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  1. #1
    pseudocaesar's Avatar Campidoctor
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    Default Battle Testing

    Quote Originally Posted by dvk901 View Post
    CUSTOM BATTLES:

    1. The custom battles in RS2 are fully functional for many factions, whether there are unit cards or not. Custom Battles can eliminate problems with units before a player ever gets to the Campaign, so it is a Beta Testers job to pound the crap out of Custom battles for every funtional faction.

    2. Write down what units you recruit to play, and play against.

    3. If you get a CTD in a Custom battle and there is no error (which assumes you, as a Beta Tester always play with -show_err enabled in your RS shortcut), there is a specific procedure for finding the culprit:

    a. Load the same faction you were playing, and the exact same units you used before, and then load only one known good unit from another faction. ALL of Carthage's units are perfect, so I always use one of theirs. This eliminates any possibility of two units causing the trouble.
    b. If it CTD's again, load one or two units at a time from the units you recruited, and test against the same Carthage or known good unit. No CTD, cross them off, and keep doing this until you either find the one (by process of elimination) that is causing the problem...or, you find nothing.
    c. In that case, it was the units from the OTHER faction, which you wrote down.
    d. Do the same thing with this faction, eliminating the good ones until you find the bad.

    4. If you get an error message, report the error message exactly as displayed. I just write them down. Screen shots aren't necessary.

    5. If you got an in-battle CTD during a Campaign, load the same units in Custom Battle and test them as above.

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  2. #2
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    I know there's no beta yet, but I'm going to use this thread to report stuff to Tone that isn't working so I can egt the beta out.

    This unit:

    type scordisci_infantry
    skeleton fs_javelinman, fs_s1_semi_fast_barbswordsman
    indiv_range 40
    texture germans, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture romans_brutii, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture romans_scipii, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture romans_julii, data/models_unit/textures/tone/belgae/scordisci_infantry_belgae.tga
    texture dacia, data/models_unit/textures/tone/dacia/scordisci_infantry_dacia.tga
    texture britons, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture macedon, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture greek_cities, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture gauls, data/models_unit/textures/tone/arverni/scordisci_infantry_arverni.tga ;;; scordisci infantry
    texture boii, data/models_unit/textures/tone/boii/scordisci_infantry_boii.tga
    texture armenia, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture scythia, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture pontus, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture parthia, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture numidia, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture carthage, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture egypt, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture spain, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture seleucid, data/models_unit/textures/tone/merc/scordisci_infantry_merc.tga
    texture thrace, data/models_unit/textures/tone/freebarbs/scordisci_infantry_freepeople.tga
    texture slave, data/models_unit/textures/tone/slave/scordisci_infantry_slave.tga
    model_flexi data/models_unit/scordisci_infantry_high.cas, max
    model_sprite 60.0, data/sprites/barb_warguard_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    type scordisci infantry
    dictionary scordisci_infantry
    category infantry
    class heavy
    voice_type Heavy_1
    soldier scordisci_infantry, 60, 0, 2.5
    officer barb_standard
    officer carnyx_player
    mount_effect horse -6, chariot -14, camel -10, elephant -50
    attributes sea_faring, hide_improved_forest, very_hardy, warcry, frighten_foot
    formation 1.8, 1.8, 2.2, 2.2, 6, square
    stat_health 1, 0
    stat_pri 28, 1, javelin, 45, 2, thrown, blade, piercing, spear, 2 ,1
    stat_pri_attr prec,thrown ap
    stat_sec 32, 20, no, 0, 0, melee, blade, slashing, sword, 0 ,0.7
    stat_sec_attr no
    stat_pri_armour 2, 45, 7, flesh
    stat_sec_armour 0, 2, flesh
    stat_heat 5
    stat_ground 0,-2,0,2
    stat_mental 26, impetuous, highly_trained
    stat_charge_dist 35
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 0, 880, 176, 70, 110, 680
    ownership all

