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February 02, 2008, 07:32 PM
#1
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February 02, 2008, 07:45 PM
#2
Re: I made the formatted_battle_models code but is it right?
Well, in the new mod folder, you should add the entries from your EDU and MBD (add them, don't replace the whole file). They should then show up in Custom Battle.
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February 02, 2008, 08:14 PM
#3
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February 02, 2008, 08:30 PM
#4
Re: I made the formatted_battle_models code but is it right?
Your battle_model.db entry, the one with the meshes and textures.
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February 02, 2008, 09:08 PM
#5
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February 02, 2008, 09:28 PM
#6
Re: I made the formatted_battle_models code but is it right?
Uh... what's the problem then? CTD? Invisible units?
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February 03, 2008, 02:26 PM
#7
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February 03, 2008, 06:43 PM
#8
Re: I made the formatted_battle_models code but is it right?
Well, this may be much, but could you zip and upload your new mod folder? It should be around 10 megs...
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February 03, 2008, 10:12 PM
#9
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February 09, 2008, 02:17 PM
#10
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February 09, 2008, 02:52 PM
#11
Re: Unit Problem.....again....
Merged older thread into new one.
Sorry MWG, I didn't get around to look at the bva.rar file you sent me some time ago until this weekend. Looking at it, I'm still missing:
black_root_vale_archers_normal.texture
black_root_vale_archers_norm.texture
The bva.rar has .tgas that I'm not sure can help me here, and without the above two files, the units are guaranteed to be invisible.
Also, in your battle_models.db file, you have
23 black_root_vale_archers
1 1
67 unit_models/_Units/LN_Lmail_Hmail/black_root_vale_archers_lod0.mesh 121
1
8 scotland
74 unit_models/_Units/LN_Lmail_Hmail/textures/black_root_vale_archers.texture
84 unit_models/_Units/LN_Peasant_Padded/textures/black_root_vale_archers_normal.texture
46 unit_sprites/england_Yeoman_Archers_sprite.spr
1
8 scotland
63 unit_models/AttachmentSets/black_root_vale_archers_diff.texture
63 unit_models/AttachmentSets/black_root_vale_archers_norm.texture 0 (add two spaces here)
1
4 None
16 MTW2_Fast_Bowman
20 MTW2_Non_Shield_Fast 1
19 MTW2_Bowman_Primary 1
18 MTW2_Sword_Primary
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
Remove the highlighted part, as it will mess with the game and is not part of the code.
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February 09, 2008, 09:04 PM
#12
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February 09, 2008, 09:41 PM
#13
Re: Unit Problem.....again....
Alright.
I took a good, hard look at what you just gave me. I dumped these files into a mod folder I KNOW works.
I first changed the battle_models.db to something professional looking. I renamed all files and fixed all typos. It should have been perfect.
In fact, the game loaded up fine. I went to Custom Battle, and sure enough, I could see the Vale Archers on Scotland's roster. It had the Scots Guard unit card from an older file you gave us.
I tried to start the battle, but the game CTDs during the loading screen once it gets 25% done loading the battle map. This tells me one thing: texture problem. Somewhere, your texture is causing the game to crash, and I don't know why (I'm not a texture person yet).
So I tried an experiment. I copy-pasted Peasant Archer textures for the unit (improper, but to see if I was right).
Well, I was:

The battle finally loaded, and the units weren't invisible. I can finally see something, although the textures are incorrect (but since they at least loaded, we know there's a problem with your original texture file.
Then of course the obvious: your mesh has a lot of visible errors in it. The Sword and Bow are floating away from the body, meaning they're not properly attached to the wrist bone skeleton joints. And their left leg is strangely shooting off to one side - not sure what has caused this. However, this does not cause CTD's on its own. Meaning your texture files are the culprit (and perhaps your mod folder and battle_models.db coding causing your initial CTD I'm bypassing with editing).
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February 10, 2008, 06:23 PM
#14
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