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Thread: == Consolidated “Lost” Units Project ==

  1. #101
    Borsook's Avatar Artifex
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    Feb 2005
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    681

    Default

    Hold your horses, there maybe something wrong with those sprites, they worked for me at first, then ceased. I'm perplexed. Lyban searmen's ones look ok with scutarii, just in case. As fo archers here u go. (it's not my work, read the readme)
    Oh and :
    Unit card: Rome - Total War\Data\UI\UNITS\CARTHAGE\
    Unit info pic: Rome - Total War\Data\UI\UNIT_INFO\CARTHAGE\
    Under Patronage of Necrobrit

  2. #102

    Default

    :whistle Yeah I just tested and it didn't work! What a bugger. And sorry I'm so incompetant, but I don't seem to have a data\ui folder :blink Heres what I changed the scutarii data to:

    type carthage_scutarius
    skeleton fs_javelinman, fs_swordsman
    indiv_range 40
    texture spain, data/models_unit/textures/unit_carthage_scutarius_spain.tga
    texture merc, data/models_unit/textures/unit_carthage_scutarius_mercenary.tga
    texture carthage, data/models_unit/textures/UNIT_CARTHAGE_SCUTARIUS.TGA
    model_flexi_m data/models_unit/unit_carthage_scutarius_high.cas, 8
    model_flexi_m data/models_unit/unit_carthage_scutarius_med.cas, 15
    model_flexi data/models_unit/unit_carthage_scutarius_low.cas, 30
    model_flexi data/models_unit/unit_carthage_scutarius_lowest.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_carthaginian_infantry_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f
    Is that right? Or have I just broken it
    <span style='font-size:21pt;line-height:100%'><span style='color:red'>Greato<span style='color:purple'>rex</span></span></span>

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  3. #103

    Default

    Originally posted by Borsook@Mar 9 2005, 09:17 AM
    Hold your horses, there maybe something wrong with those sprites, they worked for me at first, then ceased. I&#39;m perplexed. Lyban searmen&#39;s ones look ok with scutarii, just in case. As fo archers here u go. (it&#39;s not my work, read the readme)
    Oh and :
    Unit card: Rome - Total War&#092;Data&#092;UI&#092;UNITS&#092;CARTHAGE&#092;
    Unit info pic: Rome - Total War&#092;Data&#092;UI&#092;UNIT_INFO&#092;CARTHAGE&#092;
    there are no carthaginian archer unit cards or info in the ui folders, i just checked. :erm

  4. #104

    Default

    oops, no wonder i can&#39;t find them. lol&#33;


    Yeah I just tested and it didn&#39;t work&#33; What a bugger. And sorry I&#39;m so incompetant, but I don&#39;t seem to have a data&#092;ui folder blink.gif Heres what I changed the scutarii data to:
    ^^ That because your you have to create your own ui folder in the data directory and copy the unit cards and unit info there, or unpack the packs folder with vercingetorix&#39;s extractor and just copy paste out the whole "UI" folder from the data/packs folder, then you gonna have to move the ui_1.pack file somewhere else (so the game won&#39;t look for the old unit cards ) and you can make custom cards for all your units.

  5. #105

    Default

    Originally posted by Borsook@Mar 9 2005, 01:44 PM

    PS. Carthaginian archers seem to have sprites from the begining.
    I think so, because they are in the game, sitting on top of the elephants. They really aren&#39;t a "lost" unit.
    But i&#39;m including them in the readme anyway, since i did find evidence that at one time, CA did have them as foot archers. The evidence is in the "construction" folder of the unit cards in the .pak file.

    And, also, you wont have a UI folder, you have to create it. This is kinda a hard concept to explain, lemme try it...

    CA has the game look for model textures, sprites, unit cards etc in certain folders...but it took alot of space. So i assume they "zipped" or compressed up these folders into files called "Paks" which have the file extension .pak. So, thats why you don&#39;t see some of these folders, like TEXTURES in the models_unit area, or UI in the Data folder, its because they have been "zipped" up, inside a .pak file. But they still "virtually" exist on those path names inside the pak.