    Does not work.....at all. It won't load and locks the game up solid with no error. I have to CAD and use taskmanager to kill RTW to get out of it. I can't find anything wrong or different from other units like it that do work....so there has to be something about this model\texture that is goofy.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  3. #3
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    These two are not right. The second is an old model not included in anything I got from Tone, and the first is using either wrong model or wrong textures:

    type light_scutati
    skeleton fs_javelinman, fs_spearman
    indiv_range 40
    texture carthage, data/models_unit/textures/Tone/carthage/scutati_spearman_carthage.tga ;;iberian scutarii
    texture spain, data/models_unit/textures/Tone/Iberians/scutati_spearman_gallaeci.tga ;;iberian scutarii
    texture thrace, data/models_unit/textures/Tone/freebarbs/scutati_spearman_freeppl.tga ;;iberian scutarii
    texture britons, data/models_unit/textures/Tone/freebarbs/scutati_spearman_freeppl.tga ;;iberian scutarii
    texture slave, data/models_unit/textures/Tone/merc/scutati_merc.tga ;;iberian scutarii
    texture merc, data/models_unit/textures/Tone/merc/scutati_merc.tga ;;placeholder, no unit
    model_flexi data/models_unit/scutati_high.cas, 8
    model_flexi data/models_unit/scutati_high.cas, 15
    model_flexi data/models_unit/scutati_high.cas, 30
    model_flexi data/models_unit/scutati_high.cas, max
    model_sprite 60.0, data/sprites/carthage_scutarius_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f


    type elite_armoured_scutati
    skeleton fs_javelinman, fs_s1_swordsman
    indiv_range 40
    texture spain, data/models_unit/textures/Tone/Iberians/scutati_spain.tga ;;iberian elite scutarii
    texture carthage, data/models_unit/textures/Tone/carthage/scutati_carthage.tga ;;iberian elite scutarii
    texture thrace, data/models_unit/textures/Tone/freebarbs/scutati_britons.tga ;;iberian elite scutarii
    texture slave, data/models_unit/textures/Tone/merc/scutati_merc.tga ;;iberian elite scutarii
    texture merc, data/models_unit/textures/Tone/merc/scutati_merc.tga ;;lusitanian elite scutarii
    model_flexi data/models_unit/unit_spain_devotio_high.cas, 8
    model_flexi data/models_unit/unit_spain_devotio_high.cas, 15
    model_flexi data/models_unit/unit_spain_devotio_high.cas, 30
    model_flexi data/models_unit/unit_spain_devotio_high.cas, max
    model_sprite 60.0, data/sprites/carthage_scutarius_sprite.spr
    model_sprite spain, 60.0, data/sprites/spain_carthage_scutarius_sprite.spr
    model_sprite carthage, 60.0, data/sprites/carthage_carthage_scutarius_sprite.spr
    model_sprite slave, 60.0, data/sprites/spain_carthage_scutarius_sprite.spr
    model_sprite thrace, 60.0, data/sprites/spain_carthage_scutarius_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    Edit: I think I have the first one fixed by hunting down all the right textures for it.
    The second one though has NO correct textures that I can find, and no correct model.
    Last edited by dvk901; August 25, 2008 at 09:14 AM.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  4. #4

    Default Re: Battle Testing

    Quote Originally Posted by dvk901 View Post
    These two are not right. The second is an old model not included in anything I got from Tone, and the first is using either wrong model or wrong textures:

    type elite_armoured_scutati
    skeleton fs_javelinman, fs_s1_swordsman
    indiv_range 40
    texture spain, data/models_unit/textures/Tone/Iberians/scutati_spain.tga ;;iberian elite scutarii
    texture carthage, data/models_unit/textures/Tone/carthage/scutati_carthage.tga ;;iberian elite scutarii
    texture thrace, data/models_unit/textures/Tone/freebarbs/scutati_britons.tga ;;iberian elite scutarii
    texture slave, data/models_unit/textures/Tone/merc/scutati_merc.tga ;;iberian elite scutarii
    texture merc, data/models_unit/textures/Tone/merc/scutati_merc.tga ;;lusitanian elite scutarii
    model_flexi data/models_unit/unit_spain_devotio_high.cas, 8
    model_flexi data/models_unit/unit_spain_devotio_high.cas, 15
    model_flexi data/models_unit/unit_spain_devotio_high.cas, 30
    model_flexi data/models_unit/unit_spain_devotio_high.cas, max
    model_sprite 60.0, data/sprites/carthage_scutarius_sprite.spr
    model_sprite spain, 60.0, data/sprites/spain_carthage_scutarius_sprite.spr
    model_sprite carthage, 60.0, data/sprites/carthage_carthage_scutarius_sprite.spr
    model_sprite slave, 60.0, data/sprites/spain_carthage_scutarius_sprite.spr
    model_sprite thrace, 60.0, data/sprites/spain_carthage_scutarius_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    The second one though has NO correct textures that I can find, and no correct model.
    We haven't changed this or the Iberian heavy cavalry / lancer from RS1.5 (yet) so just use what was used before.

    With regard to the horse_hetairoi_high, here's (attached) a fixed model - I think there was probably an issue with the weighting of vertices at some point.

    You also get that weird stuff generally when there are too many elements to a model (as in parts attached to it) - if you see that again let me know and I'll consolidate some parts.
    Last edited by tone; November 03, 2008 at 09:16 PM.


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  5. #5
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    This unit:

    type dacian_mounted_tarabostes
    skeleton fs_hc_spearman, fs_hc_swordsman
    indiv_range 40
    texture dacia, data/models_unit/textures/tone/dacia/tarabostes_dacia.tga ;;dacian mounted tarabostes
    texture thrace, data/models_unit/textures/tone/freebarbs/tarabostes_freeppl.tga ;;placeholder, i think
    texture slave, data/models_unit/textures/tone/slave/tarabostes_slave.tga ;;slaves share dacian general
    model_flexi data/models_unit/tarabostes_high.cas, 15
    model_flexi data/models_unit/tarabostes_high.cas, 30
    model_flexi data/models_unit/tarabostes_high.cas, 40
    model_flexi data/models_unit/tarabostes_high.cas, max
    model_sprite slave, 60.0, data/sprites/greek_cities_greek_javelin_cavalry_sprite.spr
    model_sprite dacia, 60.0, data/sprites/greek_cities_greek_javelin_cavalry_sprite.spr
    model_sprite thrace, 60.0, data/sprites/greek_cities_greek_javelin_cavalry_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    Does not work. Oddly, if you load it WITH other units, the battle will load. But if separately, the game crashes with no error.





    Could also be the horse that's at fault...generals_armoured_horse.....but I can't tell.
    Tested other units using this horse, Sarmatian and macedonian generals:




    I think it's the horse.
    Last edited by dvk901; August 26, 2008 at 10:15 AM.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  6. #6
    leif_erikson's Avatar Valhalla awaits thee
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    Default Re: Battle Testing

    I think the model is at fault here, it uses too many vertices we have to ask Tone to look into it when he'll be back
    Skinner for Roma Surrectum, EB II, CBUR, Fall of Rome,
    proudly under Tone's patronage,
    patron of my Canadian bud Arnspac

    "We believed we'd catch the rainbow, ride the wind to the sun
    Sail away on ships of wonder, but life's not a wheel..." (RIP Ronnie)



  7. #7
    Squid's Avatar Opifex
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    Default Re: Battle Testing

    If it loads with other units, is it the "captain" of the army or not? If it isn't then the problem might be the officer that gets assigned to the unit when it becomes the "captain".
    Under the patronage of Roman_Man#3, Patron of Ishan
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  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    Yeah, the model for this baby is very complicated, and all the aberrant graphical junk seems to be coming out of the horse.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  9. #9

    Default Re: Battle Testing

    I'll have a look at all these.


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  10. #10
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    I have a problem with some of these model\texture combos that is really exasperating, and here is an example:

    type light_scutati
    skeleton fs_javelinman, fs_spearman
    indiv_range 40
    texture carthage, data/models_unit/textures/Tone/carthage/scutati_spearman_carthage.tga ;;iberian scutarii
    texture spain, data/models_unit/textures/Tone/iberians/scutati_spearman_gallaeci.tga ;;iberian scutarii
    texture thrace, data/models_unit/textures/Tone/freebarbs/scutati_spearman_freeppl.tga ;;iberian scutarii
    texture britons, data/models_unit/textures/Tone/freebarbs/scutati_spearman_freeppl.tga ;;iberian scutarii
    texture slave, data/models_unit/textures/Tone/slave/scutati_spearman_slave.tga ;;iberian scutarii
    texture merc, data/models_unit/textures/Tone/merc/scutati_merc.tga ;;placeholder, no unit
    model_flexi data/models_unit/scutati_high.cas, 8
    model_flexi data/models_unit/scutati_high.cas, 15
    model_flexi data/models_unit/scutati_high.cas, 30
    model_flexi data/models_unit/scutati_high.cas, max
    model_sprite 60.0, data/sprites/carthage_scutarius_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    Note that the model name is 'scutati_high.cas'.......but all the textures are named:

    scutati_spearman_xxxxxxxx.tga

    Guys, this does not work. I get error after error because the 'spearman' addition in there causes the the model to not like the texture. The game CTD's and gives me an error that it cannot find:

    scutati_carthage.tga

    For example. So I have to change DMB, rename the texture, and then it works.
    Apparently, RTW expects "model_name.cas" and texture named "model_name_faction.tga".
    The exasperating thing is that this isn't ALWAYS the case....so I can find no happy ending to this except cross my fingers and hope there is no CTD.......but it is slowing progress a lot.

