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Thread: Help a RTW modder become a M2TW modder

  1. #1

    Default Help a RTW modder become a M2TW modder

    Hi guys, first of all, I would want to point out that I have excellent skills at modding anything RTW (except for effects ). But in M2TW so much is different...so much complications in modding M2TW.

    Currently I am working up a surprise modification for you guys (ofcourse a TWC specific mod, but I will release it elsewhere). I need help in making this new mod...anyone who helps me here, will be added in the credits of the mod and will gain a rep point (as a reward and not a bribe).

    I need help with all basics of modding (no need for mapping, that's still like RTW) my main concern right now isn't traits and triggers...but unit related stuff and other basic modding skills needed to mod M2TW.

    I own 3dsmax 9, Milkshape 1.8 (with Grumpyoldman's converter), Photoshop CS, and an unpacked M2TW patched up to 1.2 and the will and determination to mod.

    So guys, help the soldier in the journey to become up to date like all the other fellow soldiers.
    Thanks guys.

    PS.Yes I know, I did a M2TW modding breakthrough, but editing the banner txt's were my specialty, I'm looking for the basics and other unit-related stuff now.

  2. #2

    Default Re: Help a RTW modder become a M2TW modder

    Anyone?

  3. #3

    Default Re: Help a RTW modder become a M2TW modder

    Look in the Tools, Tutorials, and Resources section of the Mod Workshop. There you will find tutorials for modding aspects of the game. If your having help just holler.
    I speak Latin to God, English to my friends, French to girls, German to my enemies, and Japanese to my PS2.

    Creator of the Byzantine Enhancment Mod
    Version: 1.4

  4. #4
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: Help a RTW modder become a M2TW modder

    well dealing with units your most important files will be modeldb (where you add the unit to the game - the most complicated file dealing with units), edu (giving the unit it's stats and ownership, upgrades. all reflected in the modeldb file), export_units (text file that tells the game the units name and description so it shows up in the game), and edb (building you can recruit units from and conditions allowing for unit's recruitment). And of course you have to create textures and such for your units. hope that gives you a start on what to look for in the tutorials section.

  5. #5
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: Help a RTW modder become a M2TW modder

    Asking some of the modders in the Modding Classifieds forum for advice is the way I would go.
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  6. #6
    Opifex
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    Default Re: Help a RTW modder become a M2TW modder

    Be sure to ask more pointed questions, like what area you specifically need help with. Adding a unit, as previously said, has to do with editing modeldb, and adding a unit entry in EDU. GUIs are contained in the /ui folder. Etc. A ton more stuff is unlocked in text files, so that for instance you can with one click make all mountains on the strat map higher or lower using descr_geography_new.txt (by changing the height_scale). Etc, just ask questions.


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    our countrymen."
    -Samuel Adams

  7. #7
    Douchebag's Avatar Vicarius
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    Default Re: Help a RTW modder become a M2TW modder

    You should make a LOTR mod. PM Gondor Warrior for more info.

  8. #8

    Default Re: Help a RTW modder become a M2TW modder

    My question is related to unit addition, I do not know how to use the modeldb...the EDU part is easier...way easier.

    The modeldb tutorials start from a point unknown to me, I need the basics of the basics of modeldb...it is my only obstacle to full scale modding.

  9. #9
    Ralendil's Avatar Semisalis
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    Default Re: Help a RTW modder become a M2TW modder

    Edit:
    Before editing battle_models.modeldb:
    with the 1.2 patch the modeldb file was modified sightly
    So you need to use a tool to format the modeldb
    Get it here: http://www.twcenter.net/forums/downl...o=file&id=1180
    Read the instructions for it. You will need to install Python also

    Now the explanation of the file:
    For the exemple, we will take something easy:

    Code:
    22 mercenary_arquebusiers 
    1 4 
    66 unit_models/_Units/RN_Light_Lmail/mercenary_arquebusiers_lod0.mesh 121 
    66 unit_models/_Units/RN_Light_Lmail/mercenary_arquebusiers_lod1.mesh 900 
    66 unit_models/_Units/RN_Light_Lmail/mercenary_arquebusiers_lod2.mesh 2500 
    66 unit_models/_Units/RN_Light_Lmail/mercenary_arquebusiers_lod3.mesh 6400 
    1 
    4 merc 
    71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_mercs.texture 
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 
    51 unit_sprites/merc_Mercenary_Arquebusiers_sprite.spr 
    1 
    4 merc 
    66 unit_models/AttachmentSets/Final European CB Gun_merc_diff.texture 
    66 unit_models/AttachmentSets/Final European CB Gun_merc_norm.texture 0  
    1 
    4 None 
    18 MTW2_Fast_Arquebus 
    20 MTW2_Non_Shield_Fast 1 
    21 MTW2_Arquebus_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    In green => the name of the soldier model

    In red => the animations
    In blue => the texture files
    In orange => the attachments
    In purple => the mount type
    In dark red => weapons, shields and type of skeleton used

    As you can see in this exemple there's only 1 faction (it is intentional).
    Now let's study the numbers.
    Each number that start a line informs the game how many characters there's in this line.

