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Thread: Buried generals - no legs

  1. #21

    Default Re: Buried generals - no legs

    Even using your file, the result is the same.

    I assume the formatting is flawless, but something else in my files is incompatible with the changes you made. Thoughts?

  2. #22
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Buried generals - no legs

    Did you make changes in the EDU?










  3. #23

    Default Re: Buried generals - no legs

    Quote Originally Posted by Gigantus View Post
    Did you make changes in the EDU?
    A few, yes. But the file was already completely changed from vanilla.

    I don't remember every change I made, but I hardly ever do anything other than editting stats.

  4. #24
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Buried generals - no legs

    Let's try some log stuff:

    Go into the CFG file of your mod (Notepad again) and make sure an entry like this exists. Ignore the entries after the hash signs, those are only comments.
    Code:
    [log] 
    to = system.log.txt                    # path and name of log
    level = * trace                        # detailed log
    The important thing is the level line is set exactly like that.

    Save and start the mod. Once it crashes look for the log, in the above setting it will be in the root directory with the name entered in the 'to' line. Upload it and let me have the link.

    Next time someone asks you for a 'trace log' you know what to do










  5. #25

    Default Re: Buried generals - no legs

    https://easyupload.io/jg0p4i

    Here it is (I hope).

    To be honest, I never understood the usefulness of this trace config.. All it seems to do is point to the file that likely caused the crash, which in most cases is obvious anyway. But perhaps I'm wrong.
    Last edited by es157; April 11, 2022 at 03:23 PM.

  6. #26
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Buried generals - no legs

    Often it also shows non fatal errors which eventually accumulate to a critical mass. In this case it's however certainly the modeldb file.

    Something wrong with the format of the edited part. I am not sure if it the custom 'horse' section that causes it but you can try to replace it with a default entry.

    custom:
    Code:
    5 Horse
    13 MTW2_HR_Lance
    13 MTW2_HR_Sword 2
    21 MTW2_HR_Lance_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield 
    0
    replace with default:

    Code:
    5 horse 
    12 MTW2_HR_Mace 0  
    1 
    17 MTW2_Mace_Primary 
    0
    There is a drawback if that works - the regular unit will also have that animation set. But that can be fixed pretty easy by simply copying the original entry (without the multiple animation sets) into the present modeldb, give the multiple animation model a new name and use that name in descr_characters. Don't forget to check the line count number of the general model's entry (example underneath) and increase the model count number in the first line of the modeldb file (second example):

    11 New_General

    22 serialization::archive 3 0 0 0 0 1604 0 0

    In principle you will then have the original model with the original horse animation for the regular unit and the original model with the multiple animation for the general.
    Last edited by Gigantus; April 12, 2022 at 04:37 AM.










  7. #27

    Default Re: Buried generals - no legs

    Oh boy. I'm trying to suit myself with what you gave me, but I think there is something fundamentally broken about my mod. Maybe something is missing that prevents those addons from working. Unfortunately I don't know anything about models and animations, so I'm walking entirely in the dark here.

    I tried to add the infantry animations without the elephant and camel ones, and this time the game did not crash on launch. However it did crash when loading a battle.

    I changed this:

    1
    5 Horse
    13 MTW2_HR_Lance
    13 MTW2_HR_Sword 2
    21 MTW2_HR_Lance_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

    Into this:

    2
    4 None
    14 MTW2_Fast_Mace 0
    1
    17 MTW2_Mace_Primary
    0
    5 Horse
    13 MTW2_HR_Lance
    13 MTW2_HR_Sword 2
    21 MTW2_HR_Lance_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    0
    Why would it not work?
    Last edited by es157; April 14, 2022 at 11:36 AM.

  8. #28

    Default Re: Buried generals - no legs

    Quote Originally Posted by Gigantus View Post
    Something wrong with the format of the edited part. I am not sure if it the custom 'horse' section that causes it but you can try to replace it with a default entry.

    custom:
    Code:
    5 Horse
    13 MTW2_HR_Lance
    13 MTW2_HR_Sword 2
    21 MTW2_HR_Lance_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield 
    0
    replace with default:

    Code:
    5 horse 
    12 MTW2_HR_Mace 0  
    1 
    17 MTW2_Mace_Primary 
    0
    About this, I did it and there was no crash at launch. I haven't tested the battles, but... isn't that just the cavalry animation? I never had a problem with that one specifically.

