nope, none of the similar models work with this unit, the textures are not in place, i used the unit_barb_peltasts model (see next unit), because they look the most appropriate, but if you look at their shields, it's all screwed up. I also tried the barb_crew models (very similar) but then they don't have a shield and the textures are still messed up.
But i found the barbarian peltast 100% working: (a little chip of skin missing from their shoulder as i look at them now, very un-noticable)
Code:type barb_peltast2 skeleton fs_fast_javelinman, fs_fast_swordsman indiv_range 40 texture slave, data/models_unit/textures/UNIT_BARB_PELTAST.TGA texture gauls, data/models_unit/textures/UNIT_BARB_PELTAST_GAUL.TGA texture germans, data/models_unit/textures/UNIT_BARB_PELTAST_GERMAN.TGA model_flexi data/models_unit/unit_barb_peltast_400.CAS, 8 model_flexi data/models_unit/unit_barb_peltast_300.CAS, 15 model_flexi data/models_unit/unit_barb_peltast_200.CAS, 30 model_flexi data/models_unit/unit_barb_peltast_100.CAS, 40 model_flexi data/models_unit/unit_barb_peltast_70.CAS, max model_sprite 60.0, data/sprites/barb_peltast_german_sprite.spr model_sprite gauls, 60.0, data/sprites/gauls_barb_peltast_german_sprite.spr model_sprite slave, 60.0, data/sprites/gauls_barb_peltast_german_sprite.spr model_tri 400, 0.5f, 0.5f, 0.5f
Also, these models look like some spearman unit models, it's unused for anything. the model setup reminding me of the spanish scutarus, but i could be wrong. I can't find a texture for them:
Code:model_flexi data/models_unit/unit_barb_infantry_400.cas, 8 model_flexi data/models_unit/unit_barb_infantry_300.cas, 15 model_flexi data/models_unit/unit_barb_infantry_200.cas, 30 model_flexi data/models_unit/unit_barb_infantry_100.cas, 40 model_flexi data/models_unit/unit_barb_infantry_70.cas, max
Also, these dudes don't have a 3D model either, you can use the "warguard" model, but then they look kinda blocky, but they work:
http://img123.exs.cx/img123/5324/unitbarbw...dscythiatga.jpg
yeah i saw the barb infantry model, it looks like the one that probaly went with the gothic infantry unit card, that was found in the construction folder, but alsa there is no texture anymore, guess we(I?) could make one though....What does every one think?
Thanks for your investigation WS.
I should have posted something last night, but i was dead tired :>< but i really should have i guess it would have cleared up some confusion.
The scythian spearmen i was talking about, was not the phalanx-style shirtless guys that you posted (but thanks for alerting me that they existed) but the regular non-phalanx warband type that the gauls etc have.
I had seen a picture posted by vlad of them, but since he didn't post how to get them i asked you a few pages back...anyway here's how i found them out.
I found that the texture for the scythian warband was that one where the guys look a more yellow-orange color (unit_barb_infantry_scythia.tga).
My first reaction was to create these guys as a new unit, but i decided after some thought to do a search in the descr_model_battle text, and lo and behold, they were already there.
I noticed as the crew goes, they were using the fs_dagger animations and thus dagger equiped, but there was also an entry already there where they were fs_spearmen;
So, next i went into the export_descr_units.txt file, and i did a search for barb_infantry and found there was already an entry, but it was for the slaves.type* * barb_infantry
skeleton* fs_spearman,* ; combat spear
indiv_range* 40
texture* * britons, data/models_unit/textures/unit_barb_infantry_briton.tga
texture* * scythia, data/models_unit/textures/unit_barb_infantry_scythia.tga
texture* * slave, data/models_unit/textures/unit_barb_infantry_slave.tga
model_flexi* data/models_unit/unit_barb_infantry_high.cas, 8
model_flexi* data/models_unit/unit_barb_infantry_med.cas, 15
model_flexi* data/models_unit/unit_barb_infantry_low.cas, 30
model_flexi* data/models_unit/unit_barb_infantry_lowest.cas, max
model_sprite* slave, 60.0, data/sprites/slave_barb_infantry_sprite.spr
model_sprite* scythia, 60.0, data/sprites/scythia_barb_infantry_sprite.spr
model_sprite* britons, 60.0, data/sprites/britons_barb_infantry_sprite.spr
model_tri* 400, 0.5f, 0.5f, 0.5f
(What i was looking for was an entry where the SOLDIER type matched barb_infantry. The first warband entries i came accross actually point to the longshield_warband units in the descr_model_battle.txt in the SOLDIER line. False leads.)
