Results 1 to 4 of 4

Thread: Extended Realism Question- Red Italian Principes???

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Extended Realism Question- Red Italian Principes???

    Hi,

    Ive been combining units from the Extended Realism mod with the Metro Naval mod and have been pretty successful for the most part. I recently added the Italian Principes and got it to show up; however, the soldiers shields are red just like thir Roman counterparts, instead of green. What could be the issue??? A problem with the textures??? I added the italian hastati unit in the same way and it worked fine. Anything will help, thanks.

    Here is a copy of the both the Roman and Italian Principes units description in the descrip_model_battle:

    type roman_principes
    skeleton fs_javelinman, fs_s1_gladius
    indiv_range 40
    texture romans_julii, RTRPE/data/models_unit/textures/ResGestae_Prom_fant_roma_Principes_Julii.TGA
    texture slavs, RTRPE/data/models_unit/textures/ResGestae_Prom_fant_roma_Principes_Julii.TGA
    texture romans_brutii, RTRPE/data/models_unit/textures/ResGestae_Prom_fant_roma_Principes_Julii.TGA texture romans_scipii, RTRPE/data/models_unit/textures/ResGestae_Prom_fant_roma_Principes_Julii.TGA
    model_flexi_m RTRPE/data/models_unit/Prome_new_unit_roman_Principes_High.cas, 15
    model_flexi_m RTRPE/data/models_unit/Prome_new_unit_roman_Principes_Med.cas, 30
    model_flexi_m RTRPE/data/models_unit/Prome_new_unit_roman_Principes_Low.cas, 40
    model_flexi RTRPE/data/models_unit/Prome_new_unit_roman_Principes_Lowest.cas, max
    model_sprite romans_julii, 60.0, RTRPE/data/sprites/RG/romans_julii_roman_principes_sprite.spr
    model_sprite romans_scipii, 60.0, RTRPE/data/sprites/RG/romans_julii_roman_principes_sprite.spr
    model_sprite romans_brutii, 60.0, RTRPE/data/sprites/RG/romans_julii_roman_principes_sprite.spr
    model_sprite slavs, 60.0, RTRPE/data/sprites/RG/romans_julii_roman_principes_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    type italian_principes
    skeleton fs_javelinman, fs_s1_gladius
    indiv_range 40
    texture romans_julii, RTRPE/data/RTR/models_unit/textures/roma_rome_italian_principe.tga
    texture romans_brutii, RTRPE/data/RTR/models_unit/textures/roma_rome_italian_principe.tga
    texture romans_scipii, RTRPE/data/RTR/models_unit/textures/roma_rome_italian_principe.tga
    texture slavs, RTRPE/data/RTR/models_unit/textures/roma_rome_italian_principe.tga
    model_flexi_m RTRPE/data/RTR/models_unit/roma_principe_high.cas, 15
    model_flexi_m RTRPE/data/RTR/models_unit/roma_principe_med.cas, 30
    model_flexi_m RTRPE/data/RTR/models_unit/roma_principe_low.cas, 40
    model_flexi RTRPE/data/RTR/models_unit/roma_principe_lowest.cas, max
    model_sprite slavs, 80.0, RTRPE/data/RTR/sprites/romans_julii_roman_hastati_sprite.spr
    model_sprite romans_scipii, 80.0, RTRPE/data/RTR/sprites/rome_hastati_sprite.spr
    model_sprite romans_brutii, 80.0, RTRPE/data/RTR/sprites/rome_hastati_sprite.spr
    model_sprite romans_julii, 80.0, RTRPE/data/RTR/sprites/romans_julii_roman_hastati_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

  2. #2

    Default Re: Extended Realism Question- Red Italian Principes???

    What are the slavs entries in your examples? Slave actually?
    As for the question, there doesn`t seem to be anything relevant, but are you sure that you have not overwritten the right texture with another one names the same? The name of the model and texture that you use for the italian one do not seem to be named as the rest of Prom`s files....

  3. #3

    Default Re: Extended Realism Question- Red Italian Principes???

    That was one thing that I considered. The Italian units are located within the original Exteneded Realism Data folder, which is then overwritten by the Prometheius Data folder for the updated skins. I copied the textures from both into the RTRPE folder in that order.

    One thing of interest that came up was a generic error asking for a ...signifero_juli.tga. I think it has to do with the standard bearer in the formation. That file did not exist, so I changed the file name signiferoaugusto.tga to...signifero_juli to make it work. The strange part is tha I searched the descrip_model_battle for the unit asking for the missing file and it did not exist! Whats up with that? Could that be a reason?


    Also, just to clarify, the textures responsible for the units appearance when zoomed in and the sprites are for units when zoomed out, correct?

    Thanks

  4. #4

    Default Re: Extended Realism Question- Red Italian Principes???

    First of all, I can`t be of too much help because I am not familliar with the two mini mods files.

    Quote Originally Posted by Shorebreak View Post
    One thing of interest that came up was a generic error asking for a ...signifero_juli.tga. I think it has to do with the standard bearer in the formation. That file did not exist, so I changed the file name signiferoaugusto.tga to...signifero_juli to make it work. The strange part is tha I searched the descrip_model_battle for the unit asking for the missing file and it did not exist! Whats up with that? Could that be a reason?
    The signifier is the standard bearer for the romans. One of them at least. You could have an aquilifer too for the aquila legionaries. Now, go in EDU and do a search for the unit. You will notice that it has an officer entry somewhere under that entry for soldiers. You need to remember that name and search for it in DMB. That name is the name of a DMB entry for the officer. There you will find what texture and model are designated for that officer. You can`t just rename graphic files like that.... You have to be sure the right pair of model and texture are implemented in the text files for any given unit.

    Also, just to clarify, the textures responsible for the units appearance when zoomed in and the sprites are for units when zoomed out, correct?
    Depending on your video settings regarding unit detail, at a certain distance(when you zoom out) the sprites will appear. They are just 2d images. When you look at close range you see the texture/skin on the model.
    Last edited by florin80; June 14, 2007 at 12:41 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •