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Thread: Slight mod that I'm trying to do causing major problems!

  1. #1

    Default Slight mod that I'm trying to do causing major problems!

    Hey guys. So I'm attempting to use the existing Homeguard Cav for the HE and add them to the Elves of Lorien roster as the name Galadhrim Riders. I copied and pasted their stats and made a new entry, and then followed every step to the tee from this tutorial. I used this program to edit a copy of the files, and just Notepad++ for the rest.

    It causes the game to just sit at black screen forever on launch, and if I alt-tab out I see an error message has come up with the generic "Has encountered a problem and will close" message, closing the executable for the game when I click ok.

    I should have made better backups since before I tried to 'mod' for the first time, as now I have to redownload and install TATW and MOS, since I broke my game.

    What did I do wrong, I just simply don't understand? I followed the tutorial exactly.

    Anybody able to help me out, or even throw together what I am trying to do for me, since I'm clearly not cut out for this?

    Thank you so much in advance guys.
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  2. #2
    knight of meh's Avatar Primicerius
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    Default Re: Slight mod that I'm trying to do causing major problems!

    well for a start you started with the wrong sub-mod MOS doesn't like to be edited especially the models database .. ever got it to work once myself

    and did you add +1 to the big number at the top of the file?

  3. #3

    Default Re: Slight mod that I'm trying to do causing major problems!

    Quote Originally Posted by knight of meh View Post
    well for a start you started with the wrong sub-mod MOS doesn't like to be edited especially the models database .. ever got it to work once myself

    and did you add +1 to the big number at the top of the file?
    Yup I did indeed add +1! How can I go about doing this with TATW+MOS? I just simply cannot?
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  4. #4
    knight of meh's Avatar Primicerius
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    Default Re: Slight mod that I'm trying to do causing major problems!

    i'm sure it's possible , but i have never got it working myself and have no idea why :p

    good luck

  5. #5
    Trailhog250's Avatar Semisalis
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    Default Re: Slight mod that I'm trying to do causing major problems!

    Quote Originally Posted by zorphon View Post
    Hey guys. So I'm attempting to use the existing Homeguard Cav for the HE and add them to the Elves of Lorien roster as the name Galadhrim Riders. I copied and pasted their stats and made a new entry, and then followed every step to the tee from this tutorial. I used this program to edit a copy of the files, and just Notepad++ for the rest.

    It causes the game to just sit at black screen forever on launch, and if I alt-tab out I see an error message has come up with the generic "Has encountered a problem and will close" message, closing the executable for the game when I click ok.

    I should have made better backups since before I tried to 'mod' for the first time, as now I have to redownload and install TATW and MOS, since I broke my game.

    What did I do wrong, I just simply don't understand? I followed the tutorial exactly.

    Anybody able to help me out, or even throw together what I am trying to do for me, since I'm clearly not cut out for this?


    Thank you so much in advance guys.


    That means an error in the battle_models.db file I believe. And yes always make backups, if you have the harddrive space what I do is I always have a fresh copy of Third_Age_3 ready to go.

    You said you edited the battle_models.db file and added +1 to the top? Sounds like that's your problem right there, as it actually has 2 entries:

    Code:
    13 homeguard_cav 
    1 1 
    53 unit_models/_units/high_elves/homeguard_cav_lod0.mesh 6400 
    1 
    5 egypt 
    56 unit_models/_units/high_elves/textures/noretirno.texture 
    63 unit_models/_units/high_elves/textures/noretirno_normal.texture 
    43 unit_sprites/egypt_homeguard_cav_sprite.spr
    1 
    5 egypt 
    60 unit_models/_units/high_elves/textures/noretirno_att.texture 
    65 unit_models/_units/high_elves/textures/noretirno_att_norm.texture 0
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    18 MTW2_HR_Non_Shield 1 
    21 MTW2_HR_spear_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    17 homeguard_cav_upg 
    1 1 
    53 unit_models/_units/high_elves/homeguard_cav_lod0.mesh 6400 
    1 
    5 egypt 
    56 unit_models/_units/high_elves/textures/noretirno.texture 
    63 unit_models/_units/high_elves/textures/noretirno_normal.texture 
    43 unit_sprites/egypt_homeguard_cav_sprite.spr
    1 
    5 egypt 
    60 unit_models/_units/high_elves/textures/noretirno_att.texture 
    65 unit_models/_units/high_elves/textures/noretirno_att_norm.texture 0
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    18 MTW2_HR_Non_Shield 1 
    21 MTW2_HR_spear_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Remember that even the _upg lines in the battle_models.db file count as another entry. Also make sure all the paths listed for the textures/ folders are correct as well.