  9. #29
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Buried generals - no legs

    Quote Originally Posted by AnthoniusII View Post
    Take a look of our Roman_Captain bmdb entry:
    Code:
      13 roman_captain 
      1 1 
      61 unit_models/Generals_and_Captains/byzantine/captain_lod0.mesh 6400 
      4 
      9 byzantium 
      68 unit_models/Generals_and_Captains/byzantine/textures/captain.texture 
      73 unit_models/Generals_and_Captains/byzantine/textures/captain_norm.texture 0 
      7 byz_reb 
      68 unit_models/Generals_and_Captains/byzantine/textures/captain.texture 
      73 unit_models/Generals_and_Captains/byzantine/textures/captain_norm.texture 0 
      6 poland 
      68 unit_models/Generals_and_Captains/byzantine/textures/captain.texture 
      73 unit_models/Generals_and_Captains/byzantine/textures/captain_norm.texture 0 
      5 slave 
      68 unit_models/Generals_and_Captains/byzantine/textures/captain.texture 
      73 unit_models/Generals_and_Captains/byzantine/textures/captain_norm.texture 0 
      4 
      9 byzantium 
      71 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach.texture 
      76 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach_norm.texture 0 
      7 byz_reb 
      71 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach.texture 
      76 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach_norm.texture 0 
      6 poland 
      71 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach.texture 
      76 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach_norm.texture 0 
      5 slave 
      71 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach.texture 
      76 unit_models/Generals_and_Captains/byzantine/textures/RCH_attach_norm.texture 0 
      4 
      4 None 
      14 MTW2_Fast_Mace 0 
      1 
      17 MTW2_Mace_Primary 
      0 
      5 horse 
      12 MTW2_HR_Mace 0 
      1 
      17 MTW2_Mace_Primary 
      0 
      8 elephant 
      18 MTW2_Elephant_Crew 0 
      1 
      17 MTW2_Mace_Primary 
      0 
      5 camel 
      12 MTW2_HR_Mace 0 
      1 
      17 MTW2_Mace_Primary 
      0 
      -1 0 0 0 0 0 0 
    Compare it with yours for changes.
    To deside if a captain will be only on foot it had to do with the unit he will be attached to.
    For example
    In EDU file that all units are in there is a place for cpatains or generals ir bannermen.
    See them.


    The captain is available to every unit so he can walk or mount any horse. The bannerman is attached to that spesific unit though.
    If you have attached a "character" (as character we mean , general, captain, officer, bannerman) in a mounted unitonly in EDU BUT AS CHARACTER is available to all units you will face that problem.
    If in all characters you add the animation section (highlited in red) you will have no problem. Try to copy paste this section to your character.
    In EDU though you must be extra carefull about the spelling in the characters in a unit (officers, bannermen) because Captains, Generals, Heirs and Kings will apear in every leading unit in an army.
    Here is an EDU example:
    Code:
    type             Tagma Ton Teichon
    dictionary       Tagma_Ton_Teichon
    category         infantry
    class            missile
    voice_type       Heavy
    accent           Mediterranean
    banner faction   main_infantry
    banner holy      crusade
    soldier          Teichon, 48, 0, 0.8
    officer          roman_captain
    officer          Teichon_B
    attributes       sea_faring, hide_forest, hardy, extreme_range, can_withdraw, free_upkeep_unit
    formation        1.2, 1.2, 2.4, 2.4, 4, square
    stat_health      1, 0
    stat_pri         8, 1, eastern_arrow, 190, 36, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr    no
    stat_sec         8, 5, no, 0, 0, melee, melee_blade, piercing, sword, 20, 1
    stat_sec_attr    no
    stat_pri_armour  11, 4, 6, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      3, -1, 1, 0
    stat_mental      13, disciplined, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 900, 325, 65, 50, 220, 4, 50
    armour_ug_levels 0, 1
    armour_ug_models Teichon, Teichon_upg1
    ownership        byzantium
    era 0            byzantium
    era 1            byzantium
    era 2            byzantium
    If the name of the characters in the unit has somehow a different spelling the game will crash.
    In rare occasions some unit names create CTDs and I was forced to change them. That has no obvius reaon though that I can explain for it.
    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.


  10. #30
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Buried generals - no legs

    I think it's the not the original horse animation itself, but rather it's use in a multiple animation set up, hence why I suggested to try the default horse animation setup.

    Anthonius is correct that the same animation issue will apply if you use officers, but in your case that is not applicable.










  11. #31

    Default Re: Buried generals - no legs

    Well, guys, I think I will give up on this thread for now and use what ever tips and info you provided to search for the better solution on my own. So far, nothing seems to be working, so I might do some more testing with the file and if it fails I might just remove the infantry generals altogether.

    Thanks to all for the help. I just don't want to hold anyone here and make this thread unnecessarily long over such a small issue.

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