    I don't know what, if anything, can be done to fix this...I just want you guys to know this what I'm struggling with. I sometimes have to rename every single texture that goes with a model, and even THEN...what the game\model wants isn't consistant.

    ********************************************************

    Now, with this model:

    type generals_armoured_horse ;;;swap faction unit, greek_cities
    skeleton fs_medium_horse
    indiv_range 40
    texture romans_brutii, data/models_unit/textures/tone/aor/horse_hetairoi_campanian.tga ;;;campanian cavalry
    texture carthage, data/models_unit/textures/tone/aor/horse_hetairoi_campanian.tga ;;;campanian cavalry
    texture egypt, data/models_unit/textures/tone/ptolemaic/horse_hetairoi_ptolemaic.tga ;;;egyptian hetairoi & egyptian generals bodyguard
    texture seleucid, data/models_unit/textures/tone/seleucid/horse_hetairoi_seleucid.tga ;;;seleucid royal cavalry & seleucid generals guard cavalry
    texture pontus, data/models_unit/textures/tone/pontus/horse_hetairoi_pontus.tga ;;;pontic royal cavalry & pontic generals guard cavalry
    texture britons, data/models_unit/textures/tone/seleucid/horse_hetairoi_seleucid.tga ;;free greek generals guard cavalry
    texture greek_cities, data/models_unit/textures/tone/sparta/horse_hetairoi_sparta.tga ;;;hippeis xenophontos
    texture macedon, data/models_unit/textures/tone/macedon/horse_hetairoi_macedon.tga ;;;macedonian royal cavalry & macedonian generals guard cavalry
    texture scythia, data/models_unit/textures/tone/sarmatia/horse_hetairoi_sarmatia.tga ;;;sarmatian roxolani nobles
    texture dacia, data/models_unit/textures/tone/dacia/horse_hetairoi_dacia.tga ;;;sarmatian roxolani nobles
    texture slave, data/models_unit/textures/tone/sarmatia/horse_hetairoi_sarmatia.tga ;;;sarmatian roxolani nobles
    texture merc, data/models_unit/textures/tone/macedon/horse_hetairoi_macedon.tga ;;;;used by hiera ile
    model_flexi_m data/models_unit/horse_hetairoi_high.cas, 15
    model_flexi_m data/models_unit/horse_hetairoi_high.cas, 30
    model_flexi_m data/models_unit/horse_hetairoi_high.cas, 60
    model_flexi_m data/models_unit/horse_hetairoi_high.cas, 80
    model_flexi_m data/models_unit/horse_hetairoi_high.cas, max
    model_sprite seleucid,100.0, data/sprites/ebsprite_mount_hetairoi_companion_horse_julii.spr
    model_sprite pontus,100.0, data/sprites/ebsprite_mount_hetairoi_companion_horse_julii.spr
    model_sprite britons,100.0, data/sprites/ebsprite_mount_hetairoi_companion_horse_julii.spr
    model_tri 700, 0.3f, 0.3f, 0.3f


    I added 'model_flexi_m' as you can see, and it seemed to fix some of the issues with it........but there is still like a 'leakage' of some sort when you look at the unit from a certain angle, and it comes out of the horse.
    Last edited by dvk901; August 27, 2008 at 10:17 AM.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  11. #11
    leif_erikson's Avatar Valhalla awaits thee
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    Default Re: Battle Testing

    Quote Originally Posted by dvk901 View Post
    Note that the model name is 'scutati_high.cas'.......but all the textures are named:

    scutati_spearman_xxxxxxxx.tga

    Guys, this does not work. I get error after error because the 'spearman' addition in there causes the the model to not like the texture. The game CTD's and gives me an error that it cannot find:

    scutati_carthage.tga

    For example. So I have to change DMB, rename the texture, and then it works.
    Apparently, RTW expects "model_name.cas" and texture named "model_name_faction.tga".
    The exasperating thing is that this isn't ALWAYS the case....so I can find no happy ending to this except cross my fingers and hope there is no CTD.......but it is slowing progress a lot.