type* * * * * * barb infantry slave
dictionary* * * barb_infantry_slave* * * ; Warband
category* * * * infantry
class* * * * * * light
voice_type* * * Light_1
soldier* * * * * barb_infantry, 60, 0, 1.2
attributes* * * sea_faring, hide_improved_forest
formation* * * * 1.2, 1.2, 2.4, 2.4, 5, square
stat_health* * * 1, 0
stat_pri* * * * 7, 7, no, 0, 0, melee, simple, piercing, spear, 25 ,0.73
stat_pri_attr* * no
stat_sec* * * * 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr* * no
stat_pri_armour* 3, 2, 5, leather
stat_sec_armour* 0, 0, flesh
stat_heat* * * * 3
stat_ground* * * 2, -2, 3, 2
stat_mental* * * 4, impetuous, untrained
stat_charge_dist 40
stat_fire_delay* 0
stat_food* * * * 60, 300
stat_cost* * * * 1, 420, 200, 50, 70, 420
ownership* * * * slave
So, all i had to do to activate the barb_infantry was to add britons, scythia to the ownership line! They worked just fine in custom battles. I also put them up for recruiting in the muster_field building, and when you are in a campaign, after building a muster field you have the option of chosing between 2 warbands (with the same stats) with different looks.
edit: added picts. You can see how the scythian color differs in their warband from their standard axemen besides them, likewise you can see the difference between the british old warband and the default "orthodox" one.
![]()
hey shady, u got the info for the
unit_barb_warband_sword guys handy?
(nevermind i see you mentioned them as usable on the warguard model.)
Do your barb peltasts fight with swords? My guys have invis swords when i use your descr model battle text and this for export_descr_unit
type barb peltast2
dictionary barb_peltast2 ; Barbarian Peltast
category infantry
class missile
voice_type Light_1
soldier barb_peltast2, 40, 0, 0.9
mount_effect elephant +6, chariot +6
attributes sea_faring, hide_improved_forest, hide_long_grass
formation 1.6, 2, 3.2, 4, 3, square
stat_health 1, 0
stat_pri 9, 4, javelin, 50, 6, thrown, archery, piercing, spear, 25 ,1
stat_pri_attr thrown
stat_sec 6, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 0, 1, 2, flesh
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 2, -2, 3, 2
stat_mental 4, low, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 220, 130, 30, 40, 220
ownership gauls, slave, germans
Ok, I'm essentially done with the barbarians, i'm posting version 0.2 of the readme here, and the models and unit/info cards needed for the barbs. You guys can see what i've done here, and then after i sleep for about 12 hours, i'l start a new forum thread with a call for help on creating the remaining unit/info cards. (I'l include a comprehensive list of what-needs-what also.)
But for now i need to sleep.
Stand by while i zip this up...
edit: ok here it is.
Note:
-I may change things later (have units recruited at different buildings, adjust unit stats etc).
-I'm still deciding on wether the celt general and lesser general should be a unit of swordsmen or used as generals. Actually, i'l probably include ways to do both, but for now they are not in yet.
-A few lost units are questionable, we need to decide if they should be included as "points of interest" or just worked on for release as an addendum to this mod (ie the barb peltasts) so they are not in here.
-No textures are included here, if you submitted a texture and it's not here, don't worry it will be later.
-If you are wondering what the full-body unit cards are, they were found inside the game's .pak file. I think they will be temporary, since they look a bit out of place next to quarter-body unit cards.
-Does this work with version 1.0, 1.1 and 1.2? Yes, because you are hand-inserting the code here.
-Will you upload your .txt files Tsarevna so i don't have to hand-edit the code? No, not right now, because i have "other" units activated in those files right now that need more testing before even a beta release. I'l include my files with the final release however. So don't ask me please!
edit: attachment has been removed.
Anyone know if this guy fits on any model?
UNIT_BARB_WARGUARD.TGA.DDS
You can find him (after using the .pak extractor, of course) in the \Data\packs\DATA\MODELS_BUILDING\TEXTURES folder. And thanks Chilly5 for pointing out that there were a few textures in here. Weirdshady mentioned the cavalry ones in there before but i was clueless as to what he was talkin about. :lol
edit: it's interesting to note that most chainmail textures in the game are historically incorrect. What you see on almost all of the textures (if not all) that made it into the final release of the game is the "japanese" chainmail, used only in china/japan/far east asia etc. You see this also in many movies like Gladiator...supposedly it shows up better on film. There is only one historical pattern for european chainmail armor, and that is the Euro 4-in-1 pattern (every link passing through 4 other links). It looks more like interwoven wire, lying flat like
)))))))))))))))))))
(((((((((((((((((((
)))))))))))))))))))
(((((((((((((((((((
whereas east asian chainmail (6 in 1) alternates standing with lying flat links...
