pacco leg textures i did not like
pacco leg textures i did not like
You can change them. Check your PM.
Will you release them as a submod for BC? They look great!
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
They will be in BC 3.0.
Oh, great news!
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
I did't - what is the problem?
Yes is actually safer than assign it to bone_weapon_weapon1.
Do not ever forget each group's comments.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
But step by step, how do you actually make assignments?
I followed this tutorial and it didnt really say much of anything about assignments or the comments... so I'm not 100% clear on the theory of how they work or what they do either.
http://www.twcenter.net/forums/showthread.php?t=412456
Here's a link to my problem in more depth:
http://www.twcenter.net/forums/showt...1#post11330291
Thanks in advance!
EDIT: for kingsguard_shield, under comments I have this:
shield0
kingsguard_shield
0
but for sword_1... the comment field is blank
RESOLVED:
just added in the following:
primaryactive0
sword_1
0
to the sword_1 group's comment field.
I'd still like to understand the relation between groups, bones, and vertices though. Anyone know a good tutorial for that?
Last edited by euskingc; April 16, 2012 at 04:40 AM. Reason: more info
A small tutorial about Realism/Gravity project is on its way.
But know this (experimental stats).
The groups that defined with the number 0 on their end must not
be more than four categories.
As categories we mean:
- primaryactive0
- primarypassive0
- secondaryactive0
- secondarypassive0
- shield0
- shieldactive0
- shieldpassive0
Our (in TGC/CBUR) experiments shown that if 5 categories have that 0 in the end then some groups tent to disapear ingame.
So it would be safer (not always the most corect but proven as safer)
to use 0 only in weapons definition comments that this 0 is realy necesary!
For shields you can give simply that kind of comments:
So if you have a weapon to give comments to then what you did for the swords is corect:Code:shield shield_01 0
Caution the two 0 numbers -the one on groups definition and the other in the end of the comments serve different fanctions.Code:primaryactive0 sword_1 0
Last edited by AnthoniusII; April 18, 2012 at 10:39 AM.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.