    And this is why, when you youse the .pak extractor, a new DATA folder is created, with those pathnames still intact, therefore creating a DATA&#092;MODELS_UNIT&#092;TEXTURES folder. If you understand this concept, you will never have to ask where do i put this x thing? ever again. Its pretty simple and when i finally got it i was like, OH DUH&#33; *wink*

  6. #106

    Default

    tsarevna here are some of the easiest ones to be activated:


    Code:
    type    barb_peasant
    skeleton   fs_dagger   
    indiv_range   40
    texture   	gauls, data/models_unit/textures/unit_barb_peasant_gaul.tga
    texture    britons, data/models_unit/textures/unit_barb_peasant_briton.tga
    texture   	germans, data/models_unit/textures/unit_barb_peasant_german.tga
    texture    dacia, data/models_unit/textures/unit_barb_peasant_dacia.tga
    texture   	scythia, data/models_unit/textures/unit_barb_peasant_scythia.tga
    texture    slave, data/models_unit/textures/unit_barb_peasant_slave.tga
    model_flexi   data/models_unit/unit_barb_peasant_400.cas, 8
    model_flexi   data/models_unit/unit_barb_peasant_300.cas, 15
    model_flexi   data/models_unit/unit_barb_peasant_200.cas, 30
    model_flexi   data/models_unit/unit_barb_peasant_100.cas, 40
    model_flexi   data/models_unit/unit_barb_peasant_70.cas, max
    model_sprite  	60.0, data/sprites/barb_peasant_sprite.spr
    model_sprite  	slave, 60.0, data/sprites/slave_barb_peasant_sprite.spr
    model_sprite  	scythia, 60.0, data/sprites/dacia_barb_peasant_sprite.spr
    model_sprite   dacia, 60.0, data/sprites/dacia_barb_peasant_sprite.spr
    model_sprite  	britons, 60.0, data/sprites/britons_barb_peasant_sprite.spr
    model_sprite  	germans, 60.0, data/sprites/germans_barb_peasant_sprite.spr
    model_sprite  	gauls, 60.0, data/sprites/gauls_barb_peasant_sprite.spr
    model_tri   400, 0.5f, 0.5f, 0.5f
    
