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

  1. #81

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

    im new here (actually just registered) but have been looking at this tutorial cos i want to add some form of pikemen to england but every time ive tried i get a ctd. im probly just gonna try replacing "6 venice" with "7 england" for militia pikemen but im unsure if it will work. if i doo this for all the entries for the militia will this remove the pikemen texture for venice and add the venice texture for england? if this works i may try re adding venice.
    does anybody else think that the english should have pikemen or is it just me.

    id actually be happy if i could make billmen phalanx but this dont work either

  2. #82
    M3rcury15's Avatar Libertus
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    Default Re: How-To: Add other faction units for new factions

    if you change the faction name venice to england then you added a new unit to england but then venice's units will be invisible

  3. #83
    kleemann's Avatar Libertus
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    Default Re: How-To: Add other faction units for new factions

    Ozzy_t

    Make sure you:
    1. stringlenght and lenght number not mach
    2. number of factions is not correct in both sections (texture and weapons)
    3. you have wrong space somewhere

    To make model visible you have to make only two steps!
    1. Copy existing texture line and rename the faction and increase allowed factions number
    2. You have to repeat step.1 with weapon animations section too.
    Trading tip: Load your mercants on your (crapy, cheap upkeep) unit and place that crapy unit on the valuable trade ressource. All will earn money on that single ressourec AND other merchants can't do anything! ha:ha

    BUT it has bad side efect, if the unit rebel you will lose your merchants :hmmm:

    How-to: edit battle_model.modeldb to add new animations and skins.

  4. #84
    Laetus
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    Default Re: How-To: Add other faction units for new factions

    How do you add textures for the units of a custom faction that you've made your self? Is this possible?

  5. #85

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

    thanks for the help
    my mistake it wasn't venice but spain so the textures are close anyway
    ive just got to re give spain the militia and maybe just try to create a new unit of pikemen just for england maybe like the french pikemen

    kleemann
    Make sure you:
    1. stringlenght and lenght number not mach
    2. number of factions is not correct in both sections (texture and weapons)
    3. you have wrong space somewhere
    do you mean make sure check if

  6. #86
    phoenix[illusion]'s Avatar Palman Bracht
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    Default Re: How-To: Add other faction units for new factions

    Theres only one normal texture for , example: mtw2_en_pplate_normal.texture so I made my own mtw2_en_pplate_normal_maaV.texture for man at arms of Venice units, and I want to ask you, what do I have to do so that man at arms of Venice can use this normal texture?

  7. #87
    M3rcury15's Avatar Libertus
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    Default Re: How-To: Add other faction units for new factions

    find the previous line and change mtw2_en_pplate_normal.texture to mtw2_en_pplate_normal_maaV.texture but make sure you edit the number also so that there is exact number of letters in this line

  8. #88
    KnightErrant's Avatar Decanus
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    Default Re: How-To: Add other faction units for new factions

    I've created a formatted battle_models.modeldb that might make editing
    easier. I've uploaded it in .zip format here

    http://www.totalwar.org/Downloads/Rt...ads/RTWupload/

    It is called formatted_modeldb.zip.

    I followed kleemann's suggestions as far as possible. The file was created
    by parsing the original file with a MatLab script using regular expressions to
    find where to insert the carriage return/linefeed codes to format the file.
    It has been tested with the --io.file_first switch and the game loads. (I also
    broke the file to verify the game CTDs to make sure the game was actually
    reading the file.) I then fixed the file again and tested to verify the game
    loads. Works fine with notepad or wordpad. Happy modding.

  9. #89

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

    First of all, many thanks for this great guide from M3rcury15 and the much more modder friendly modeldb file from KnightErrant! Really good work!

    But I have a big problem:
    I wanted to add the Saxons as a faction on campaign map.
    Well, all added units work fine, except cavalry units (cavalry is invisible or, with the imperial knights, the riders are invisible!).
    And when I put the saxons to the mounts, as described in the guide, the game won't start... No matter to which horse I put them.

