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Thread: Fixed/Replaced Hats & Headwear: 1.1

  1. #41

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Quote Originally Posted by Inhuman One View Post
    I dont mind the capes, its just the arabian nights look of the Janissaries that I dont like. They are supposed to be an elite group, or are they weakened that badly in this period?
    The Beyliks as far as I can tell are a complete fantasy in design. Due to the whole confusing lexicon of Ottoman organization, I can't say for sure that they didn't exist and a brief check on Wiki (always risky, but good for brief looks) does remark about Beylik being the corps of Janissaries which formed a household guard. Whether or not they existed or what their nomenclature was, it's certainly clear they didn't look like that Arabian Night's Design. That's why at Imperial Splendour we use the Sekban models and Cemaat models instead for their Janissaries.

    And it's kinda weird because their appearance is like Bucefalo says, completely the look of the Kalyoncu. I'm not entirely sure how to change what marines are used on a nation's ship. If someone can tell me how, that'd be great for IS.

  2. #42

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Quote Originally Posted by Ahiga View Post
    And it's kinda weird because their appearance is like Bucefalo says, completely the look of the Kalyoncu. I'm not entirely sure how to change what marines are used on a nation's ship. If someone can tell me how, that'd be great for IS.
    Yeah, actually there is two ways of doing it, i only know the easy one. You have to open the patch.pack, and look for: unit_stats_naval_crew_tables, open it and you´ll see the different crews (for the europeans, pirates and muslims), you have to go to the right until you find the "unkown" column which have the barbary_pirates. That is where the game choose the model that will be the marine, the same thing as the unit_stats_land. Also, you can also change the animation (euro_marine) and the equipment, as you do with the unit_stats_land. For example i remember changing the muslim marines to a musket and sword animation and it worked perfectly, not sure because in some ships (galleys i think) the weapons were invisible, but not only of the marines but also the weapons of the crew... i don´t really know why that happened.

    Thing with this method is, that you change it for all muslim factions. I know it can be done faction specific, because Johan did it for Danova in Ornamentum with the spanish marines, it was really cool and added a lot of inmersion indeed. You could always ask him how he did it

    Hope to be of help
    Last edited by Hellenikon; September 06, 2009 at 07:01 PM.

  3. #43

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Thanks Bucefalo, I think the reason it isn't faction specifically normally is that it involves ships that are shared by everyone. If you have a ship specific to one faction, it might resort to only one crewmen.

  4. #44
    Johan217's Avatar Campidoctor
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    It should work on all ships, not just the faction-specific ones. I can't remember how I did it, but I'll have a look when I get home

    We're doing this in TROM: British, Spanish and French marines use different models, which we borrowed from OfficerPuppy's mod: http://www.twcenter.net/forums/showt...ighlight=naval
    Last edited by Johan217; September 07, 2009 at 02:19 AM.
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  5. #45
    Johan217's Avatar Campidoctor
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    To make them show up on ships for the Ottomans only, you only need to edit two tables:

    unit_stats_naval_crew_tables
    Add a new entry, e.g. ottoman_marine (9th column defines unit model)

    unit_stats_naval_crew_to_factions
    Faction ID Ref.............Crew ID Ref
    ottomans.....................ottoman_marine

    Hope this helps
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  6. #46
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Hey Ahiga, i would like to use your excellent mod here for Empire Realism (implemented), in case you give permission.

    Thing is, that we use already the Proper Militia Mod, so some files overlapping.

    But it came to my mind that we plan to have early and late units anyway.

    The Proper Militia skins would serve as the late units and your rework of them could serve as the early ones.
    I think i have only to rename your Militia units (files), right? Or did you anything else in this regard?
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  7. #47

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Quote Originally Posted by DaVinci View Post
    Hey Ahiga, i would like to use your excellent mod here for Empire Realism (implemented), in case you give permission.

    Thing is, that we use already the Proper Militia Mod, so some files overlapping.

    But it came to my mind that we plan to have early and late units anyway.

    The Proper Militia skins would serve as the late units and your rework of them could serve as the early ones.
    I think i have only to rename your Militia units (files), right? Or did you anything else in this regard?
    Absolutely DaVinci, feel free.

    Your best bet is to rename Spanky's Proper Militia rather than mine. All I've done is edit the models, so off the top of my head what you'd be best off doing is:

    • Leaving euro_militia_infantry untouched for my model edits and anyone's personal texture choices.
    • Create a new Unit model/texture entry id for Spanky's proper militia. You'd need to rename all of his textures with the exact same base name (spanky_militia, so it automatically resorts to spanky_militia_France in the case of france, or spanky_militia_prussia if Prussia).


    Johan217: Thanks a ton, I'll see about doing this for the Ottomans and Barbary States in the next IS release.

  8. #48
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Cool, thanks and our credits list will be extended of course, when it's done and new ER version released. Will soon dl your mod here, but am a bit too busy with rl business these days to do any modding.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
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  9. #49
    ♔Sir Digby Chicken Caesar♔'s Avatar Wyrd biõ ful ãræd
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Just a thought mate, but could this method be used on the shoulder straps of line infantry etc...
    As in to double them up to get the ' X ' straps?

  10. #50
    Inhuman One's Avatar Comes Limitis
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Would it perhaps be possible to change the inaccurate hats of dragoons? Most nations didnt use those helmets after all, maybe only the normal dragoons or the light dragoons could have those helmets, and the others could have tricones?