     
    type  barb_crew2
    skeleton 	fs_dagger
    indiv_range 	40
    texture  gauls, data/models_unit/textures/unit_geal_crew_gaul.tga
    texture  britons, data/models_unit/textures/unit_celt_crew_briton.tga
    texture  germans, data/models_unit/textures/unit_barb_crew_german.tga
    texture  dacia, data/models_unit/textures/unit_barb_crew_dacia.tga
    texture  scythia, data/models_unit/textures/unit_barb_crew_scythia.tga
    model_flexi_m     data/models_unit/unit_barb_crew_400.cas, 8
    model_flexi_m     data/models_unit/unit_barb_crew_300.cas, 15
    model_flexi 	data/models_unit/unit_barb_crew_200.cas, 30
    model_flexi 	data/models_unit/unit_barb_crew_100.cas, 40
    model_flexi 	data/models_unit/unit_barb_crew_70.cas, max
    model_sprite scythia, 60.0, data/sprites/scythia_barb_crew_sprite.spr
    model_sprite dacia, 60.0, data/sprites/dacia_barb_crew_sprite.spr
    model_sprite britons, 60.0, data/sprites/britons_barb_crew_sprite.spr
    model_sprite germans, 60.0, data/sprites/germans_barb_crew_sprite.spr
    model_sprite gauls, 60.0, data/sprites/gauls_barb_crew_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    
    type  unit_barb_chosen_axemen
    skeleton 	fs_2handed
    indiv_range 	40
    texture  germans, data/models_unit/textures/unit_barb_chosen_axemen_german.tga
    model_flexi 	data/models_unit/unit_barb_chosen_axemen_400.cas, 8
    model_flexi 	data/models_unit/unit_barb_chosen_axemen_300.cas, 15
    model_flexi 	data/models_unit/unit_barb_chosen_axemen_200.cas, 30
    model_flexi 	data/models_unit/unit_barb_chosen_axemen_100.cas, 40
    model_flexi 	data/models_unit/unit_barb_chosen_axemen_70.cas, max
    model_sprite germans, 60.0, data/sprites/germans_warband_dhaxe_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    
    type  warband_huntsman2
    skeleton 	fs_fast_archer, fs_fast_spearman
    indiv_range 	40
    texture  gauls, data/models_unit/textures/unit_barb_warband_huntsman_gaul.tga
    model_flexi 	data/models_unit/unit_barb_warband_huntsman_400.cas, 8
    model_flexi 	data/models_unit/unit_barb_warband_huntsman_300.cas, 15
    model_flexi 	data/models_unit/unit_barb_warband_huntsman_200.cas, 30
    model_flexi 	data/models_unit/unit_barb_warband_huntsman_100.cas, 40
    model_flexi 	data/models_unit/unit_barb_warband_huntsman_70.cas, max
    model_sprite gauls, 60.0, data/sprites/gauls_warband_huntsman_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    
    type  barb_celt
    skeleton 	fs_fast_swordsman      &#59; SPIKED CLUB&#33;&#33;&#33;
    indiv_range 	40
    texture  data/models_unit/textures/unit_celt_general.tga
    model_flexi 	data/models_unit/officer_celt_general_600.cas, 15
    model_flexi 	data/models_unit/officer_celt_general_450.cas, 30
    model_flexi 	data/models_unit/officer_celt_general_300.cas, 40
    model_flexi 	data/models_unit/officer_celt_general_150.cas, max
    model_sprite 60.0, data/sprites/celt_general_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    
    type  barb_celt2
    skeleton 	fs_fast_swordsman      &#59; SPIKED CLUB&#33;&#33;&#33;
    indiv_range 	40
    texture  data/models_unit/textures/unit_celt_lesser_general.tga
    model_flexi 	data/models_unit/officer_celt_lesser_general_450.cas, 15
    model_flexi 	data/models_unit/officer_celt_lesser_general_350.cas, 30
    model_flexi 	data/models_unit/officer_celt_lesser_general_250.cas, 40
    model_flexi 	data/models_unit/officer_celt_lesser_general_100.cas, max
    model_sprite 60.0, data/sprites/celt_lesser_general_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    
    type  unit_barb_archer
    skeleton 	fs_fast_archer, fs_fast_dagger
    indiv_range 	40
    texture  data/models_unit/textures/unit_barb_archer.tga
    model_flexi 	data/models_unit/unit_barb_archer_400.cas, 8
    model_flexi 	data/models_unit/unit_barb_archer_300.cas, 15
    model_flexi 	data/models_unit/unit_barb_archer_200.cas, 30
    model_flexi 	data/models_unit/unit_barb_archer_100.cas, 40
    model_flexi 	data/models_unit/unit_barb_archer_70.cas, max
    model_sprite 60.0, data/sprites/britons_barb_crew_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    
    type  unit_barb_cavalry
    skeleton 	fs_hc_spearman
    indiv_range 	40
    texture  data/models_unit/textures/unit_barb_cavalry_briton.tga
    model_flexi 	data/models_unit/unit_barb_cavalry_400.cas, 8
    model_flexi 	data/models_unit/unit_barb_cavalry_300.cas, 15
    model_flexi 	data/models_unit/unit_barb_cavalry_200.cas, 30
    model_flexi 	data/models_unit/unit_barb_cavalry_100.cas, 40
    model_flexi 	data/models_unit/unit_barb_cavalry_70.cas, max
    model_sprite 60.0, data/sprites/britons_barb_crew_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f

  7. #107

    Default

    Originally posted by Chilly5@Mar 9 2005, 07:28 PM
    Note: the sacred band for spain and numidia are not "lost" they&#39;re simply not used as a main unit, they are the high level bodyguards.
    The sacred band unit for spain is a lost unit, the evidence lies in it&#39;s unit card.
    The vanilla game comes with a royal cavalry unit card in the spain folder, and 2 different unit cards for the chieftans. That&#39;s why you don&#39;t have to mess with adding a unit card for it, and why you don&#39;t need to mess with the descr_model_battle.txt file.

    The only thing you must do is add a recruitment line for them in the export_buildings.txt file.


    Also I think we should change the spainish general, to the carthageinian one (there&#39;s a skin for it) and we should use it. It&#39;s not tooo historicly acturate, but at least its not a brit.
    Yup, adding that to the readme. I&#39;ve tested it out and it works wonderfully. Since there was so much carthaginian influence in spain, i don&#39;t think it&#39;s historically innacurate to have a punic looking general for spain.

