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Thread: [Guide]Stainless Steel General Modding Topic

  1. #1
    Gorrrrrn's Avatar Citizen
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    Default [Guide]Stainless Steel General Modding Topic

    I've changed the title as it looks like it might be some time before we get a modding sub-forum.
    SO the thread is now a place to ask sub-modding questions and place information.

    ------------------------------------------------------------------------------------------

    Original text of O/P:
    Spoiler Alert, click show to read: 

    Basically what it says in the title.

    I suspect that many of the people modding, or trying to mod S6.3 are new to modding.
    Others of us know a bit about modding but are finding problems with SS6.3 in particular.

    A sub-forum would allow people to discuss problems and solutions to modding SS6.3


    -----------------------------------------------------------------------------------

    One thing I've discovered (although Xeryx has posted on this some time ago but probably worth a mention) is the necessity to clear the cache when testing mods.

    M2TW caches all the files in the SS6.3 directory for easy fetching during the game.

    If you try and hotswop files without clearing the cache the prog, when running may use the cache version not necessarily the newer version.

    Which can lead to ages to trying to debug something that actually works OK. (or lead you to think it does when it doesn't.)

    One can remove the map.rwm between tests to rebuild the map (generally a good idea anyway) but this doesn't clear the cache.


    Quote Originally Posted by Germanicu5 View Post
    Sorry I noticed this so late, I disagree with explanation on file cache mechanics put in OP, it's very improbable.

    Here's my last year research (costed me a good few days of work): Disabling file cache - resolving modding and savegame issues

    What disable_file_cache does is enabling compatibility mode, so that one can play a game started before making major updates. Info is cached inside a savegame and it contains file references (particularly model references) from the moment you started the game at.

    Ofc removing map.rwm is a good modding practice, but I wouldn't call it cache clearing.

    Regards
    Last edited by Gorrrrrn; February 21, 2011 at 01:59 PM. Reason: update.

  2. #2
    Alpha Zeke's Avatar Vicarius
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    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    I completely support this.

  3. #3

    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    You have my support, with the release of ss6.3 lots of people came from guest to member including me

  4. #4

    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    That's good to see

  5. #5
    Alpha Zeke's Avatar Vicarius
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    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    The reason I like this is because tons of people will want to personalize this, and we have quite a few experienced and less experienced (me) modders around who would love to learn. More so as dominion said, tons of guests are going member (Without avatars >.<) and it would be nice to have a place to point to

  6. #6
    Over the hills...
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    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    Ok so Im enjoying my Crusader states campaign but I would like to add some units from the Teutonic order to CS. Im new to modding and I dont know what file I need to edit to make this possible.

    If someone could tell me how I would appreciate it

    EK

  7. #7

    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    @EnglishKnight:
    It's relatively easy to do what you described, do you want the units to have the same appearance as when they were TO units?

    If so, I can walk you through adding the units in, if need be.
    But first, a link to a good guide: http://www.twcenter.net/forums/showthread.php?t=74945
    I can help you apply that guide to what you want to do.

  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    Quote Originally Posted by EnglishKnight View Post
    Ok so Im enjoying my Crusader states campaign but I would like to add some units from the Teutonic order to CS. Im new to modding and I dont know what file I need to edit to make this possible.
    You have to add their ownership to the EDU, their name to the recruitment pools in the EDB, give them texture entries in the modeldb and then copy unit card and info card pics into their folder in the data\ui\units and data\ui\unit_info folders respectively. There are tutorials on how to do this in the Mod Workshop forums.

    Which brings me to my point. The problem as I see it with a separate modding for SS forum is that we already have the M2TW Mod Workshop forums which has tons of tutorials, tons of tools and resources. Not to mention all the non-SS modders who hang out there who know everything about everything when it comes to modding.

    I feel that having a separate modding forum just for SS will result in too much doubling up. People will be asking questions that are either already answered in threads and/or tutorials in the Mod Workshop, or asking questions that will get answers quicker in the Mod Workshop as many more modders hang out there than here in the SS forum.

    If there are any SS specific modding questions, such as how to get submods running with the new SS launcher and setup system, then of course they should be asked here. But I'm not sure if that warrants a whole new forum.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  9. #9
    Over the hills...
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    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    @silver legionary thankyou.


    I agree with you there CC.

  10. #10
    Gorrrrrn's Avatar Citizen
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    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    CC - one of things I find with the Mod Workshop is that people there will often refer people back to the particular mod if they want to mod that mod.

    if people just post questions in the sub-mod forums about modding SS in general (and not an SS sub-mod) they get answered and then disappear.
    So people ask the same questions over and over.

    not everyone @ SS knows about Mod Workshop, and obviously any SS specific sub-forum would refer people to tutorials there.
    But could also be helpful for people trying to work out how to mod the main SS files for their own use.