    I don't know what, if anything, can be done to fix this...I just want you guys to know this what I'm struggling with. I sometimes have to rename every single texture that goes with a model, and even THEN...what the game\model wants isn't consistant.
    I have lots of the new units in the old RS 1.5 and didn't bother to keep the names consistent with the model name and everything works with no problem. I can see your point because most of the times is quite hard to tell which is which, trying to figure to which model should I apply my skins it's quite a pain sometimes. It would've been better if we had used the same names across but it is quite late now, at least we can make it a house rule from now on.
    Skinner for Roma Surrectum, EB II, CBUR, Fall of Rome,
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    Sail away on ships of wonder, but life's not a wheel..." (RIP Ronnie)



  12. #12

    Default Re: Battle Testing

    DVK,
    There's no reason that a model should expect a certain texture (other than the chariots) - if you run into problems let me know rather than slogging away because clearly there is then some model issue.

    For the scordisci did you download the latest one which I'd posted? This works fine in-game
    http://files.filefront.com/scordisci.../fileinfo.html


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  13. #13
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    Quote Originally Posted by tone View Post
    DVK,
    There's no reason that a model should expect a certain texture (other than the chariots) - if you run into problems let me know rather than slogging away because clearly there is then some model issue.

    For the scordisci did you download the latest one which I'd posted? This works fine in-game
    http://files.filefront.com/scordisci.../fileinfo.html
    I am clueless why this happens. I've had several where I had to rename every texture.....AFTER trying to load the unit for every faction, and then find out what texture name it was looking for......and then CTD. I had one that gave me fits! I'd change the name of the texture, then it didn't like the model and said it couldn't find IT! So I guess if you aren't consciously trying to drive me crazy (), I'll just plug on.

    The light scutati one....I had to remove 'spearman' from every texture name, otherwise it wouldn't work.

    elite_armoured_scutati.......OK, I will dig out the old one....but this isn't cavalry. It's a ground unit.

    Ok, I will try the new horse model...it's definitely the horse.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  14. #14

    Default Re: Battle Testing

    Scutati spearman
    This works fine - although I've just made sure that every part of the model is linked to the selected texture and removed some isolated vertices from the scabbard. I'm not sure what was causing the problem, but whatever it is should now be history....I'm sure it's nothing to do with the naming though.
    Last edited by tone; November 03, 2008 at 09:16 PM.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  15. #15

    Default Re: Battle Testing

    It may well have been from where I'd merged in another weapon or something from another model and forgot to make that new bit use the texture for the model it's now attached to....that would certainly cause a CTD and make it look for something that maybe wasn't there.

    That's right there are two Iberian units left over from RS1.5 - the elite scutarii and the Iberian lancers/heavy cav....both I'd like to redo at some point.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  16. #16
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    Quote Originally Posted by tone View Post
    It may well have been from where I'd merged in another weapon or something from another model and forgot to make that new bit use the texture for the model it's now attached to....that would certainly cause a CTD and make it look for something that maybe wasn't there.

    That's right there are two Iberian units left over from RS1.5 - the elite scutarii and the Iberian lancers/heavy cav....both I'd like to redo at some point.
    I think they are both RB units...and yes, I would like to be rid of them.

    Things are going along pretty well. I still have a bunch to test, but no more CTD's so far.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  17. #17

    Default Re: Battle Testing

    What I found out on modelling soldiers is that if you have to many items the mesh gets jumbled up. The best workaround is to minimize the items. For example on the head pieces sometime has 3 separate items the plume or feathers the helmet and the cheek guards if you connect all of them it minimizes the amount of items. same with the shield and the spear the best way is to connect them together. It should get rid of that jumble body and all that graphical glitches like on dvk's screenshots.

  18. #18

    Default Re: Battle Testing

    That's right. One or two slipped through before I joined extra parts together


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  19. #19
    dvk901's Avatar Consummatum est
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    Default Re: Battle Testing

    gennosuke43, careful! Do not talk like you know anything about units!
    Tone will scoop you up and I will never see you again! :

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  20. #20

    Default Re: Battle Testing

    Ok i'll shutup then.

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