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Thread: How-To: Add other faction units for new factions

  1. #381
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    Milkshape license is not as expensive (around $20) and I find it much easier to handle then MAX Studio but still it is not a freeware tool.

  2. #382

    Default Re: How-To: Add other faction units for new factions

    Thanks for telling me, Hans.

  3. #383

    Default Re: How-To: Add other faction units for new factions

    Alright so i added a couple units to the byzantines so i could play with them in the late era and not get my but kicked but anyway all the models work great and are perfect in the custom battle but when i play a campaign and play a battle the models dont show and the calvary units are just the horses with no riders, i dont understand why it works in the custom battle but no in the campaign when i play.

    Could someone explain this???
    "We have just enough religion to make us hate, but not enough to make us love one another." Johnathon Swift

    "Where they have burned books, they will end in burning human beings." Heinrich Heine

  4. #384
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    I must say this is a bit strange. What units have you added and if you could please post examples of you EDU and BM entries

  5. #385

    Default Re: How-To: Add other faction units for new factions

    Well nvm i went back and did everything again just to make sure, following the steps in this thread and it worked so nvm, im not sure what the heck happened guess i made some sort of error along the way.
    "We have just enough religion to make us hate, but not enough to make us love one another." Johnathon Swift

    "Where they have burned books, they will end in burning human beings." Heinrich Heine

  6. #386
    Methoz's Avatar Senator
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    Default Re: How-To: Add other faction units for new factions

    i want to make hussite handguners and game just crash
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  7. #387
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions



    They might look better with muskets

  8. #388
    Methoz's Avatar Senator
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    Default Re: How-To: Add other faction units for new factions

    2 Hans Kloss - omg, looks ** but its unreal ...
    i want to use hussite handguners mabye with pavise at back - i like genoese crossbowmen
    how to change crossbow for gun ?

    our hussites dont-use muskets ...
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  9. #389
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    MESH convertor -Milkshape- MESH convertor

    Pavise Crossbows with handguns - easily done but MTW2 handguns look like pieces of wood. Hussite's muskets can have all attributes of handguns, it only to use the model

  10. #390
    Methoz's Avatar Senator
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    Default Re: How-To: Add other faction units for new factions

    heh...thx ,but nothing for me
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  11. #391
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    You would be wasting your time if you are trying to switch the weapons without using Milkshape. If you want I can try to make that new unit for you and upload it here - maybe not tonight but in couple of days

  12. #392
    No, that isn't a banana
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    Default Re: How-To: Add other faction units for new factions

    Ok, so after being able to get a new unit into the game - an Auxiliary Longbowmen, I am having problems getting a unit Auxiliary Armored Sergeants in. They show up as the sivler/mercury looking fellows.
    I am making them recruitable by the turks for now - so here is my EDU:

    type Auxiliary Armored Sergeants
    dictionary Auxiliary_Armored_Sergeants ; Auxiliary Armoured Sergeants
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier Armored_Sergeants, 60, 0, 1.2
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square, schiltrom
    stat_health 1, 0
    stat_pri 7, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, spear_bonus_8
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 3, 6, metal
    ;stat_armour_ex 5, 7, 0, 0, 3, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 3, 2
    stat_mental 7, normal, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 540, 155, 85, 65, 540, 4, 130
    armour_ug_levels 2, 3
    armour_ug_models Armored_Sergeants, Armored_Sergeants_ug1
    ownership turks
    ;unit_info 7, 0, 14

    I am pretty sure this is not the problem, sine I can recruit them as aux arm sergeants in custom battle...so here is my models entry. I cahnged the unit count to +1 as well since it is a new unit.

    27 auxiliary_armored_sergeants
    1 4
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod0.mesh 121
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod1.mesh 900
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod2.mesh 2500
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod3.mesh 6400
    1
    5 turks
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_rebels.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_normal.texture
    51 unit_sprites/slave_Dummy_EN_Spearmen_ug2_sprite.spr
    1
    5 turks
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
    56 unit_models/AttachmentSets/Final Kite_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
    21 armored_sergeants_ug1
    1 4
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod0.mesh 121
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod1.mesh 900
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod2.mesh 2500
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod3.mesh 6400
    1
    5 turks
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_rebels.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_normal.texture
    51 unit_sprites/slave_Dummy_EN_Spearmen_ug3_sprite.spr
    1
    5 turks
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
    56 unit_models/AttachmentSets/Final Kite_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


    Any ideas why they don't have skins in game?

