warband_axe_scythia files.
It now should look like this:
type warband_axe_scythia1
skeleton fs_swordsman ; axe has same anims as club, and shares some with sword
indiv_range 40
texture scythia, data/models_unit/textures/barb_scythian_lancer_scythia.tga
model_flexi data/models_unit/unit_barb_scythian_lancer_high.cas, 8
model_flexi data/models_unit/unit_barb_scythian_lancer_med.cas, 15
model_flexi data/models_unit/unit_barb_scythian_lancer_low.cas, 30
model_flexi data/models_unit/unit_barb_warband_scythia_axe_lowest.cas, max
model_sprite scythia, 60.0, data/sprites/scythia_barb_scythian_lancer_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Hope that was clear. I know, I suck at writing guides...
4.How to Install other peoples Textures.
Once you download the file, read the readme. If there is none try this.
most of all New textures go to the folder:
Activision/Rometotalwar/data/models_Unit/Textures
once you do that you must direct the texture path to the file in the Descr_model_battle.txt
If you have spartan unit that you want to install go to its path. which will be:
type greek_hoplite_spartan_pylos
skeleton fs_spearman, fs_swordsman
indiv_range 40
;texture greek_cities, data/models_unit/textures/greek_hoplite_spartan_pylos_greece.tga
model_flexi_m data/models_unit/unit_greek_spartan_hoplite_pylos_400.cas, 8
model_flexi_m data/models_unit/unit_greek_spartan_hoplite_pylos_300.cas, 15
model_flexi_m data/models_unit/unit_greek_spartan_hoplite_pylos_200.cas, 30
model_flexi data/models_unit/unit_greek_spartan_hoplite_pylos_100.cas, max
model_sprite 60.0, data/sprites/greek_hoplite_spartan_pylos_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Now that you found it, remember the name of the psart file so if the name was NewSpartan.tga.dds you would put
type greek_hoplite_spartan_pylos
skeleton fs_spearman, fs_swordsman
indiv_range 40
;texture greek_cities, data/models_unit/textures/NewSpartan.tga
model_flexi_m data/models_unit/unit_greek_spartan_hoplite_pylos_400.cas, 8
model_flexi_m data/models_unit/unit_greek_spartan_hoplite_pylos_300.cas, 15
model_flexi_m data/models_unit/unit_greek_spartan_hoplite_pylos_200.cas, 30
model_flexi data/models_unit/unit_greek_spartan_hoplite_pylos_100.cas, max
model_sprite 60.0, data/sprites/greek_hoplite_spartan_pylos_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Save the txt and there you go its installed.