  11. #11
    Alpha Zeke's Avatar Vicarius
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    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    Since I would never go back to modding for the vanilla game, as SS is my vanilla, then a mod workshop here would be very beneficial to people like me.

  12. #12

    Default Re: Suggestion - a stainless Steel 6.3 Mod Workshop sub-forum

    ya i agree with this whole idea i'm fairly new to the forums and im curently creating a little mod myself but even if you look at the kingdoms hosted mods you can see the huge number of posts and threads compared to other mods and the fact that 94 people are viewing opposed to the usal 1 to 5 in other mods so im all for the new sub forum
    "Yes. It is true. I, Michael Scott, am signing up with an online dating service. Thousands of people have done it, and I am going to do it. I need a username, and... I have a great one. "Little Kid Lover". That way people will know exactly where my priorities are at." -Michael Scott

  13. #13
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel 6.3 Modding thread

    Some useful information for anyone upgrading their SS6.2 sub-mod to SS6.3.

    SS6.2 -> SS6.3 region name changes
    ----------------------------------

    Replacing
    ---------
    Munster_province has been removed. Oleshe_Province

    has been created.

    --------------------------------

    Renaming
    --------

    Cracow_Province -> Krakow_Province

    Breslau_Province -> Wroclaw_Province

    Hohenstauffen_Province -> Staufen_Province

    Iasi_Province -> Baia_Province

    Budapest_Province -> Esztergom_Province

    Bran_Province -> Brasov_Province

    Bucharest_Province -> Targoviste_Province

    Florence_Province -> Pisa_Province

    Roman_Province -> Rome_Province

    Isle_of_Cyprus -> Nicosia_Province

    Isle_of_Crete -> Iraklion_Province

    Timbuktu_Province -> Damietta_Province

    Balearic_Isles -> Palma_Province

    Vjatka_Province -> Khlynov_Province

    Warsaw_Province -> Plock_Province

    Satu_Mare_Province -> Kassa_Province

    Worms_Province -> Cologne_Province

    Gotland_Province -> Visby_Province

    Isle_of_Rhodes -> Rhodes_Province

    Poltava_Province -> Pereyaslav_Province

    Badajoz_Province -> Seville_Province

    Talinn_Province -> Reval_Province

    Pecs_Province -> Varad_Province

    Batumi_Province -> Kutaisi_Province

  14. #14
    Meneth's Avatar I mod, therefore I am
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    Default Re: Stainless Steel 6.3 Modding thread

    Good list. +rep
    Any provinces left that aren't called the same as the settlement+_province?

  15. #15

    Default Re: Stainless Steel 6.3 Modding thread

    Real quick question, I've gotten up to adding an battle_models.MODELDB entry
    for Ritterbruder and Foot Ritterbruder for the Crusader States,
    EDB and EDU entries are done.
    I added an entry for the jerusalem faction in the correct spots,
    but I'm getting an unspecified error on startup.

    Any ideas of what's going wrong?
    If you guys can help me with this, I'll be able to help EnglishKnight with
    doing this too, as that's why I'm doing it.

    Also, there should always be a 9 before any jerusalem in that file, right?

  16. #16
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Stainless Steel 6.3 Modding thread

    Quote Originally Posted by Silver Legionary View Post
    Also, there should always be a 9 before any jerusalem in that file, right?
    Yes. The first number on lines in the modeldb are the string count. It has to be the number of characters of the text that follows on that line.

    Did you update the faction count when you added in the entries for jerusalem? i.e.:

    Spoiler Alert, click show to read: 
    15 nubian_spearmen
    1 4
    61 unit_models/_Units/ME_Nubian_Padded/nubian_spearmen_lod0.mesh 121
    61 unit_models/_Units/ME_Nubian_Padded/nubian_spearmen_lod1.mesh 900
    61 unit_models/_Units/ME_Nubian_Padded/nubian_spearmen_lod2.mesh 2500
    61 unit_models/_Units/ME_Nubian_Padded/nubian_spearmen_lod3.mesh 6400
    3
    5 moors
    68 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_moors.texture
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_normal.texture
    45 unit_sprites/moors_Nubian_Spearmen_sprite.spr
    5 egypt
    68 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_egypt.texture
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_normal.texture
    45 unit_sprites/egypt_Nubian_Spearmen_sprite.spr
    5 slave
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_rebels.texture
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_normal.texture
    45 unit_sprites/slave_Nubian_Spearmen_sprite.spr
    3
    5 moors
    66 unit_models/AttachmentSets/Final Middle Eastern_moors_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_moors_norm.texture 0
    5 egypt
    66 unit_models/AttachmentSets/Final Middle Eastern_egypt_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_egypt_norm.texture 0
    5 slave
    66 unit_models/AttachmentSets/Final Middle Eastern_slave_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_slave_norm.texture 0
    1
    4 None
    10 MTW2_Spear 0
    2
    18 MTW2_Spear_primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    There are detailed tutorials in the Mod Workshop on how to edit the modeldb.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  17. #17

    Default Re: Stainless Steel 6.3 Modding thread

    Ooh... That might be it.
    I'll try that.