  8. #108

    Default

    Originally posted by horsearcher@Mar 9 2005, 08:19 PM

    Code:
    type * *barb_celt
    skeleton *	fs_fast_swordsman * * * * *; SPIKED CLUB&#33;&#33;&#33;
    indiv_range *	40
    texture * *data/models_unit/textures/unit_celt_general.tga
    model_flexi *	data/models_unit/officer_celt_general_600.cas, 15
    model_flexi *	data/models_unit/officer_celt_general_450.cas, 30
    model_flexi *	data/models_unit/officer_celt_general_300.cas, 40
    model_flexi *	data/models_unit/officer_celt_general_150.cas, max
    model_sprite *60.0, data/sprites/celt_general_sprite.spr
    model_tri *	400, 0.5f, 0.5f, 0.5f
    
    type * *barb_celt2
    skeleton *	fs_fast_swordsman * * * * *; SPIKED CLUB&#33;&#33;&#33;
    indiv_range *	40
    texture * *data/models_unit/textures/unit_celt_lesser_general.tga
    model_flexi *	data/models_unit/officer_celt_lesser_general_450.cas, 15
    model_flexi *	data/models_unit/officer_celt_lesser_general_350.cas, 30
    model_flexi *	data/models_unit/officer_celt_lesser_general_250.cas, 40
    model_flexi *	data/models_unit/officer_celt_lesser_general_100.cas, max
    model_sprite *60.0, data/sprites/celt_lesser_general_sprite.spr
    model_tri *	400, 0.5f, 0.5f, 0.5f
    Maybe, since HA discovered the way to change generals, we should just re-activate these guys as generals?
    (edit: other than making them foot soldier swordsmen as wierdshady has done.)

    We could keep the original for dacia since he seems to have a brown cloak, and just change the cloak color for other factions quickly in photoshop.

  9. #109

    Default

    Originally posted by Tsarevna+Mar 10 2005, 04:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> (Tsarevna @ Mar 10 2005, 04:28 AM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-horsearcher@Mar 9 2005, 08:19 PM

    Code:
    type  barb_celt
    skeleton 	fs_fast_swordsman     &#59; SPIKED CLUB&#33;&#33;&#33;
    indiv_range 	40
    texture  data/models_unit/textures/unit_celt_general.tga
    model_flexi 	data/models_unit/officer_celt_general_600.cas, 15
    model_flexi 	data/models_unit/officer_celt_general_450.cas, 30
    model_flexi 	data/models_unit/officer_celt_general_300.cas, 40
    model_flexi 	data/models_unit/officer_celt_general_150.cas, max
    model_sprite 60.0, data/sprites/celt_general_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    
    type  barb_celt2
    skeleton 	fs_fast_swordsman     &#59; SPIKED CLUB&#33;&#33;&#33;
    indiv_range 	40
    texture  data/models_unit/textures/unit_celt_lesser_general.tga
    model_flexi 	data/models_unit/officer_celt_lesser_general_450.cas, 15
    model_flexi 	data/models_unit/officer_celt_lesser_general_350.cas, 30
    model_flexi 	data/models_unit/officer_celt_lesser_general_250.cas, 40
    model_flexi 	data/models_unit/officer_celt_lesser_general_100.cas, max
    model_sprite 60.0, data/sprites/celt_lesser_general_sprite.spr
    model_tri 	400, 0.5f, 0.5f, 0.5f
    Maybe, since HA discovered the way to change generals, we should just re-activate these guys as generals?
    (edit: other than making them foot soldier swordsmen as wierdshady has done.)

    We could keep the original for dacia since he seems to have a brown cloak, and just change the cloak color for other factions quickly in photoshop. [/b][/quote]
    The problem with those generals are, that they are missing a big chunk from their shoulder, probably because they use an unfinished 3D model. You can easily activate them by just typing them in the way it is here (it&#39;s not my typing, it&#39;s someone earlier posted an activated units.txt) then putting them in for work for a faction in the descr_character.txt *wink*

  10. #110

    Default

    Can I just check that this is what they are meant to look like:

    <span style='font-size:21pt;line-height:100%'><span style='color:red'>Greato<span style='color:purple'>rex</span></span></span>

    My Tutorial on How to Create Characters

  11. #111

    Default

    Originally posted by Greatorex@Mar 10 2005, 02:06 PM
    Can I just check that this is what they are meant to look like:

    Well, they look like the carthaginian spearman (the guys marching in the intro) for shape, hmm i wonder if that would work.

  12. #112

    Default

    Um, about this carthaginian scuttari sprite thing...