  6. #6

    Default Re: Slight mod that I'm trying to do causing major problems!

    Quote Originally Posted by Trailhog250 View Post
    That means an error in the battle_models.db file I believe. And yes always make backups, if you have the harddrive space what I do is I always have a fresh copy of Third_Age_3 ready to go.

    You said you edited the battle_models.db file and added +1 to the top? Sounds like that's your problem right there, as it actually has 2 entries:

    Code:
    13 homeguard_cav 
    1 1 
    53 unit_models/_units/high_elves/homeguard_cav_lod0.mesh 6400 
    1 
    5 egypt 
    56 unit_models/_units/high_elves/textures/noretirno.texture 
    63 unit_models/_units/high_elves/textures/noretirno_normal.texture 
    43 unit_sprites/egypt_homeguard_cav_sprite.spr
    1 
    5 egypt 
    60 unit_models/_units/high_elves/textures/noretirno_att.texture 
    65 unit_models/_units/high_elves/textures/noretirno_att_norm.texture 0
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    18 MTW2_HR_Non_Shield 1 
    21 MTW2_HR_spear_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    17 homeguard_cav_upg 
    1 1 
    53 unit_models/_units/high_elves/homeguard_cav_lod0.mesh 6400 
    1 
    5 egypt 
    56 unit_models/_units/high_elves/textures/noretirno.texture 
    63 unit_models/_units/high_elves/textures/noretirno_normal.texture 
    43 unit_sprites/egypt_homeguard_cav_sprite.spr
    1 
    5 egypt 
    60 unit_models/_units/high_elves/textures/noretirno_att.texture 
    65 unit_models/_units/high_elves/textures/noretirno_att_norm.texture 0
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    18 MTW2_HR_Non_Shield 1 
    21 MTW2_HR_spear_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Remember that even the _upg lines in the battle_models.db file count as another entry. Also make sure all the paths listed for the textures/ folders are correct as well.
    Oh, I didn't know the _upg lines were another entry. That's interesting. So what are all the different files I need to edit, I'm very new to modding. I followed a guide that was really the only guide on the matter at hand I could find but it's pretty old and I can't find any other ones.
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  7. #7
    knight of meh's Avatar Primicerius
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    Default Re: Slight mod that I'm trying to do causing major problems!

    if you are moving a unit from one faction to another you should have altered the battle_models.db , EDU , EDB (just adding ownership for the last two )

    i haven't changed names myself so there may be n easier way to do this what i would do is make separate entries for your Galadhrim riders in the EDU and EDB and then add an entry in the export_unit.txt located in the text folder for the Galadhrim riders

  8. #8

    Default Re: Slight mod that I'm trying to do causing major problems!

    Quote Originally Posted by knight of meh View Post
    if you are moving a unit from one faction to another you should have altered the battle_models.db , EDU , EDB (just adding ownership for the last two )

    i haven't changed names myself so there may be n easier way to do this what i would do is make separate entries for your Galadhrim riders in the EDU and EDB and then add an entry in the export_unit.txt located in the text folder for the Galadhrim riders
    Alright I'll try it out, I'll let both of you know and post the code for those files if I have any errors. Thanks in advance
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  9. #9
    Trailhog250's Avatar Semisalis
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    Default Re: Slight mod that I'm trying to do causing major problems!