    Here is an example, what I added (red) and changed (blue) to the mounts:

    5 Horse
    14 fs_heavy_horse 0
    0 0 -1 0 0 0 0 0 0
    20 mount_armoured_horse 1.12 3
    73 unit_models/Mounts/European_Armoured_Horse/mount_armoured_horse_lod0.mesh 121
    73 unit_models/Mounts/European_Armoured_Horse/mount_armoured_horse_lod1.mesh 1225
    73 unit_models/Mounts/European_Armoured_Horse/mount_armoured_horse_lod2.mesh 10000
    16
    7 england
    91 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_england.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    52 unit_sprites/england_Mount_Armoured_Horse_sprite.spr
    8 scotland
    92 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_scotland.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    53 unit_sprites/scotland_Mount_Armoured_Horse_sprite.spr
    6 france
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_france.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    51 unit_sprites/france_Mount_Armoured_Horse_sprite.spr
    3 hre
    87 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_hre.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    48 unit_sprites/hre_Mount_Armoured_Horse_sprite.spr
    7 denmark
    91 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_denmark.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    52 unit_sprites/denmark_Mount_Armoured_Horse_sprite.spr
    5 spain
    89 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_spain.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    50 unit_sprites/spain_Mount_Armoured_Horse_sprite.spr
    8 portugal
    92 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_portugal.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    53 unit_sprites/portugal_Mount_Armoured_Horse_sprite.spr
    5 milan
    89 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_milan.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    50 unit_sprites/milan_Mount_Armoured_Horse_sprite.spr
    6 venice
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_venice.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    51 unit_sprites/venice_Mount_Armoured_Horse_sprite.spr
    12 papal_states
    96 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_papal_states.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    57 unit_sprites/papal_states_Mount_Armoured_Horse_sprite.spr
    6 sicily
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_sicily.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    51 unit_sprites/sicily_Mount_Armoured_Horse_sprite.spr
    6 poland
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_poland.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    51 unit_sprites/poland_Mount_Armoured_Horse_sprite.spr
    7 hungary
    91 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_hungary.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    52 unit_sprites/hungary_Mount_Armoured_Horse_sprite.spr
    5 slave
    91 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_denmark.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    50 unit_sprites/slave_Mount_Armoured_Horse_sprite.spr
    4 merc
    91 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_denmark.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    49 unit_sprites/merc_Mount_Armoured_Horse_sprite.spr 0 1
    6 saxons
    87 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_hre.texture
    90 unit_models/Mounts/European_Armoured_Horse/textures/european_armoured_horse_normal.texture
    48 unit_sprites/hre_Mount_Armoured_Horse_sprite.spr


    ..the red text (except the line: 6 saxons) was copied and pasted from the hre...


    Can anyone help??

    Many thanks in advance!
    Last edited by King Kong; February 06, 2007 at 06:26 AM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  10. #90

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

    @KnightErrant Great job on clearing that mess up!

    However, I do have some questions regarding format:

    In the vanilla file, spacing was very important and hitting ENTER screwed with that (at least it did for me...). In your version, If I want to add something, can I just hit ENTER and begin typing? Or will this screw up the file? Sorry, I don't have internet at home right now, so I can't just test it myself. I thought I'd better ask now than be helpless later.

    @all For the reason above, I'd like to ask for someone to proofread my attempt at adding Knights Hospitaller to the HRE now, as I won't be able to ask for help later if it doesn't work...

    Here goes: I added the bold sections by hitting ENTER and copy/pasting.