    EDIT:
    I updated the faction count in the right spots,
    same error, though.
    Does SS6.3 use all possible unit model slots?

    Anyway, this is what all the entries now look like
    for Ritterbruder, foot or mounted:
    Spoiler Alert, click show to read: 

    3
    14 teutonic_order
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr
    9 jerusalem
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr
    3 hre
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr

    That's the correct way to do it, right?

    EDIT2: It might have been a file format error, because when I removed what I put in, to make it
    the normal SS6.3 file, I still got that same error.
    Last edited by Silver Legionary; August 19, 2010 at 05:04 PM.

  18. #18
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Stainless Steel 6.3 Modding thread

    Quote Originally Posted by Silver Legionary View Post
    I updated the faction count in the right spots,
    same error, though.
    Does SS6.3 use all possible unit model slots?
    There is no limit (or at least no-one has reached it yet)

    Anyway, this is what all the entries now look like
    for Ritterbruder, foot or mounted:
    Spoiler Alert, click show to read: 

    3
    14 teutonic_order
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr
    9 jerusalem
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr
    3 hre
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr

    That's the correct way to do it, right?

    EDIT2: It might have been a file format error, because when I removed what I put in, to make it
    the normal SS6.3 file, I still got that same error.
    Can you post the entire entries that you've changed?

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  19. #19
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel 6.3 Modding thread

    OK a simple question.
    making this 2 TPY - we simply comment out the ageing script and change turns to 0.50 years?


    I've done that but got a CTD on T2

    Spoiler Alert, click show to read: 

    mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/priests/094.tga
    17:07:29.451 [system.io] [info] exists: missing data/ui/eastern_european/portraits/portraits/young/priests/094.tga
    17:07:29.451 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/priests/094.tga
    17:07:29.451 [system.io] [info] exists: missing data/ui/eastern_european/portraits/portraits/young/priests/094.tga
    17:07:29.451 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/094.tga, using the default culture path if it exists
    17:07:29.451 [system.io] [info] exists: missing mods/SS6.3/data/ui/southern_european/portraits/portraits/young/priests/094.tga
    17:07:29.452 [game.script.trigger] [trace] Trigger <HealthDiagnosisSuitor> fired
    17:07:29.452 [game.script.trigger] [trace] Trigger <Military_Marriage> fired
    17:07:29.452 [game.script.trigger] [trace] Trigger <Governor_Marriage> fired
    17:07:29.452 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_Western_Ed> fired
    17:07:29.452 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_General_Governor> fired
    17:07:29.452 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_General1> fired
    17:07:29.452 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_loyalty_1> fired
    17:07:29.452 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_loyalty_5> fired
    17:07:29.453 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_loyalty_6> fired
    17:07:29.453 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_piety_1> fired
    17:07:29.453 [game.script.trigger] [trace] Trigger <Worthy_Of_Marriage_piety_4> fired
    17:07:29.453 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    I'm doing this for the rozmod and to test the devastation issue.
    ----------------------------------------------------------------------

    update:

    ran the same files, same early era, same faction HUngary fine to T15
    ditto Poland.
    must have been a one off glitch?

    (2TPY working but not touched traits or other stuff yet.)
    Last edited by Gorrrrrn; August 20, 2010 at 12:12 PM.

  20. #20

    Default Re: Stainless Steel 6.3 Modding thread

    Quote Originally Posted by Caesar Clivus View Post
    Can you post the entire entries that you've changed?
    Yes, I can:
    Spoiler Alert, click show to read: 

    23 dismounted_ritterbruder
    1 4
    64 unit_models/_Units/CM_Standard/dismounted_ritterbruder_lod0.mesh 121
    64 unit_models/_Units/CM_Standard/dismounted_ritterbruder_lod1.mesh 900
    64 unit_models/_Units/CM_Standard/dismounted_ritterbruder_lod2.mesh 2500
    64 unit_models/_Units/CM_Standard/dismounted_ritterbruder_lod3.mesh 6400
    3
    14 teutonic_order
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr
    9 jerusalem
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr
    3 hre
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    62 unit_sprites/teutonic_order_Dismounted_Ritterbruder_sprite.spr
    3
    14 teutonic_order
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    9 jerusalem
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    3 hre
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0