    Which files must be edited? Well, have you kept same unit and just given ownership to Lorien or are you actually creating a new unit using the Homeguard Cav.? I believe if you're going to change the name to Galadhrim Riders, a new unit must be made.

    data/
    export_descr_units.txt <--- create your new unit and make sure ownership and officers are correct for Lorien
    export_descr_buildings.txt (if you want to recruit it on campaign) <--- add your unit to the recruitment roster
    export_descr_sounds_units_voice.txt (if you want it to say something when selected) <--- give your unit an entry for itself


    data/text
    export_units.txt <--- give it a unique description

    data/unit_models/
    battle_models.modeldb <--- give it an entry here (or rather add ownership for the 'saxons' to the soldier model homeguard_cav)

    data/ui/units AND unit_info folders
    you'll need to copy the homeguard_cav.tga files from the egypt folder to the saxons folder and rename then accordingly. (if you want them to have info cards and icons)

    I assume you wanted to give Lorien Homeguard Cavalry and simply rename them Galadhrim Riders? That should not be too hard.. Keep trying and you'll get it

  10. #10

    Default Re: Slight mod that I'm trying to do causing major problems!

    Hmph. I did everything both of you said and I'm now getting the "Medieval 2: Total War encountered an unspecified error and will now exit." error.

    I don't understand. I followed exactly what you said, as well as a couple of the adding unit tutorials up here on TWCenter. Btw I changed model to elf_lance then homeguard_cav.

    Here's the modeldb, is something wrong?
    Code:
    9 elf_lance 
    1 1 
    49 unit_models/_units/high_elves/eldar_cav_lod0.mesh 6400 
    2
    5 egypt 
    52 unit_models/_units/high_elves/textures/eldar.texture 
    59 unit_models/_units/high_elves/textures/eldar_normal.texture 
    39 unit_sprites/egypt_elf_lance_sprite.spr
    6 saxons
    52 unit_models/_units/high_elves/textures/eldar.texture 
    59 unit_models/_units/high_elves/textures/eldar_normal.texture 
    39 unit_sprites/egypt_elf_lance_sprite.spr
    2
    5 egypt 
    56 unit_models/_units/high_elves/textures/eldar_att.texture 
    61 unit_models/_units/high_elves/textures/eldar_att_norm.texture 0
    6 saxons
    56 unit_models/_units/high_elves/textures/eldar_att.texture 
    61 unit_models/_units/high_elves/textures/eldar_att_norm.texture 0 
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    13 MTW2_HR_Sword 2 
    21 MTW2_HR_spear_Primary 
    14 fs_test_shield 2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    13 elf_lance_upg 
    1 1 
    49 unit_models/_units/high_elves/eldar_cav_lod0.mesh 6400 
    2
    5 egypt 
    52 unit_models/_units/high_elves/textures/eldar.texture 
    59 unit_models/_units/high_elves/textures/eldar_normal.texture 
    39 unit_sprites/egypt_elf_lance_sprite.spr
    6 saxons
    52 unit_models/_units/high_elves/textures/eldar.texture 
    59 unit_models/_units/high_elves/textures/eldar_normal.texture 
    39 unit_sprites/egypt_elf_lance_sprite.spr
    2 
    5 egypt 
    56 unit_models/_units/high_elves/textures/eldar_att.texture 
    61 unit_models/_units/high_elves/textures/eldar_att_norm.texture 0 
    6 saxons 
    56 unit_models/_units/high_elves/textures/eldar_att.texture 
    61 unit_models/_units/high_elves/textures/eldar_att_norm.texture 0 
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    13 MTW2_HR_Sword 2 
    21 MTW2_HR_spear_Primary 
    14 fs_test_shield 2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Also did I need to add the entries for "aum_razor_elf_lance " and "aum_razor_elf_lance_upg" as well?

    I tried both, and they crashed. Since I added 2 entries (one for each '.texture' block) per elf_lance and elf_lance_upg does that mean I added 4 entries for the very top of the modeldb, or is it still just 2 since I added entries to only 2 of the units listed in there? I don't understand what I did wrong. This is extremely frustrating.
    Last edited by zorphon; April 10, 2013 at 11:54 AM.
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  11. #11

    Default Re: Slight mod that I'm trying to do causing major problems!