    Code:
    19 knights_hospitaller 
    1 4 
    63 unit_models/_Units/EN_Lmail_Hmail/knights_hospitaller_lod0.mesh 121 
    63 unit_models/_Units/EN_Lmail_Hmail/knights_hospitaller_lod1.mesh 900 
    63 unit_models/_Units/EN_Lmail_Hmail/knights_hospitaller_lod2.mesh 2500 
    63 unit_models/_Units/EN_Lmail_Hmail/knights_hospitaller_lod3.mesh 6400 11 
    7 england 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    51 unit_sprites/england_Knights_Hospitaller_sprite.spr 
    8 scotland 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    52 unit_sprites/scotland_Knights_Hospitaller_sprite.spr 
    3 hre 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    44 unit_sprites/hre_Teutonic_Knights_sprite.spr
    6 france 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/france_Knights_Hospitaller_sprite.spr 
    7 denmark 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    51 unit_sprites/denmark_Knights_Hospitaller_sprite.spr 
    5 milan 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    49 unit_sprites/milan_Knights_Hospitaller_sprite.spr 
    6 venice 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/venice_Knights_Hospitaller_sprite.spr 
    12 papal_states 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    56 unit_sprites/papal_states_Knights_Hospitaller_sprite.spr 
    6 sicily 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/sicily_Knights_Hospitaller_sprite.spr 
    6 poland 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    50 unit_sprites/poland_Knights_Hospitaller_sprite.spr 
    7 hungary 
    77 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hospitaller.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    51 unit_sprites/hungary_Knights_Hospitaller_sprite.spr 11 
    7 england 
    68 unit_models/AttachmentSets/Final Heater Special_england_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_england_norm.texture 0  
    8 scotland 
    69 unit_models/AttachmentSets/Final Heater Special_scotland_diff.texture 
    69 unit_models/AttachmentSets/Final Heater Special_scotland_norm.texture 0
    3 hre 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0
    6 france 
    67 unit_models/AttachmentSets/Final Heater Special_france_diff.texture 
    67 unit_models/AttachmentSets/Final Heater Special_france_norm.texture 0  
    7 denmark 
    68 unit_models/AttachmentSets/Final Heater Special_denmark_diff.texture 
    68 unit_models/AttachmentSets/Final Heater Special_denmark_norm.texture 0
    
    ---cut the rest to save place---
    I repeated the same for the two upgraded models. I won't post the entire entries again, but here is what I added (besides changing the faction numbers from 10 to 11):

    Code:
    3 hre 
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    44 unit_sprites/hre_NE_Bodyguard_ug1_sprite.spr
    .
    .
    .
    .
    3 hre 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0
    and

    Code:
    3 hre 
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    45 unit_sprites/hre_NE_Late_Bodyguard_sprite.spr
    .
    .
    .
    .
    3 hre 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0
    I basically re-used the entries for Teutonic Knights for the upgraded Hospitaller forms. Did I miss something vital or should this work?

    Thanks in advance for any replies!

  11. #91
    KnightErrant's Avatar Decanus
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    Default

    @King Kong
    Look at the 15th entry (the mercs). See the 0 1 at the end of that line?
    I think you need to cut this and put it at the end of your added lines.
    Make sure it ends with a space character.

    @TheEmperorsPointyStick
    As with all things related to this file its hard to say what
    will work and what wont. Short answer is I THINK its ok
    to be at the end of a line, hit ENTER, and begin putting in
    a new entry. However, from your example most people just
    copy/paste a section from somewhere else and that should already
    have the correct formatting i.e. spaces at the end of a line, double
    spaces after the special 0's and so on. Just doing a quick read it
    looks like you're doing the right thing, counting the characters in the
    line, changing the number of factions when you add an entry, etc.

    But, like I said, there's no knowing until you try it out. Best of luck.
    Last edited by Trajan; February 06, 2007 at 05:26 PM. Reason: Merged non-duplicate double post.

  12. #92

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

    Thanks a bunch for your reply. I guess I'll have to find out the good ol' way - trial and error.
    I'm not at all experienced in all those different file versions (mesh, sprite, texture, etc.). Can you tell me which of those (if any) I added is responsible for shield appearance (black with white cross)?

  13. #93
    KnightErrant's Avatar Decanus
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    Default Re: How-To: Add other faction units for new factions

    To be honest I don't really know. I only started looking at this file last
    Thursday and wrote the formatting script at lunchtime. This past weekend
    I did my first unit add in following this tutorial (I added Scotland's noble
    pikemen to England just for fun.) My very rudimentary understanding is
    that the .mesh files define the shape or animation maybe of the figure,
    the .texture file is what puts "the clothes" on, i.e. faction colors and symbols
    maybe, and the .spr are the sprites, the tiny figures you see when the unit
    is far away. My guess is that the stuff under the /AttachmentSets directory
    might have something to do with shields (just judging from the name) but it
    could equally well be their helmuts or lances, don't know. Interesting
    experiment, take a screenie of the unit now and then change the
    /AttachmentSets entry to something else and see what happens.