    Exemple
    Code:
    59 unit_models/AttachmentSets/Final Heater_sicily_diff.texture
    There's 59 characters in the line "unit_models/AttachmentSets/Final Heater_sicily_diff.texture"

    Now, there's also numbers that indicates how many sections the game will search.
    exemple:
    Code:
    18 norman_knights_ug1 
    1 3 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod0.mesh 121 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod1.mesh 1225 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod2.mesh 6400 
    2 
    6 sicily 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_sicily.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    49 unit_sprites/sicily_Norman_Knights_ug1_sprite.spr 
    5 slave 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_rebels.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    48 unit_sprites/slave_Norman_Knights_ug1_sprite.spr 
    2 
    6 sicily 
    59 unit_models/AttachmentSets/Final Heater_sicily_diff.texture 
    59 unit_models/AttachmentSets/Final Heater_sicily_norm.texture 0  
    5 slave 
    58 unit_models/AttachmentSets/Final Heater_slave_diff.texture 
    58 unit_models/AttachmentSets/Final Heater_slave_norm.texture 0  
    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

    In red => these are the numbers that indicates the game how many sections (or files) he has to search for

    In Dark red=> the scale value
    In blue => These are the numbers that tell the game how many characters there's in the line
    In green => these numbers design a new line (0 = nothing in the line)
    In purple => this number is always "1"

    So now, let's add something quickly.
    Let's say we will add the unit above to a new faction (let's say england)

    Code:
    18 norman_knights_ug1
    1 3
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod0.mesh 121
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod1.mesh 1225
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod2.mesh 6400
    3
    6 sicily
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_sicily.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    49 unit_sprites/sicily_Norman_Knights_ug1_sprite.spr
    5 slave
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_rebels.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    48 unit_sprites/slave_Norman_Knights_ug1_sprite.spr
    7 england 
    74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_england.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    48 unit_sprites/england_NE_Bodyguard_ug1_sprite.spr 
    3
    6 sicily
    59 unit_models/AttachmentSets/Final Heater_sicily_diff.texture
    59 unit_models/AttachmentSets/Final Heater_sicily_norm.texture 0 
    5 slave
    58 unit_models/AttachmentSets/Final Heater_slave_diff.texture
    58 unit_models/AttachmentSets/Final Heater_slave_norm.texture 0 
    7 england 
    60 unit_models/AttachmentSets/Final Heater_england_diff.texture 
    60 unit_models/AttachmentSets/Final Heater_england_norm.texture 0  
    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
    In blue => the additions
    In red => the numbers modified

    I hope it was enough good to make you understand this file
    Last edited by Ralendil; October 09, 2007 at 07:04 AM. Reason: edited informations for the patch 1.2
    Kill one man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill them all, and you are a god.
    Jean Rostand

    Current Mod for S2TW: Sengoku Unit Cards

  10. #10

    Default Re: Help a RTW modder become a M2TW modder

    This is extremely helpful...all I need now is a bit of practice and quite a few tips on modding this file.

    Ralendil, you just gained a +rep point and will be included in the Mod's credits!

  11. #11
    Hans Kloss's Avatar J-23
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    Default Re: Help a RTW modder become a M2TW modder

    To make it easier you can work on KnightErrant formatted model file (make sure to always back up files before doing any editing) - that way you can see what you adding deleting

    http://www.twcenter.net/forums/downl...o=file&id=1180

  12. #12

    Default Re: Help a RTW modder become a M2TW modder

    I am using Tornnight's modding tool, which formats the .modeldb.

  13. #13
    Ralendil's Avatar Semisalis
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    Default Re: Help a RTW modder become a M2TW modder

    Quote Originally Posted by killerxguy View Post
    This is extremely helpful...all I need now is a bit of practice and quite a few tips on modding this file.

    Ralendil, you just gained a +rep point and will be included in the Mod's credits!
    Glad to be helpfull

    Thanks for the + rep

    Quote Originally Posted by Hans Kloss View Post
    To make it easier you can work on KnightErrant formatted model file (make sure to always back up files before doing any editing) - that way you can see what you adding deleting

    http://www.twcenter.net/forums/downl...o=file&id=1180
    I had already pointed to this file :p
    You're at late (j/k)
    Kill one man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill them all, and you are a god.
    Jean Rostand

    Current Mod for S2TW: Sengoku Unit Cards

  14. #14

    Default Re: Help a RTW modder become a M2TW modder

    Is there a formatted 1.2 battle_models file in existence?

  15. #15
    Socal_infidel's Avatar PDER Piper
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    Default Re: Help a RTW modder become a M2TW modder

    Knight Errant's tool (which Ralendil and Hans Kloss both linked to) works on the 1.2 modelsdb file. So download it!

  16. #16

    Default Re: Help a RTW modder become a M2TW modder

    Hi Guys

    Just a note on the modeldb entries, the red '1' below is actually a scale value.
    Code:
    18 norman_knights_ug
    1 3 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod0.mesh 121 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod1.mesh 1225 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod2.mesh 6400
    It's used in conjunction with changes to the mesh and the edu file to scale units.

    Cheers

    GrumpyOldMan

  17. #17
    Ralendil's Avatar Semisalis
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    Default Re: Help a RTW modder become a M2TW modder

    Quote Originally Posted by grumpyoldman View Post
    Hi Guys

    Just a note on the modeldb entries, the red '1' below is actually a scale value.
    Code:
    18 norman_knights_ug
    1 3 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod0.mesh 121 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod1.mesh 1225 
    63 unit_models/_Units/EN_Pplate_Plate/norman_knights_ug1_lod2.mesh 6400
    It's used in conjunction with changes to the mesh and the edu file to scale units.

    Cheers

    GrumpyOldMan
    I was thinking it was the number of characters in the line.


    I corrected the post.

    Thank u
    Last edited by Ralendil; May 22, 2007 at 10:03 AM.
    Kill one man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill them all, and you are a god.
    Jean Rostand

    Current Mod for S2TW: Sengoku Unit Cards

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