    I think they are already in the game. I have no problem zooming in/out, without altering anything. All i did was take the original entry for the descr_model_battle.txt, and add the carthaginian texture line to it. Then i went into export_descr_units.txt and added carthage to the ownership line.

    type * *carthage_scutarius
    skeleton * fs_javelinman, fs_swordsman
    indiv_range * 40
    texture * *spain, data/models_unit/textures/unit_carthage_scutarius_spain.tga
    texture * *carthage, data/models_unit/textures/unit_carthage_scutarius.tga
    texture * *merc, data/models_unit/textures/unit_carthage_scutarius_mercenary.tga
    model_flexi_m *data/models_unit/unit_carthage_scutarius_high.cas, 8
    model_flexi_m *data/models_unit/unit_carthage_scutarius_med.cas, 15
    model_flexi * data/models_unit/unit_carthage_scutarius_low.cas, 30
    model_flexi * data/models_unit/unit_carthage_scutarius_lowest.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_tri * 400, 0.5f, 0.5f, 0.5f
    Now, what i have highlighted, seems to be the "default" sprite for these units, since it doesn&#39;t have a specific faction named before the "60.0,". You can see the sprite for the spanish ones below it...and it seems like maybe the merc sprite is the one that is missing...and um, do units need sprites anyway?
    Am i wrong here?

    edit: yup i was wrong. the "default" sprites emboldened are for the mercenaries.

  13. #113

    Default

    here is the text you wanted Tsarevna;
    type warband_spear_scythia
    skeleton fs_spearman, fs_swordsman
    indiv_range 40
    texture scythia, data/models_unit/textures/unit_new_Barbarian_warband_scythian.tga
    model_flexi_m data/models_unit/unit_barb_warband_scythia_spear_high.cas, 8
    model_flexi_m data/models_unit/unit_barb_warband_scythia_spear_med.cas, 15
    model_flexi data/models_unit/unit_barb_warband_scythia_spear_low.cas, 30
    model_flexi data/models_unit/unit_barb_warband_scythia_spear_lowest.cas, max
    model_sprite scythia, 60.0, data/sprites/scythia_warband_axe_scythia_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    type warband_sword_scythia
    skeleton fs_swordsman
    indiv_range 40
    texture scythia, data/models_unit/textures/unit_new_Barbarian_warband_scythian.tga
    model_flexi_m data/models_unit/unit_barb_warband_scythia_sword_high.cas, 8
    model_flexi_m data/models_unit/unit_barb_warband_scythia_sword_med.cas, 15
    model_flexi data/models_unit/unit_barb_warband_scythia_sword_low.cas, 30
    model_flexi data/models_unit/unit_barb_warband_scythia_sword_lowest.cas, max
    model_sprite scythia, 60.0, data/sprites/scythia_warband_axe_scythia_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    type warband sword scythian
    dictionary warband_sword_scythian ; Swordsmen
    category infantry
    class heavy
    voice_type Heavy_1
    soldier warband_sword_scythia, 40, 0, 1.2
    officer barb_standard
    attributes sea_faring, hide_improved_forest
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 10, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    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, 4, 5, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 2, -2, 3, 2
    stat_mental 8, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 460, 170, 50, 70, 460
    ownership scythia

    type warband spear scythian
    dictionary warband_spear_scythian ; Spear Warband
    category infantry
    class spearmen
    voice_type Light_1
    soldier warband_spear_scythia, 60, 0, 1.2
    officer barb_standard
    attributes sea_faring, hide_improved_forest
    formation 1, 1, 2, 2, 5, square, phalanx
    stat_health 1, 0
    stat_pri 9, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,1
    stat_pri_attr spear, short_pike
    stat_sec 9, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 3, 3, 5, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 2, -2, 3, 2
    stat_mental 4, impetuous, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 510, 200, 60, 80, 510
    ownership scythia


    warband_spear_scythian
    warband_spear_scythian_descr
    warband_spear_scythian_descr_short

    warband_sword_scythian
    warband_sword_scythian_descr
    warband_sword_scythian_descr_short

    ¬----------------

    {warband_spear_scythian} Spear Warband

    {warband_spear_scythian_descr}
    Expert at Hiding in Forests&#092;nCan Form Phalanx&#092;n&#092;nThe men of a spear warband are effective against cavalry and most infantry, but lack the discipline of more &#39;civilized&#39; troops. Their spears, however, make them valuable defensive warriors for any warlord.&#092;n&#092;nThe warband is the basic unit of any barbarian army - a group of tough warriors bound together in the service of a tribal strongman or village headman. Each warrior is protected by a large shield. In common with other Germanic warriors, these men are very clever when concealing themselves in forests.

