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  1. #1

    Default HOW DO YOU MAKE SPRITES FOR ROME TOTAL WAR

    I have kla's gold edition pack, but I can't find out how to make sprites for the new models and it looks really bad in game. Some help would be appreciated.
    Last edited by Malchus; May 12, 2008 at 10:46 AM.

  2. #2
    Harry Lime's Avatar Not a ToS violation
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    Default Re: HOW DO YOU MAKE SPRITES FOR ROME TOTAL WAR

    Moved to Rome Workshop > Skins, Models and Animations.
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  3. #3
    Sebulba's Avatar Miles
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    Default Re: HOW DO YOU MAKE SPRITES FOR ROME TOTAL WAR

    That tutorial is from kLA

    Making sprites for the units.
    • make a folder named sprites in this location:Rome – Total War/data
      2. make a text file(use notepad for example) and save it with the name sprite_script
      Place it in the folder where you have the game`s exe. For example in:
      Rome – Total War
      3.in the text file you`ve just done you need to insert the command for the game to create the sprites. The rules are:
      -for an infantry unit you need to write the title of its descr_model_battle entry followed by an empty space and then the name of the faction`s ownership(you need to do that for all the factions that have textures on that entry if the textures are different). In our example:
      athenian_late_hoplite greek_cities
      -for a cavalry unit you need to add the name of its mount after the ownership. This you can get from the unit`s entry in export_descr_unit. If it is a cavalry unit it will have a line for mount under the one for soldier, looking like this:
      mount heavy horse
      So, presuming that our athenian hoplite would be a cavalry unit using that heavy horse you would need to enter this command:
      athenian_late_hoplite greek_cities heavy horse
      -if your unit is on a mount, but it is standing down(for example the driver of the chariot or the elephant crew) you need to replace the mount reference from above with the entry sprite_root
      You can add more then one of these commands in the sprite script, but how many it will be able to support depends on the capacity of your PC. I suggest you don`t insert too many.
      4.After you have added the commands in the script and saved it you have to modify the target of the game`s icon. For this you obviously need to have a shortcut on your desktop for the game`s exe. To modify it. Right click on the icon. Select Properties. Modify the text in the target so that it will end with this command: -sprite_script
      So it should end like this(with an empty space betwen the original text and the command):
      RomeTW.exe" -sprite_script
      5.Now start the game using this desktop shorcut and wait. The game will start, but it will not advance past the Loading screen. After a few moments depeding on how many commands you ahve entered it will revert back to the desktop and you will find the sprites all done in the newly created sprites folder.
      6.Now, you will notice that the sprites are in the format .tga
      You will need to convert them to .dds
      For this you can use a free soft called ddsconverter that you can find in the downloading section of twc. After you have converted them to .dds you need to rename the files so that they end in .tga.dds and not just .dds. This is the format the vanilla had. Example:
      athenian_late_hoplite_sprite_000.tga.dds
      athenian_late_hoplite_sprite_001.tga.dds
      athenian_late_hoplite_sprite_002.tga.dds

      7.You will notice that one of the files the game has created ends in .spr
      This is the one you will mention in descr_model_battle and the rest will be referred to by name association with this one. So you need to mention this file(in our example):
      athenian_late_hoplite_sprite.spr
      in descr_model_battle like this:

      type athenian_late_hoplite
      skeleton fs_spearman, fs_swordsman ; combat spear
      indiv_range 40
      texture slave, data/models_unit/textures/Athenian_Hoplite_Late.tga
      texture greek_cities, data/models_unit/textures/Athenian_Hoplite_Late.tga
      model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 15
      model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 30
      model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 40
      model_flexi data/models_unit/Athenian_Hoplite_Late.cas, max
      model_sprite slave, 60.0, data/sprites/athenian_late_hoplite_sprite.spr
      model_sprite greek_cities, 60.0, data/sprites/athenian_late_hoplite_sprite.spr
      model_tri 400, 0.5f, 0.5f, 0.5f



  4. #4

    Default Re: HOW DO YOU MAKE SPRITES FOR ROME TOTAL WAR

    Lovely, but why not simply use the sprite generator?? It does most of the work for you...

  5. #5
    AqD's Avatar 。◕‿◕。
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    Default Re: HOW DO YOU MAKE SPRITES FOR ROME TOTAL WAR

    The sprite generator I tried doesn't work - in fact it deleted some files (I forgot the detail, but the bug was reported by others as well).

    Now I manually edit sprite_script.txt to make sprites. It's not hard since I only make sprites for existing models.
    ________
    How To Roll A Blunt
    Last edited by AqD; September 20, 2011 at 06:53 AM.

  6. #6

    Default Re: HOW DO YOU MAKE SPRITES FOR ROME TOTAL WAR

    1. The toturial is in the pack, installation file... geez

    2. there is no 2

  7. #7

    Default Re: HOW DO YOU MAKE SPRITES FOR ROME TOTAL WAR

    Is there an easier way to install these skins from kla's gold edition pack?

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