  13. #393
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    OTZ

    Change units textures to "en_lmail_hmail" - there are no "en_smail_smail_rebels" unless you are using custom ones.You would also need to either add Turks to "armored_sergeants_ug1" or change name of upgrade to "31 auxiliary_armored_sergeants_ug1"



    Code:
    27 auxiliary_armored_sergeants 
    1 4 
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod0.mesh 121 
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod1.mesh 900 
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod2.mesh 2500 
    61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod3.mesh 6400 
    1 
    5 turks 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_rebels.texture 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_normal.texture 
    51 unit_sprites/slave_Dummy_EN_Spearmen_ug2_sprite.spr 
    1 
    5 turks 
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture 
    56 unit_models/AttachmentSets/Final Kite_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 
    31 auxiliary_armored_sergeants_ug1 
    1 4 
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod0.mesh 121 
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod1.mesh 900 
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod2.mesh 2500 
    65 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_ug1_lod3.mesh 6400 
    1 
    5 turks 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_rebels.texture 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_normal.texture 
    51 unit_sprites/slave_Dummy_EN_Spearmen_ug3_sprite.spr 
    1 
    5 turks 
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture 
    56 unit_models/AttachmentSets/Final Kite_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
    EDU

    Code:
    type Auxiliary Armored Sergeants
    dictionary Auxiliary_Armored_Sergeants ; Auxiliary Armoured Sergeants
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier Auxiliary_Armored_Sergeants, 60, 0, 1.2
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square, schiltrom
    stat_health 1, 0
    stat_pri 7, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, spear_bonus_8
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 3, 6, metal
    ;stat_armour_ex 5, 7, 0, 0, 3, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 3, 2
    stat_mental 7, normal, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 540, 155, 85, 65, 540, 4, 130
    armour_ug_levels 2, 3
    armour_ug_models Auxiliary_Armored_Sergeants, Auxiliary_Armored_Sergeants_ug1
    ownership turks
    ;unit_info 7, 0, 14
    PS

    As usual serialization::archive number of units needs to increased (2 extra entries)

  14. #394
    No, that isn't a banana
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    Default Re: How-To: Add other faction units for new factions

    Thanks for the help Hans! M3rc gave me a hand as well...I think I have this mastered pretty well now. I think I'll try my hand at textures next...

  15. #395

    Default Re: How-To: Add other faction units for new factions

    A great tutorial i have a question on adding a unit to a custom faction i created i cloned the Byzantium faction and i where wondering what number i would have to use with this faction,

    I.E

    6 France
    7 England

    I'm quessing "9 Byzantium"?

    Thanks James

  16. #396
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    Yes it should be "9 Byzantium"

  17. #397

    Default Re: How-To: Add other faction units for new factions

    Thank you for the quick reply.

    +rep

  18. #398

    Default Re: How-To: Add other faction units for new factions

    I have given up trying to figure this out on my own. Spent way too much time finding nothing wrong with the following code. I compared it to the code I posted below it which is working 100% fine.

    What I was trying to do is add the venetian archers to the hre faction. Maybe if you look at the code long enough you miss the most obvious. I dunno.

    Any help would be greatly appreciated.