-O-O- O -O-
\ / \ / \ / \ /
-O-O- O -O-
/ \ / \ / \ / \
-O-O- O -O-
\ / \ / \ / \ /
So, modders, if you want to re-skin chainmail-wearing units with authentic armor, sample from this texture please![]()
OK, here is the new thread where you can download the barbarian lost units beta.
http://www.twcenter.net/forums/index.php?a...entry1812010999
![]()
Sorry for the double post, but I think this merits attention.
I have been messing with the files for a while, trying to get the british archers. I found a total of three archers... and here is a screenshot!
British chosen archers, british archer warband, and british archers.
The chosen and the warband don't have a unit card and I have to get rid of the "unlocalised placement text" or whatever, but I could have this done by tomorrow afternoon, possibly including unit cards (although anyone else's would be better than mine. :p) I am looking at all the lost units... They are awesome!
And I also kept the vanilla woad warriors and added the lost skin to make a new, stronger unit. Finally, the Britons have some decent unit selection!
that looks like uses the same skeleton as the barb_crew also discovered in this thread. It will still look somewhat screwed up, because there is no skeleton for thesed types of model textures tsarevna.Anyone know if this guy fits on any model?
UNIT_BARB_WARGUARD.TGA.DDS
user posted image
You can find him (after using the .pak extractor, of course) in the \Data\packs\DATA\MODELS_BUILDING\TEXTURES folder. And thanks Chilly5 for pointing out that there were a few textures in here. Weirdshady mentioned the cavalry ones in there before but i was clueless as to what he was talkin about. laughing.gif
It's the same deal as these guys (below jpg) no skeleton, unles someone was smarter than me and found one.
tsarevna, look at the early screenie how that barbarian might have looked like:
http://www.twcenter.net/forums/index.php?a...t&id=1812012543
(the cavalry unit on that cool looking white horse)
WOAH! On the above picture... Look at the picture second to bottom, that has the white horse.
Notice anything about the landscape in the background? :p
It is Medieval. With a 3d unit engine. HEHEHE. :p
Here is the picture by itself:
![]()
No, it doesn't. you are probably forgetting to call them slaves. try thisOriginally posted by Zuwxiv@Mar 17 2005, 05:55 PM
I'm working on the recruitability of the british archers... So far, I can't get your striped archers to be recruted. Does the "unit_barb_archer" overwrite the "barb_archer" for recruitability? When I tried to add the "unit barb archer" to recruit, the game didn't even start. I'll check more about this.
recruit "barb archer slave" 0 requires factions { britons, }
Erm um uh . . . . didnt i find those already? Hi! I came back! and i hav absolutly . . . nothing new to tell u (u found my foundings in my absnce!Originally posted by Tsarevna@Mar 15 2005, 07:18 AM
Anyone know if this guy fits on any model?
UNIT_BARB_WARGUARD.TGA.DDS
You can find him (after using the .pak extractor, of course) in the \Data\packs\DATA\MODELS_BUILDING\TEXTURES folder. And thanks Chilly5 for pointing out that there were a few textures in here. Weirdshady mentioned the cavalry ones in there before but i was clueless as to what he was talkin about. :lol
edit: it's interesting to note that most chainmail textures in the game are historically incorrect. What you see on almost all of the textures (if not all) that made it into the final release of the game is the "japanese" chainmail, used only in china/japan/far east asia etc. You see this also in many movies like Gladiator...supposedly it shows up better on film. There is only one historical pattern for european chainmail armor, and that is the Euro 4-in-1 pattern (every link passing through 4 other links). It looks more like interwoven wire, lying flat like
)))))))))))))))))))
(((((((((((((((((((
)))))))))))))))))))
(((((((((((((((((((
whereas east asian chainmail (6 in 1) alternates standing with lying flat links...
-O-O- O -O-
\ / \ / \ / \ /
-O-O- O -O-
/ \ / \ / \ / \
-O-O- O -O-
\ / \ / \ / \ /
So, modders, if you want to re-skin chainmail-wearing units with authentic armor, sample from this texture please![]()
. Sorry I was a little to tired makin a mod for dacia and then numidia and then getting obseesed with The battle for middle Earth (must . . .resist . . . turning BFME on!
but i lost intrest after frodo got killed by a oliphaunt when i was 1 sec away from winning the hardest level. But aside from that . . . hm m m m . . . . ok, I WILL FINISH THOSE MUSICIANS! SOONER OR LATER! (probobaly later, but, THATS NOT THE POINT!
tHAT MAY BE THE ONLY WAY I CAN CONTRIBUTE! OH AND DID ANYone care about those barb skins i found in the building texture files? or cared of the fact that many barb units have textures that can use more than just their main wepon? like a falxman has an axe in his texture.