    {warband_spear_scythian_descr_short}
    The men of a spear warband are effective against cavalry and most infantry, but lack the discipline of more &#39;civilized&#39; troops.

    ¬----------------

    {warband_sword_scythian} Swordsmen

    {warband_sword_scythian_descr}
    Superior&#092;nImpetuous&#092;nExpert at Hiding in Forests&#092;n&#092;nSwordsmen are steadfast and aggressive warriors, the &#39;infantry of the line&#39; for barbarian warlords. They are not very disciplined at times, as their sense of honour and bravery can make them eager to get into any fray, but they are uniformly superb swordsmen. They are equipped with good swords and large shields.&#092;n&#092;nEvery warlord worth the name makes sure he has a couple of warbands of these hard men under his command.

    {warband_sword_scythian_descr_short}
    Swordsmen are steadfast and aggressive warriors, the &#39;infantry of the line&#39; for barbarian warlords.

    ¬----------------


    :grin

  14. #114

    Default

    Oh, I&#39;d already done the carthaginian archers at some point And the sprites thing is working (without me doing anything other than making the archers available to carthage) so I think that must the preferences.txt file I got off of you Borsook?
    <span style='font-size:21pt;line-height:100%'><span style='color:red'>Greato<span style='color:purple'>rex</span></span></span>

    My Tutorial on How to Create Characters

  15. #115

    Default

    Ok, i&#39;m not sure about this, but there is a visigoth cavalry for thrace, which isn&#39;t indicated anywhere in the desc_model_battle.txt, so did anyone find this or am i running behind project again? Thrace is like a greek type of faction, so i don&#39;t know what the hell would a visigoth cavalry would be doing anyway....

    UNIT_VISIGOTH_CAVALRY_THRACE.TGA.DDS :8

    oops nevermind it&#39;s there. It&#39;s the upgrade for the generals from the greek (&#33 cavalry they have as the early general. That&#39;s kinda weird, gothic cavalry from greek cavalry for a
    greek facton. It&#39;s like wearing a bikini and rubber boots at the same time.

    :><

  16. #116

    Default

    Weirdshady,
    The info you posted for the scythian spear warband on page 24 doesn&#39;t work because I lack the textures for it. I downloaded your scythia.zip file, but that file only contains models. :rolleyes Could you post or send me the textures for your spearmen please? thanks.

    I did get them to work with the old unorthodox textures tho, unit_barb_warband_scythia_.tga .

    edit: damn spelled your name wrong again :lol

  17. #117
    plasticfigurine's Avatar Ducenarius
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    Harrisonburg, VA, US
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    Default

    Originally posted by Tsarevna@Mar 12 2005, 12:20 AM
    Intriguing, whats the texture name and model name for him?
    Model: in the data/models, folder, and it&#39;s called "Eagle_500"

    Texture: in the data/models/textures, folder, it&#39;s called "Eagle bearer.tga"

    there are no lower resolution models

    to get it working, move the "eagle 500" into data/models_unit, and you must rename the texture to "Eagle_bearer" (just take out the space and replace it with the underscore) then move it into data/models_unit/textures.

    for some reason, it will just CTD unless you have the model in models_unit, and the text. in models_unit/textures, even when you point it to the correct files in descr_models_unit.txt

  18. #118

    Default

    Tsarevna; you got it right, they all use that texture, they are all mapped to it, it is in the game after all *wink* ? also good find with the eagle bearer plasticfigurine :grin &#33; i picked through the stuff in that folder and implemented a couple things(that looked like poo) and figured they were all like that, i guess we should go through the file more comprehensively... :blush

  19. #119

    Default



    Anyone been able to impliment these guys? The unit_warband_x guys? The textures look quite primitive.
    There are some textures for other barbarians too, like briton, dacia and spain.

  20. #120

    Default

    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&#39;s all screwed up. I also tried the barb_crew models (very similar) but then they don&#39;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&#39;s unused for anything. the model setup reminding me of the spanish scutarus, but i could be wrong. I can&#39;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&#39;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

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