    16 venetian_archers
    1 3
    66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod0.mesh 121
    66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod1.mesh 1225
    66 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_archers_lod2.mesh 6400
    2
    6 venice
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    47 unit_sprites/venice_Venetian_Archers_sprite.spr
    3 hre
    78 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_hre.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    44 unit_sprites/hre_Venetian_Archers_sprite.spr
    2
    6 venice
    68 unit_models/AttachmentSets/Final European Archer_venice_diff.texture
    68 unit_models/AttachmentSets/Final European Archer_venice_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European Archer_hre_diff.texture
    65 unit_models/AttachmentSets/Final European Archer_hre_norm.texture 0
    1
    4 None
    11 MTW2_Bowman
    15 MTW2_Non_Shield
    1
    19 MTW2_Bowman_Primary
    1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    20 venetian_archers_ug1
    1 4
    69 unit_models/_Units/LN_Brigandine_heavy/venetian_archers_ug1_lod0.mesh 121
    69 unit_models/_Units/LN_Brigandine_heavy/venetian_archers_ug1_lod1.mesh 900
    69 unit_models/_Units/LN_Brigandine_heavy/venetian_archers_ug1_lod2.mesh 2500
    69 unit_models/_Units/LN_Brigandine_heavy/venetian_archers_ug1_lod3.mesh 6400
    2
    6 venice
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_Brigandine_venice.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_Brigandine_normal.texture
    51 unit_sprites/venice_Venetian_Archers_ug1_sprite.spr
    3 hre
    76 unit_models/_Units/LN_Brigandine_heavy/textures/LN_Brigandine_mercs.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_Brigandine_normal.texture
    48 unit_sprites/hre_Venetian_Archers_ug1_sprite.spr
    2
    6 venice
    68 unit_models/AttachmentSets/Final European Archer_venice_diff.texture
    68 unit_models/AttachmentSets/Final European Archer_venice_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European Archer_hre_diff.texture
    65 unit_models/AttachmentSets/Final European Archer_hre_norm.texture 0
    1
    4 None
    11 MTW2_Bowman
    15 MTW2_Non_Shield
    1
    19 MTW2_Bowman_Primary
    1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002






    Here is what is working without issues:

    14 yeoman_archers
    1 4
    61 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_lod0.mesh 121
    61 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_lod1.mesh 900
    61 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_lod2.mesh 2500
    61 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_lod3.mesh 6400
    2
    7 england
    72 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_england.texture
    71 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_normal.texture
    46 unit_sprites/england_Yeoman_Archers_sprite.spr
    3 hre
    68 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_hre.texture
    71 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_normal.texture
    42 unit_sprites/hre_Yeoman_Archers_sprite.spr
    2
    7 england
    69 unit_models/AttachmentSets/Final European Archer_england_diff.texture
    69 unit_models/AttachmentSets/Final European Archer_england_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European Archer_hre_diff.texture
    65 unit_models/AttachmentSets/Final European Archer_hre_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Bowman
    14 MTW2_Fast_Mace
    2
    19 MTW2_Bowman_Primary
    14 fs_test_shield
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    18 yeoman_archers_ug1
    1 4
    65 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_ug1_lod0.mesh 121
    65 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_ug1_lod1.mesh 900
    65 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_ug1_lod2.mesh 2500
    65 unit_models/_Units/LN_Peasant_Padded/yeoman_archers_ug1_lod3.mesh 6400
    2
    7 england
    72 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_england.texture
    71 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_normal.texture
    50 unit_sprites/england_Yeoman_Archers_ug1_sprite.spr
    3 hre
    68 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_hre.texture
    71 unit_models/_Units/LN_Peasant_Padded/textures/LN_peasant_normal.texture
    46 unit_sprites/hre_Yeoman_Archers_ug1_sprite.spr
    2
    7 england
    69 unit_models/AttachmentSets/Final European Archer_england_diff.texture
    69 unit_models/AttachmentSets/Final European Archer_england_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European Archer_hre_diff.texture
    65 unit_models/AttachmentSets/Final European Archer_hre_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Bowman
    14 MTW2_Fast_Mace
    2
    19 MTW2_Bowman_Primary
    14 fs_test_shield
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    18 yeoman_archers_ug2
    1 4
    62 unit_models/_Units/LN_Lmail_Hmail/yeoman_archers_ug2_lod0.mesh 121
    62 unit_models/_Units/LN_Lmail_Hmail/yeoman_archers_ug2_lod1.mesh 900
    62 unit_models/_Units/LN_Lmail_Hmail/yeoman_archers_ug2_lod2.mesh 2500
    62 unit_models/_Units/LN_Lmail_Hmail/yeoman_archers_ug2_lod3.mesh 6400
    2
    7 england
    73 unit_models/_Units/LN_Lmail_Hmail/textures/LN_Lmail_Hmail_england.texture
    72 unit_models/_Units/LN_Lmail_Hmail/textures/LN_Lmail_Hmail_normal.texture
    50 unit_sprites/england_Yeoman_Archers_ug2_sprite.spr
    3 hre
    69 unit_models/_Units/LN_Lmail_Hmail/textures/LN_Lmail_Hmail_hre.texture
    72 unit_models/_Units/LN_Lmail_Hmail/textures/LN_Lmail_Hmail_normal.texture
    46 unit_sprites/hre_Yeoman_Archers_ug2_sprite.spr
    2
    7 england
    69 unit_models/AttachmentSets/Final European Archer_england_diff.texture
    69 unit_models/AttachmentSets/Final European Archer_england_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European Archer_hre_diff.texture
    65 unit_models/AttachmentSets/Final European Archer_hre_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Bowman
    14 MTW2_Fast_Mace
    2
    19 MTW2_Bowman_Primary
    14 fs_test_shield
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  19. #399
    Milos98's Avatar Semisalis
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    Default Re: How-To: Add other faction units for new factions