Well a few posts back, i thanked you chilly for bringing this skin my my attention, you goofy. :rolleyesOriginally posted by Chilly5@Mar 18 2005, 05:45 PM
Erm um uh . . . . didnt i find those already? Hi! I came back! and i hav absolutly . . . nothing new to tell u (u found my foundings in my absnce!. ANYone care about those barb skins i found in the building texture files? or cared of the fact that many barb units have textures that can use more than just their main wepon? like a falxman has an axe in his texture.
And, since i just made a big deal out of how nice thier chainmail is, you could say YEAH i care about them. :p
Weirdshady says that (even though alot of textures have multiple weapons) if a model has a secondary weapon on it, then that weapon can be used by changing the skellaton. But if it doesn't have a secondary weapon, you must edit the model and make that weapon. (I don't do much with models, so i don't know how many of these lost unit guys actually have those secondaries or not.)
The peltast skins in the regular texture file are very similar to this one here in the building textures file...the problem with them, is that they have no secondary weapon at all. That's strange because they are skirmishers, you would expect them to have a dagger or something. So when i implimented them, they threw the javelins alright, but then charged into the fray with bare fists.
In other words, thier model must be re-done to have a dagger or sword...so if somebody does this perhaps we'l put them in the version 2 release of this mod.
By the way chilly5, did you know i released the beta?
Dunno if anyone tried this... here's egyptian elephant
Under Patronage of Necrobrit
hehe, i just havn't tried putting an egyptian crew on there. pretty cutei'l put it in after all.
meh_cd:yakaspat:What is considered a "lost unit"?
Ones lost in the game files I assume? Do units from old screenshots count?Actually, its units that are in the game and not activated, plus fragments of units.Units that are actually already in the vanilla game, just not activated by CA at release for whatever reason.
You need a skin on a model to make a unit; and some of these guys have one but not the other. The other parts of a unit are the unit and info cards, and sprites. But these are optional.
Digging through all these files, we've found
-models without any skin that fits on them
-skins that don't fit on any models
-unit cards that depict units which are currently in the game, but with different skins
-unit cards of units that we've never seen before, in the game or in screenshots (like the avars, goths)
And of course, we have found skins that do have models, and these are the ones that we are releasing. Some of these are the models never before seen in the vanilla game, some are just the "found" skins on models you already play with. You will recognize some of these guys from the old screenshots, or from that show Time Commanders. Others might be completly "new" to you.
If you expect us to release a mod here that contains all of the units that you see in the old pre-release screenshots, that is not what you are going to get.
CA did not release all of its work, not by a long shot. It just seems that they either forgot or didn't have the time to remove (from the installation cd) the units that they decided not to use in the game, or, perhaps, they left us some of these to discover and have fun with.
Please bear with me, ive had the flu for 3 days, :>< but this will come out soon, i promise.
We have two topics for the same project, too.
http://www.twcenter.net/forums/index...howtopic=24818
Why not close one, combine all the info from them into one (consolidate), and, hell, while we're at, release the mod! :lol
Whew! I havnt been back here in a loong time. It looks like Lusted left everything up to u trase-wats ur name? Anyway, I found a strange druid unit for gaul that has a legionare helmet, but I dont know if that is used already. i wasnt checking. I was to busy working for the WWI: TW that i am a member of i am happy to say. I will try to post a full ad at this site to get new people, as soon as I get permisson from our leader, the_ferret (u should know him). We desprately need animators, modelers and map editors and others too of course. our site is : http://s9.invisionfree.com/WWI_Total...ex.php?act=idx if you care, I am there as the skinner-coatol.
I AM RELAXED, I AM TOTALLY RELAXED!
JK :cool
Just thought you might wanna know, i finished the carthage/spain section tonight. I'l do the Easterns tommorow.
I also found a minor bug and fixed it. It always bugged me that the horse colors of the spanish, carthaginian, and numidian cavalry never matched the unit/info cards. It's like CA made those cards, then changed the color of the horses they ride on in battle. So, i figured out that CA made a simple mistake...they mis-labeled their medium and heavy horse textures, so that they are switched. So, in the text file (export_descr_unit) i simply erased medium where it said medium, and repalced it with heavy, and vice versa for the heavy horse.
Now, all the horses have their proper colors (long shield cavalry, sacred band, general's bodyguard). The one exception is the spotted-black horse of the round shield cavalry...but since that unit has nothing to do with this mod really, i don't think i'l change anything of it.