    ~

    27 dismounted_ritterbruder_ug1
    1 4
    68 unit_models/_Units/CM_Standard/dismounted_ritterbruder_ug1_lod0.mesh 121
    68 unit_models/_Units/CM_Standard/dismounted_ritterbruder_ug1_lod1.mesh 900
    68 unit_models/_Units/CM_Standard/dismounted_ritterbruder_ug1_lod2.mesh 2500
    68 unit_models/_Units/CM_Standard/dismounted_ritterbruder_ug1_lod3.mesh 6400
    3
    14 teutonic_order
    71 unit_models/_Units/CM_Standard/textures/CM_Plate_teutonic_order.texture
    63 unit_models/_Units/CM_Standard/textures/CM_Plate_normal.texture
    66 unit_sprites/teutonic_order_Dismounted_Ritterbruder_ug1_sprite.spr
    9 jerusalem
    71 unit_models/_Units/CM_Standard/textures/CM_Plate_teutonic_order.texture
    63 unit_models/_Units/CM_Standard/textures/CM_Plate_normal.texture
    66 unit_sprites/teutonic_order_Dismounted_Ritterbruder_ug1_sprite.spr
    3 hre
    71 unit_models/_Units/CM_Standard/textures/CM_Plate_teutonic_order.texture
    63 unit_models/_Units/CM_Standard/textures/CM_Plate_normal.texture
    66 unit_sprites/teutonic_order_Dismounted_Ritterbruder_ug1_sprite.spr
    3
    14 teutonic_order
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    9 jerusalem
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    3 hre
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0

    AND for mounted Ritterbruder:

    12 ritterbruder
    1 4
    53 unit_models/_Units/CM_Standard/ritterbruder_lod0.mesh 121
    53 unit_models/_Units/CM_Standard/ritterbruder_lod1.mesh 900
    53 unit_models/_Units/CM_Standard/ritterbruder_lod2.mesh 2500
    53 unit_models/_Units/CM_Standard/ritterbruder_lod3.mesh 6400
    3
    14 teutonic_order
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    51 unit_sprites/teutonic_order_Ritterbruder_sprite.spr
    9 jerusalem
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    51 unit_sprites/teutonic_order_Ritterbruder_sprite.spr
    3 hre
    74 unit_models/_Units/CM_Standard/textures/CM_Standard_teutonic_order.texture
    66 unit_models/_Units/CM_Standard/textures/CM_Standard_normal.texture
    51 unit_sprites/teutonic_order_Ritterbruder_sprite.spr
    3
    14 teutonic_order
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    9 jerusalem
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    3 hre
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0

    ~

    16 ritterbruder_ug1
    1 4
    57 unit_models/_Units/CM_Standard/ritterbruder_ug1_lod0.mesh 121
    57 unit_models/_Units/CM_Standard/ritterbruder_ug1_lod1.mesh 900
    57 unit_models/_Units/CM_Standard/ritterbruder_ug1_lod2.mesh 2500
    57 unit_models/_Units/CM_Standard/ritterbruder_ug1_lod3.mesh 6400
    3
    14 teutonic_order
    71 unit_models/_Units/CM_Standard/textures/CM_Plate_teutonic_order.texture
    63 unit_models/_Units/CM_Standard/textures/CM_Plate_normal.texture
    55 unit_sprites/teutonic_order_Ritterbruder_ug1_sprite.spr
    9 jerusalem
    71 unit_models/_Units/CM_Standard/textures/CM_Plate_teutonic_order.texture
    63 unit_models/_Units/CM_Standard/textures/CM_Plate_normal.texture
    55 unit_sprites/teutonic_order_Ritterbruder_ug1_sprite.spr
    3 hre
    71 unit_models/_Units/CM_Standard/textures/CM_Plate_teutonic_order.texture
    63 unit_models/_Units/CM_Standard/textures/CM_Plate_normal.texture
    55 unit_sprites/teutonic_order_Ritterbruder_ug1_sprite.spr
    3
    14 teutonic_order
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    9 jerusalem
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0
    3 hre
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_diff.texture
    75 unit_models/AttachmentSets/Final Teutonic Heads_teutonic_order_norm.texture 0


    I think I found the error, though, I think I forgot to add 0 after the texture files for the CS.


    EDIT: Nevermind, lol, I fixed it. SUCCESS.

    EDIT2: Here's the battle_models.MODELSDB with Ritterbruder, foot and mounted, added for CS.
    There you go, EnglishKnight. Add that file into the unit_models folder, back up the old file first.
    Last edited by Silver Legionary; August 20, 2010 at 12:21 PM.

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