    44 unit_sprites/hre_Venetian_Archers_sprite.spr
    There is no hre_Venetian_Archers_Sprite.spr

    Try
    47 unit_sprites/venice_Venetian_Archers_sprite.spr
    Last edited by Milos98; July 25, 2007 at 10:27 AM.
    Regards, Milos98

  20. #400

    Default Re: How-To: Add other faction units for new factions

    There is if I copy/paste the file and rename it. I suppose there is no point in doing that but that's what I did.

    I did the same thing with the English Yeoman archers and they work just fine.

    I'm, for the upteenth time re-checking all file names...

    All files re-checked and they all exist and all names are correct.

    I just checked the spacing of all code and it it's fine. Something is missing...

    The line count was wrong for some of the entries due to spaces being entered after _ after copy/pasting. Retarded since it was a copy/paste "from" the original file before even editing.

    Anyway that is fixed.

    I ran the Moding Tool to find this problem and correct it. Now the file just crashes the game when entering battle. Wonderful.

    Here is the Moding Tool results:

    --------Parsing Files--------
    COMPACT_battle_models.modeldb generated
    -----------------------------
    [Info] Model aztec_captain has 4 animations.
    [Info] Model aztec_general has 4 animations.
    [Info] Model eastern_captain has 4 animations.
    [Info] Model eastern_general has 4 animations.
    [Info] Model northern_captain has 4 animations.
    [Info] Model northern_general has 4 animations.
    [Info] Model norman_general has 4 animations.
    [Info] Model norman_king has 4 animations.
    [Info] Model saxon_general has 4 animations.
    [Info] Model saxon_king has 4 animations.
    PARSED_battle_models.modeldb generated
    -----------------------------
    Number of Expected Models: 701
    Number of Models parsed: 701
    -----Validation Complete-----

    Ok I changed my file to read only so it doesn't get messed with by STEAM. That let me get into battle with the unupgraded archers. Once I try the upgraded armor one it crashes.

    This is what the log shows:

    13:38:50.687 [system.io] [warning] open: data/unit_models/_Units/LN_Brigandine_heavy/textures/LN_Brigandine_mercs.texture is missing
    13:38:50.687 [system.io] [warning] open: data/unit_models/_Units/LN_Brigandine_heavy/textures/LN_Brigandine_normal.texture is missing
    13:38:52.640 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Both files are there. They aren't my creation. Those are official files.

    Figured out the problem....

    data/unit_models/_Units/LN_Brigandine_heavy/textures/LN_Brigandine_normal.texture is missing

    must look like this in the file:

    data/unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture is missing

    note the space.. oO

    Why on God's green earth it needs to be like that I don't know. But I thought it was a screwup and took out the spaces before. I put them back and fixed the line counts and everything works.

    Go figure.
    Last edited by Spartan Commander; July 25, 2007 at 01:00 PM.

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