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Thread: Sgt. Valenzuela's unit modding tutorial

  1. #1
    Sgt.Valenzuela's Avatar Civitate
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    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.

  2. #2
    Sgt.Valenzuela's Avatar Civitate
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    ok lets see here is my step-by-step...

    1. Install PAK and extract which creates a "DATA" folder into my Packs folders

    2.Install DDS plug-ins

    3.Load Photoshop and open a file from the Activision/rometotalwar/data/packs/DATA/models_unit/textures folder

    4.Opens the unit_roman_legionary_II_Scipii.tga.dds and also the unit_roman_legionary_II_GLOSS.tga.dds

    5.Edits the Unit and saves as JuliiLegionaryII.tga.dds and the GLOSS JuliiLegionaryII.tga.dds

    6. Saves to Activision/rometotalwar/data/models_unit/textures

    7.opens Descr_model_battle.txt and alters:

    type roman_legionary_cohort_ii
    skeleton fs_javelinman, fs_swordsman ; throwing javelin
    indiv_range 40
    texture romans_julii, data/models_unit/textures/unit_roman_legionary_II_julii.tga
    texture romans_brutii, data/models_unit/textures/unit_roman_legionary_II_brutii.tga
    texture romans_scipii, data/models_unit/textures/unit_roman_legionary_II_scipii.tga
    texture romans_senate, data/models_unit/textures/unit_roman_legionary_II_senate.tga
    texture seleucid, data/models_unit/textures/unit_greek_legionary_seleucid.tga
    model_flexi_m data/models_unit/unit_roman_legionary_high.cas, 15
    model_flexi_m data/models_unit/unit_roman_legionary_med.cas, 30
    model_flexi_m data/models_unit/unit_roman_legionary_low.cas, 40
    model_flexi data/models_unit/unit_roman_legionary_lowest.cas, max
    model_sprite seleucid, 60.0, data/sprites/seleucid_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_legionary_cohort_ii_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    (part in bold is what is being changed) to this

    type roman_legionary_cohort_ii
    skeleton fs_javelinman, fs_swordsman ; throwing javelin
    indiv_range 40
    texture romans_julii, data/models_unit/textures/JuliiLegionaryII.tga
    texture romans_brutii, data/models_unit/textures/unit_roman_legionary_II_brutii.tga
    texture romans_scipii, data/models_unit/textures/unit_roman_legionary_II_scipii.tga
    texture romans_senate, data/models_unit/textures/unit_roman_legionary_II_senate.tga
    texture seleucid, data/models_unit/textures/unit_greek_legionary_seleucid.tga
    model_flexi_m data/models_unit/unit_roman_legionary_high.cas, 15
    model_flexi_m data/models_unit/unit_roman_legionary_med.cas, 30
    model_flexi_m data/models_unit/unit_roman_legionary_low.cas, 40
    model_flexi data/models_unit/unit_roman_legionary_lowest.cas, max
    model_sprite seleucid, 60.0, data/sprites/seleucid_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_legionary_cohort_ii_sprite.spr
    model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_legionary_cohort_ii_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    8.Save and load game to see if works.

  3. #3
    Sgt.Valenzuela's Avatar Civitate
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    http://developer.nvidia.com/object/n...ure_tools.html

    its needed to load the DDS files which is in the link above that will make it so you can load DDS files in photoshop or paintshop pro.

  4. #4

    Default

    [B]hi ive created a few new units for Rome but under the sheild i have a huge black square how can i get rid of this???

    visit here to see them...
    www.greektotalwar.piczo.com
    you cannot see the square from this angle!!!

  5. #5

    Default

    This is a dumb question but here goes:

    I downloaded the pax extractor and the plug in for Photoshop but when I go into the folders to edit units there empty why?

  6. #6

    Default

    is photoshop/paintshop better than GIMP and can you zoom into the skins to put in more detail on them?

  7. #7
    Billy Lee Black's Avatar Laetus
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    Good Morning,

    @Corrosion, I'm gonna guess that you followed all installation instructions correctly and say that you should open your Photoshop. Now look on the top right side of your screen. There should be 2 tabs that look like bookmarks (sry, forgot the names). Click on the left tab and use it to navigate to your skins. Once you open your textures folder, you won't see anything for a couple of minutes as it loads up the textures. Takes a while cause it's image heavy.

    @Straig, I never used gimp but yes, Photoshop let's you zoom in and be real detailed with what you do.

    edit: Typed psp earlier, but I meant PS(photoshop) sorry lolz. Still too early for me.
    Last edited by Billy Lee Black; March 01, 2006 at 10:23 AM.

  8. #8
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Sgt. Valenzuela's unit modding tutorial

    marked this as a tutorial
    Last edited by ♔atthias♔; September 25, 2019 at 01:11 PM. Reason: fixed resource should have been tutorial
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

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