:sign_wow:Originally Posted by LAca
Great news!![]()
:sign_wow:Originally Posted by LAca
Great news!![]()
Ok... nothing yet - but i decided to remake the regulars and javelinmen (the first cause has bland textures, the latter because it has some scaling issues (basically their waist is too low and it needs remaking the textures too)
Hi Laca! nice to know your still working on your masterpiece of numidia,i been gone awhile and decided to check up on your thread.Can't w8 for your numidian dl pack! that would be great :original:
Egyption King So it is written! so it shall be done!
Yes, im working on them right now... Added a new unit seen here on the pics - numidian light infantry - something like the heavy peltast, but fewer javelins and generally weaker... and cheaper too. Remade the regulars - it still has some things to tweak, but i think generally looks good. I made the shields brown for all units cause that blue-greenish colour looks bad on shields.
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LAca,
Now that SigniferOnes' animation pack is updated you might want to add a quick model of a Numidia based elephant mahout/javelinmen to your list. Adapting some javelinmen you are working on would be sufficient in my opinion. I suspect that it would work best/easiest to simply remove the shield/javelins in the shield hand for this new model. Otherwise the mahout ends up with a rotating shield (spins at times) and javelins poking through the elephant's ear. Besides, the riders should be protected by the tower. Maybe there is a way to let them hold their spare javelins while in the tower, and not have them as the mahout. (same issue has surfaced for me on chariots for Britain but it doesn't have the spinning shield problem there.)
I'm going to add two Numidian elephant units to my game: 1 using the small forest elephants and another with a platform/tower for 1 or 2 javelinmen--I'll probably settle for using the existing war elephant for that one, even though the Numidians used forest elephants for both, they apparently used some towers--must have been tricky!
LAca are you planning to edit any cavalrt units?Some Arab horsemen with curved swords would rock.Like the ones in the all black robes.
I edited only the javelin cavalry so far... I will think about it - some diversity wouldnt hurt.
nice work![]()
Former Skinner/Modeller for EB Former Skinner/Modeller for Hegemonia
Patrician Opifex under the patronage of Basileos Leandros I and patron of the Opifex Tone
Hi, Laca. These new units have an amazing look.
But, I have a problem... Iīve followed all the install instructions but when Iīm going to see these units in Custom Battles, I get this message while loading screen:
Obviously, i get a fantastic CTD![]()
Surely, it is my fault and I have done something wrong, but I canīt find it.
Need your help, plz.
Thanks on advance.![]()
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Last edited by backman; February 07, 2006 at 12:39 AM.
GAIUS BACKMANIUS, From Hispania.
SPQR:TOTAL WAR FAN
RTRPE: IMPERATOR II FAN
Hi,
@Backman: What version of RTW you got, cuz I think these skins are compatible for 1.2 only. Someone correct me if I am wrong.
@Laca, love the skins, I put them into my RTR game and gave the Auxilia spearmen the short pike phalanx and I like the heavy peltast. The zip says WIP, so I'm guessing more textures on the way?
Thank You
I haven't tested these but LAca's other skins & models have worked in 1.3/1.5.
I use unmodded RTW 1.5, (except Archerīs Skymod, S1animation pack, and GODZILLAīs roman skins).Originally Posted by Billy Lee Black
My sistem specs: PIV, 2,8 Ghz, 1G RAM, ATI RADEON 9600XT 256MB
GAIUS BACKMANIUS, From Hispania.
SPQR:TOTAL WAR FAN
RTRPE: IMPERATOR II FAN
Hmmm... They work just fine for me... But i use 1.2 vanilla.
Check the skeleton assignments in descr_model_battle.txt - i had that error a while back and if i remember correctly it had to do with the skeletons... U are using a custom animations pack so i guess that could be the problem.
And maybe you could try installing them one by one - or if u have installed them, remove one of them - remove the lines from export_descr_buildings.txt, descr_models_battle.txt and export_descr_unit.txt - to see which one creates the problem.
Maybe its an incompatibility with the 1.2+ patches, but i cant be sure until i update. If some1 could try it, i think it would be appreciated by everyone here.
Yes, they are wip... The light inf is fine, maybe the shield texture needs some work, but i dont like the regulars armour - its like a flak jacket and im goung to work on that. Also i want to make their shields oval and flat as the auxilia had them - the hexagonal will go to the legionaries.
Added the other units zip in the first post - the sprites are in my next post's attached zip
LAca
Thanks a million !!!
That javelinman model or skin isn't working mounted or on foot (both fail.) I got the same info as Backman when I plugged it in. During the CTD I got a script error about the last line must always be "max" for the distance models, but I don't think that is the cause because I still get it if I use the model for MAX (with a different warning.) Interestingly, adding the extra line gives 2 more "un-destroyed logged item" errors, so it looks like it is tied to the count of entries in the descr_model_battle.txt.
I'm using SigOne's animation pack at the moment, so that might be the source. Odd, because it is working for the vanilla numidian javelinman unit. I'll have to test that later (I need to do multiple edits to go back to vanilla animations.)
You have a different skeleton setting than 1.5 is using so I tried the 1.5 numidian javs. fs_semi_fast_javelinman skeleton but it didn't work either.
The model loads into GMAX okay...
Quick check shows the Garamantes and Legionary skins you made are working (these are from older installs). These use the javelinman skeletons as well for the primary/precursor weapons. So right now it looks model specific. I still need to do the vanilla 1.5 animations check though.
We can rule out S1's animation pack as well, it does it with vanilla animations for 1.5. Looks like it is the model/skin of the javelinman. Hope you can work it out. (And if you do, please make one quickly with the shield/spare javs deleted and I'll test it for S1's elephant javelinrider skeleton. If I use vanilla javelinmen the mahout has a shield and clutch of javelins in his left hand that look odd/move about. For similar models such as the chariot javelinrider, CA deleted the shield and spare javs to avoid this problem with charioteer--I checked in BI, RTW and GMAX.)
It seems that the problem is the sprite distance... I set it to 30 (default was 60) and in 1.2 works.
I really dont know what is wrong cause all my new units are like this except the numidian legionaries - have you guys installed the phalanxes or seleucid legionaries? Same ctd?
Try this: use this in descr_model_battle.txt (see the removed comments, 60 sprite dist and 40 indiv_range as the defaults).
type numidian_militia
skeleton fs_fast_javelinman, fs_fast_spearman
indiv_range 40
texture numidia, data/models_unit/textures/numidian_auxiliary
texture slave, data/models_unit/textures/numidian_auxiliary-slave
model_flexi data/models_unit/numidian_javelinman.cas, 8
model_flexi data/models_unit/numidian_javelinman.cas, 15
model_flexi data/models_unit/numidian_javelinman.cas, 30
model_flexi data/models_unit/numidian_javelinman.cas, 40
model_flexi data/models_unit/numidian_javelinman.cas, max
model_sprite numidia, 60.0, data/sprites/numidia_numidian_militia_sprite.spr
model_sprite slave, 60.0, data/sprites/slave_numidian_militia_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
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