  14. #94

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

    hey i need help adding the norse axemen to england. im not sure how to add units with multiple armor upgrades, i only knw how to add units with no upgrades. can someone help me out.
    Last edited by misfitsfiend138; February 09, 2007 at 11:22 AM.

  15. #95

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

    Can someone help me to get the cossack musketeers for the byzantines? I have this so far


    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    18 cossack_musketeers
    1 3
    66 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_lod0.mesh 121
    66 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_lod1.mesh 1225
    66 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_lod2.mesh 6400
    1
    6 byzantium
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_russia.texture
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal.texture
    49 unit_sprites/russia_Cossack_Musketeers_sprite.spr
    1
    6 byzantium
    68 unit_models/AttachmentSets/Final European CB Gun_russia_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_russia_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Musket
    20 MTW2_Non_Shield_Fast 1
    19 MTW2_Musket_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    22 cossack_musketeers_ug1 1 3
    70 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_ug1_lod0.mesh 121
    70 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_ug1_lod1.mesh 1225
    70 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_ug1_lod2.mesh 6400
    1
    6 byzantium
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_russia.texture
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal.texture
    53 unit_sprites/russia_Cossack_Musketeers_ug1_sprite.spr
    1
    6 byzantium
    68 unit_models/AttachmentSets/Final European CB Gun_russia_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_russia_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Musket
    20 MTW2_Non_Shield_Fast 1
    19 MTW2_Musket_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  16. #96
    KnightErrant's Avatar Decanus
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    Default Re: How-To: Add other faction units for new factions

    I didn't check all your string lengths but right off
    the bat the faction name byzantium is 9 characters
    long so try changing all your
    6 byzantium
    faction entries to
    9 byzantium
    and see if the game loads.

  17. #97

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

    no, didnt work

  18. #98
    KnightErrant's Avatar Decanus
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    Default Re: How-To: Add other faction units for new factions

    Shoot! I pulled all your strings over to my editor
    to check their count and they all seem ok, other
    than byzantium which I assume you changed.
    I've got to go to bed because of a meeting tomorrow,
    could you post your latest section of the modeldb file
    and I'll look at it tomorrow. (If someone else doesn't do
    it first of course.) Sorry, best I can do right now.

  19. #99

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

    I made the changes you recommended that is it, I am just trying to transfer the unit to the Byzantines. All I get on the battlefield is a metallic shadow. thanks for all the help. I placed the db file in data/unit_models



    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    18 cossack_musketeers
    1 3
    66 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_lod0.mesh 121
    66 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_lod1.mesh 1225
    66 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_lod2.mesh 6400
    1
    9 byzantium
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_russia.texture
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal.texture
    49 unit_sprites/russia_Cossack_Musketeers_sprite.spr
    1
    9 byzantium
    68 unit_models/AttachmentSets/Final European CB Gun_russia_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_russia_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Musket
    20 MTW2_Non_Shield_Fast 1
    19 MTW2_Musket_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    22 cossack_musketeers_ug1 1 3
    70 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_ug1_lod0.mesh 121
    70 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_ug1_lod1.mesh 1225
    70 unit_models/_Units/EE_Peasant_Leather/cossack_musketeers_ug1_lod2.mesh 6400
    1
    6 byzantium
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_russia.texture
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal.texture
    53 unit_sprites/russia_Cossack_Musketeers_ug1_sprite.spr
    1
    6 byzantium
    68 unit_models/AttachmentSets/Final European CB Gun_russia_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_russia_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Musket
    20 MTW2_Non_Shield_Fast 1
    19 MTW2_Musket_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  20. #100
    KnightErrant's Avatar Decanus
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    578

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

    Hmmm, in your second code example I still see
    6 byzantium
    and not
    9 byzantium
    for the ug1 upgrade unit,
    so I don't understand how you are even able to get
    the game to load.

    Anyway, if you are seeing silver guys it means the game is
    seeing the meshes but not the texture files. I don't understand
    why not because you didn't change anything there. I went back
    through this tutorial but couldn't find what solution worked for other
    peple. Sorry, I'm at work so I can't help much more right now.

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