    And here's my inclusion in the EDU:
    Code:
    type             Galadhrim Riders
    dictionary       Galadhrim_Riders      ; Galadhrim Riders
    category         cavalry
    class            heavy
    voice_type       Heavy
    banner faction   main_cavalry
    banner holy      crusade
    soldier          elf_lance, 20, 0, 1
    officer             silvan_captain_early_flag
    officer             elven_captain
    mount            simple horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, very_hardy, can_withdraw, can_formed_charge, knight, free_upkeep_unit, command
    move_speed_mod   1.15
    formation        1.5, 4.4, 2.5, 6, 2, square
    stat_health      1, 3
    stat_pri         8, 13, no, 0, 0, melee, melee_blade, piercing, spear, 35, 1 ; lance 1+ special 9 + elf blade 1 - 1 large shield
    stat_pri_attr    no
    stat_sec         12, 8, no, 0, 0, melee, melee_blade, piercing, sword, -5, 1
    stat_sec_attr    no
    stat_pri_armour  9, 9, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        3
    stat_ground      -1, -2 ,-2, 0            
    stat_mental      20, disciplined, highly_trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 1950, 440, 100, 100, 1950, 3, 150
    armour_ug_levels 2, 3
    armour_ug_models elf_lance, elf_lance_upg
    ownership        saxons
    era 0            saxons
    era 1            saxons
    era 2            saxons
    recruit_priority_offset    5
    Last ditch effort to make completely separate and new entries in modeldb, renaming texture files and whatnot. Changing what is referenced in the EDU. Still to no avail.

    Code:
    8 g_riders
    1 1 
    46 unit_models/_units/_/gride_cav_lod0.mesh 6400 
    1 
    6 saxons
    39 unit_models/_units/_/tex/g-ride.texture 
    46 unit_models/_units/_/tex/g-ride_normal.texture 
    37 unit_models/_units/_/sprite/gride.spr
    1 
    6 saxons
    41 unit_models/_units/_/tex/ride_att.texture 
    48 unit_models/_units/_/tex/ride_att_norm.texture 0 
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    13 MTW2_HR_Sword 2 
    21 MTW2_HR_spear_Primary 
    14 fs_test_shield 2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    12 g_riders_upg 
    1 1 
    46 unit_models/_units/_/gride_cav_lod0.mesh 6400 
    1 
    6 saxons
    39 unit_models/_units/_/tex/g-ride.texture 
    46 unit_models/_units/_/tex/g-ride_normal.texture 
    37 unit_models/_units/_/sprite/gride.spr
    1 
    6 saxons
    41 unit_models/_units/_/tex/ride_att.texture 
    48 unit_models/_units/_/tex/ride_att_norm.texture 0 
    1 
    5 Horse 
    13 MTW2_HR_Spear 
    13 MTW2_HR_Sword 2 
    21 MTW2_HR_spear_Primary 
    14 fs_test_shield 2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Last edited by zorphon; April 10, 2013 at 01:55 PM.
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Slight mod that I'm trying to do causing major problems!

    EDU: these models have to be in the modeldb file

    Code:
    soldier          elf_lance, 20, 0, 1
    
    armour_ug_models elf_lance, elf_lance_upg
    ModelDB: the g-rider entry is completely irrelevant, see above
    Make sure you increased the model count by 2 if the elf_lance model entries are new. Re-check the count of the line numbers, fairly easy with Notepad++ by just highlighting the entry and then checking the number at the bottom ,left of center.
    Make sure there is a space at the end of each line, simply highlighting the whole model entry should show you if that is done.

    Crash: have a look into the log, it will give you an idea whether the crash is due to the modeldb (immediate crash even before splash screen) or other related matters


    Did you check the number of entries in the EDU as I suggested? Some mods are using the full compliment of 500 entries.
    Last edited by Gigantus; April 10, 2013 at 09:45 PM.










  13. #13

    Default Re: Slight mod that I'm trying to do causing major problems!

    Quote Originally Posted by Gigantus View Post
    EDU: these models have to be in the modeldb file

    Code:
    soldier          elf_lance, 20, 0, 1
    
    armour_ug_models elf_lance, elf_lance_upg
    ModelDB: the g-rider entry is completely irrelevant, see above
    Make sure you increased the model count by 2 if the elf_lance model entries are new. Re-check the count of the line numbers, fairly easy with Notepad++ by just highlighting the entry and then checking the number at the bottom ,left of center.
    Make sure there is a space at the end of each line, simply highlighting the whole model entry should show you if that is done.

    Crash: have a look into the log, it will give you an idea whether the crash is due to the modeldb (immediate crash even before splash screen) or other related matters


    Did you check the number of entries in the EDU as I suggested? Some mods are using the full compliment of 500 entries.