  11. #51

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Quote Originally Posted by Sir Digby Chicken Caesar # View Post
    Just a thought mate, but could this method be used on the shoulder straps of line infantry etc...
    As in to double them up to get the ' X ' straps?
    It should be possible, but it's out of my area of expertise. I would contact Danova or someone more well versed in model editing than I.

    Would it perhaps be possible to change the inaccurate hats of dragoons? Most nations didnt use those helmets after all, maybe only the normal dragoons or the light dragoons could have those helmets, and the others could have tricones?
    This involves merging two models which I don't really know how to do, and re-assigning a new model's hat to another unit which I also do not know how to do. It is possible, just not for me.

  12. #52
    Inhuman One's Avatar Comes Limitis
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    ah alright, I thought it was similar since the mod is about changing hats, you arent the mad hatter though.

  13. #53

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    And so begins the next triumphant struggle of the layman modeler. Rather than making a unit use only one hat instead of the other, or only one body instead of the other:



    Notice the difference of headwear and the difference of long and short sleeve.

    What I did was group particular body parts together, so arm x only goes with body y. Note that this is with the "high res camera option" of the n button, so it is not overlapping lods. Besides the difference of headwear, there is one guy with short sleeves.

    What does this mean? My entire mod is now completely irrelevant. No more does it have to be a choice of one hat or the other. We can have Militias wearing bonnets, tricorner hats, bowler hats all at once. We can have no more damn switcheroo sleeve colors. Spanish Guerillas can wear floppy hats and bandannas. The reality is that I would say most units have at least some small variation that can now be accessed. I know the common Line infantry has 4 variations (small, but variations) of a tricorne.

    I'm pretty sure other modders know about this, but I can have my little celebration since it unlocks for me access to help make the irregulars of the armies much more irregular. And since I work with the esteemed Sir Caesar, it means new units can benefit.

    I don't plan on diversifying the stuff available for all units. For one, I am glad to see some stuff go (those stupid beekeeper hats of the maratha, or the cowl worn by Indian Peasants. In some cases the differences are minimal (Sekban Janissary's floppy hats have a small shape difference). I'll try and write a guide explaining how to do it - It's pretty easy, so I hope it'll allow texture artists to venture further away from constraints of CA's existing models.
    Last edited by Ahiga; September 17, 2009 at 02:40 AM.

  14. #54
    GODzilla's Avatar Civitate
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Grrrrrrrreat!

    I'd really like to see a diversification-mod for all the regular units based on this effort. Will you make it? Please!
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  15. #55

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Next release will be much more extensive. I am tying the arms into the body, so the problem of a unit switching it's arms randomly from 1 lod to another is gone. In addition instead of just 1 headdress or another, a unit will be capable of 2 variations. In some ways this may hurt diversity but I think it helps texture artists especially (as it allows them to make two very distinct colored dress for a single unit without worrying about the undecisive sleeve effect), and nothing hurts immersion like seeing a guy go from long sleeve to short sleeve randomly.

    Also for some units where the alternative headdress is horrible, I'm just going to omit it entirely.

    Units getting treatment:

    • European Armed Citizenry
    • African Armed Citizenry
    • Barbary Pirates
    • Bashi Bazouks
    • Middle East Armed Citizenry
    • Bhumiya Peasants
    • Tufangchi Peasants
    • East Artillery
    • Azzars
    • Bargirs
    • East Armored Mail guys (isareyls)
    • Fellahin
    • Qizilbashi
    • ME peasant Firelocks
    • More as I update
    • All of the Maratha "Dravidian" line (Mahouts, Infantry, colonel, admiral, general) not diversified, but phasing fixed

    Will post a preview of what the work does soon. By and large European units don't differ much since their dress & headgear is often the same. Also because of how CA works I can really only provide for 2 variations of headwear. Otherwise you run into the 'phasing' situation where it goes from one headdress (Such as a beret) to another (tricorne).

    There's also a hidden new model adjustment, but you'll have to download an upcoming project of Sir Caesar and mine to know what it is. Suffice to say it effects every European faction.
    Last edited by Ahiga; September 27, 2009 at 12:14 AM.

  16. #56

    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Great!

  17. #57
    Inhuman One's Avatar Comes Limitis
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    That really gives great possibilities. Would it be possible to do this for militia as well? Maybe half of them shouldnt wear any hat at all with the others wearing tricones.

    And those special forces guerillas, could they be made to wear both the cloth over their had as they used to wear and the hats from the hatfix?

    Could maybe also be done with the common guerillas to make them less uniformed.

    And of course Pirates, they really shouldnt be uniformed. Maybe they could have both the red cloth over their head like they have now mixed with tricones. Maybe some could have beards, and they shouldnt all wear black.

  18. #58
    Kinjo's Avatar Taiko
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Nice work looks like we have similar mods. +rep

  19. #59
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Can this be used to put tricorne hats on the euro pikemen?
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  20. #60
    TuranianGhazi's Avatar Biarchus
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    Default Re: Fixed/Replaced Hats & Headwear: 1.1

    Ahiga, could you please explain, step by step how you make MORE than one variant visible, especially for hats and weapons.

    In my current Crimean Khanate Realism mod, usually the second body texture shows up, but sometimes the second arm texture doesn't. Hats, Helmets, and even Heads beyond the first 01 do not ever show up. Same can be said for any custom weapons I made. Only the first variant shows up, never the second. I must be doing something wrong.

    The only positive thing from this VARIANT LOCK I'm experiencing is that my units stay through all LODs same.

    Please help!!! I'd really appreciate the tutorial you been promising about how to do that.




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