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March 23, 2008, 01:18 PM
#1
Libertus
Need help, Athenian Marine Archer skin..
Hey guys, I'm wondering what's the best method for extracting the Athenian Marine Archer model and textures. I'm currently playing SPQR and want to finish my current campaign before I try XGM.
I really can't stand the "peasant" archer look in SPQR for the Greek Archers, and would love to use the Athenian Marine Archer model. I've read a few tutorials in the TWC tutorials section, as far as what to copy and paste, but hit a road block on how exactly to download XGM without wiping out my SPQR mod.
I've copied everything in my: The Creative Assembly/Rome - Total War folder into a temporary "Backup" Folder which contains the SPQR mod.
I guess I have to totally install XGM to get to the Athenian Marine Archer files I need.. please correct me if i'm wrong.
If I uninstall RTW now, will I mess up my current SPQR mod and saves? or can i just use my backup?
Pretty much a modding nub here, plz help.
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March 23, 2008, 02:19 PM
#2
Re: Need help, Athenian Marine Archer skin..
Just run the XGM installer. It doesn't make any changes to the original game files, or other mods. It might not work correctly if you have SPQR installed, but it won't cause any problems for SPQR.
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March 23, 2008, 02:35 PM
#3
Libertus
Re: Need help, Athenian Marine Archer skin..
ok i found a work around for the extracting of the files, i just extracted them into a 2nd back up copy of RTW.
I copied, pasted and renamed the texture file in the data/models_unit/textures file for the athenian marine archer into SPQR's greek archer file.
UNIT_ATHENIAN MARINE_ARCHER.TGA
copied and changed to
SPQR_ARCHER_GREEK_LIGHT.TGA
I tested it in game and it worked, except the plume and visor for the helmet is missing, as well as the cheek guards and chin strap. The model just has a round bronze helmet. Any ideas on how to get those to render?
Again all I've done is replace the data/models_unit/textures file. I'm pretty sure i can replace the unit card pic as well as the unit card from the main game screen, I've done that before in another mod.
Oh yeah i replaced the sprite files as well(I think)...
I'm a bit hesitant to start messing around with the data/models_unit text files. i'm not sure exactly which files to mess with, there are several different "Archer" and "Greek Archer High, Low, ect" entries I have no idea which is which.
Anyway if you know a fix for the plume, visor and cheek guards on the helmet please help! I'm excited to finally see a nice looking archer for my Greek Army! instead of the SPQR hobo archers i have now!
Last edited by Norse Archer; March 23, 2008 at 02:50 PM.
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March 23, 2008, 03:05 PM
#4
Re: Need help, Athenian Marine Archer skin..
You need to change the model as well as the texture. That means editing descr_model_battle.txt, and copying the .CAS files from XGM.
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March 23, 2008, 03:09 PM
#5
Libertus
Re: Need help, Athenian Marine Archer skin..
oOOOOooh man... time to read that tutorial again, and again...
http://www.twcenter.net/forums/showthread.php?t=124007
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March 23, 2008, 05:24 PM
#6
Libertus
Re: Need help, Athenian Marine Archer skin..
Ok here's my SPQR desc_model_battle file:
type greek_archer
skeleton fs_s1_archer, fs_dagger
indiv_range 40
texture greek_cities, data/models_unit/textures/SPQR_ARCHER_MACEDON_LIGHT.TGA
texture seleucid, data/models_unit/textures/SPQR_ARCHER_SELEUCID_LIGHT.TGA
texture greek_cities, data/models_unit/textures/SPQR_ARCHER_GREEK_LIGHT.TGA
texture thrace, data/models_unit/textures/SPQR_ARCHER_THRACE_LIGHT.TGA
texture merc, data/models_unit/textures/SPQR_ARCHER_GREEK_LIGHT.TGA
model_flexi data/models_unit/unit_roman_archer_high.cas, 15
model_flexi data/models_unit/unit_roman_archer_med.cas, 30
model_flexi data/models_unit/unit_roman_archer_low.cas, 40
model_flexi data/models_unit/unit_roman_archer_lowest.cas, max
model_sprite thrace, 60.0, data/sprites/thrace_greek_archer_sprite1.spr
model_sprite greek_cities, 60.0, data/sprites/thrace_greek_archer_sprite1.spr
model_sprite seleucid, 60.0, data/sprites/seleucid_greek_archer_sprite1.spr
model_sprite macedon, 60.0, data/sprites/macedon_greek_archer_sprite1.spr
model_tri 400, 0.5f, 0.5f, 0.5f
Now here's my XGM file:
type greek_athenian_marine_archer
skeleton fs_s1_archer, fs_dagger
indiv_range 40
texture greek_cities, data/models_unit/textures/UNIT_GREEK_ATHENIAN_MARINE_ARCHER.TGA
texture romans_brutii, data/models_unit/textures/UNIT_GREEK_ATHENIAN_MARINE_ARCHER_GCSR.TGA
model_flexi xgm/data/models_unit/unit_greek_athenian_marine_archer_high.CAS, 15
model_flexi xgm/data/models_unit/unit_greek_athenian_marine_archer_medium.CAS, 30
model_flexi xgm/data/models_unit/unit_greek_athenian_marine_archer_low.CAS, 40
model_flexi xgm/data/models_unit/unit_greek_athenian_marine_archer_lowest.CAS, max
model_sprite greek_cities, 60.0, xgm/data/sprites/greek_cities_greek_athenian_marine_archer_sprite.spr
model_sprite romans_brutii, 60.0, xgm/data/sprites/romans_brutii_greek_athenian_marine_archer_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
I'm gettin confused in the tutorials, what should my final product for the SPQR desc_model_battle file look like?
The answer leads into the next question, which SPRITES do i then copy and replace from XGM to the SPQR sprites folder?
Last edited by Norse Archer; March 23, 2008 at 05:33 PM.
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