    Sorry I should have been more clear, as my replies explain everything you just said if you read them chronologically. I first had it as the elf_lance and elf_lance_upg entries and then I tried changing the references in the EDU to g-rider and g-rider_upg and making new entries based on g-rider and g-rider_upg for it to reference. These were separate events. I always had it match the already-there one or the new one when I was changing it around, never both at the same time or whatever. And when I tried making g-rider to see if a complete new entry would work, I deleted all the 'saxons' additions to the elf_lance and elf_lance_upg entries.

    Also, I figured it out. Every guide I read says that if you add an entry you increase the number at the top, but this is incorrect. I got it to work by making a fresh install of TATW+MOS, and when I added the entries to elf_lance and elf_lance_upg and made my new unit reference elf_lance and elf_lance_upg, without changing the number at the top, it worked. You only change the number if adding a new MODEL file entry. I wish some of the so-called guides were more clear about that, because I did what they told me to which caused it to not work whatsoever. I added a new unit in the EDU, made it reference elf_lance and elf_lance_upg, left the serialization number the same, and fixed a couple count errors that were in the vanilla TATW modeldb file(which is weird, how did it work with these?) and it runs with my new unit.

    That being said, about 1/3rd of the time I click 'Custom Battle' it CTDs with no error message, and about half the time I click '___ Campaign' (forgot what it's called in TATW, but the campaign nonetheless) it CTDs. Which is weird. I just keep relaunching TATW until I get in, and then once I get into the actual game it seems to not crash, but whatever.

    Thanks for all your help though!

    *edit* in case it wasn't clear, elf_lance and elf_lance_upg are already in the modeldb file. They are the model for the Eldarinwë Lancers, a vanilla unit for TATW -> High Elves.

    Now I just have to learn what the heck I'm doing in terms of texture/models to make some slight changes so it isn't just a copy of the same model. Really I only need to change the textures and recoloring them, but even guides are above and beyond my knowledge and skill level haha. I didn't even have Photoshop ever, until yesterday when I got the free CS2 that they released a couple months back.
    Last edited by zorphon; April 11, 2013 at 03:16 PM.
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  14. #14
    Trailhog250's Avatar Semisalis
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    Default Re: Slight mod that I'm trying to do causing major problems!

    Quote Originally Posted by zorphon View Post
    That being said, about 1/3rd of the time I click 'Custom Battle' it CTDs with no error message, and about half the time I click '___ Campaign' (forgot what it's called in TATW, but the campaign nonetheless) it CTDs. Which is weird. I just keep relaunching TATW until I get in, and then once I get into the actual game it seems to not crash, but whatever.
    In MOS, if you go to the campaign menu and then back out and go to custom battle it will CTD. If you go to custom battle and then to the campaign menu it will CTD. It's a known bug with many mods on Kingdoms I believe. Though I'm not sure what causes it, it's not a big deal; just restart the game

  15. #15

    Default Re: Slight mod that I'm trying to do causing major problems!

    Quote Originally Posted by Trailhog250 View Post
    In MOS, if you go to the campaign menu and then back out and go to custom battle it will CTD. If you go to custom battle and then to the campaign menu it will CTD. It's a known bug with many mods on Kingdoms I believe. Though I'm not sure what causes it, it's not a big deal; just restart the game
    Cool beans. Thanks for the reply! I thought I edited something that made it unstable haha.
    My machine:
    OS: Windows 10 x64
    MOBO: Z270 GAMING M3
    CPU: Intel i7 7700k @ 4.7
    RAM: 16GB DDR4 2666
    GPU: Zotac GTX 970
    Storage: Samsung 850 EVO + 5 HDD

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Slight mod that I'm trying to do causing major problems!

    *edit* in case it wasn't clear, elf_lance and elf_lance_upg are already in the modeldb file. They are the model for the Eldarinwë Lancers, a vanilla unit for TATW -> High Elves.
    Yup, that's where the misunderstanding came in.

    Textures: The GIMP works just as fine and is a freeware program. You will require the 'normal map' plug in for it to create the normal map textures, although that is not required if you merely change the faction colors of a texture.
    You will however need a DDS<-->TEXTURE converter, I recommend the python based one, be advised that it requires a Python version not higher then 2.7

    Unfortunately I do not have my list of links with me for all the stuff I just mentioned...










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