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  1. #1
    axnsan's Avatar Protector Domesticus
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    Default cannons for the byzantines

    is there anyway to make the byzzies have any cannons other than the generic bombard?
    i tried going to EDB, making the 2nd gunsmith buildable by "byzantium", then make EE Ribault for byzantium
    then went to EDB, and put byzantium in the ownership of the EE ribault
    but my game crashes when i start. perhaps its because of the lack of models, and i really suck at models
    could anyone help me? >.<

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: cannons for the byzantines

    Your getting the crash because the Byzantines need a texture entry for the ribault in the modeldb file (in SS\data\unit_models). If you are ok with using another faction's skins, then you can just copy the texture entry for another faction.

    1. Open the modeldb file in notepad
    2. Do a search for ee_ribault_crew
    3. Replace the entry you have with the following:

    Spoiler Alert, click show to read: 
    15 ee_ribault_crew
    1 3
    63 unit_models/_Units/EE_Peasant_Leather/ee_ribault_crew_lod0.mesh 121
    63 unit_models/_Units/EE_Peasant_Leather/ee_ribault_crew_lod1.mesh 1225
    63 unit_models/_Units/EE_Peasant_Leather/ee_ribault_crew_lod2.mesh 6400
    5
    9 byzantium
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_russia.texture
    78 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal3.texture
    47 unit_sprites/russia_EE_Catapult_Crew_sprite.spr

    6 poland
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_poland.texture
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal.texture
    47 unit_sprites/poland_EE_Catapult_Crew_sprite.spr
    6 russia
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_russia.texture
    78 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal3.texture
    47 unit_sprites/russia_EE_Catapult_Crew_sprite.spr
    7 hungary
    78 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_hungary.texture
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal.texture
    48 unit_sprites/hungary_EE_Catapult_Crew_sprite.spr
    9 lithuania
    80 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_lithuania.texture
    78 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal2.texture
    50 unit_sprites/lithuania_EE_Catapult_Crew_sprite.spr
    5
    9 byzantium
    67 unit_models/AttachmentSets/Final European Light_russia_diff.texture
    67 unit_models/AttachmentSets/Final European Light_russia_norm.texture 0

    6 poland
    67 unit_models/AttachmentSets/Final European Light_poland_diff.texture
    67 unit_models/AttachmentSets/Final European Light_poland_norm.texture 0
    6 russia
    67 unit_models/AttachmentSets/Final European Light_russia_diff.texture
    67 unit_models/AttachmentSets/Final European Light_russia_norm.texture 0
    7 hungary
    68 unit_models/AttachmentSets/Final European Light_hungary_diff.texture
    68 unit_models/AttachmentSets/Final European Light_hungary_norm.texture 0
    9 lithuania
    70 unit_models/AttachmentSets/Final European Light_lithuania_diff.texture
    70 unit_models/AttachmentSets/Final European Light_lithuania_norm.texture 0
    1
    4 None
    17 MTW2_Crew_Ribault 0
    1
    18 MTW2_Knife_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    I've marked the changes in red. Basically this just adds a texture entry for another faction.

    Explanation:

    5 <---the number of faction entries to follow (was increased by 1 because we added a faction. The default SS file has 4 here)
    9 byzantium <---- faction name
    77 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_russia.texture
    <---- texture path and file name
    78 unit_models/_Units/EE_Peasant_Leather/textures/mtw2_EE_Peasant_normal3.texture <---- normal map texture file name and path
    47 unit_sprites/russia_EE_Catapult_Crew_sprite.spr <---- path and name for sprite.

    The number at the beginning of each line is the number of text characters to follow on that line (the game uses them to know how many characters to look for when reading the file)

    The second lot of changes is for the units attachments (i.e. weapons, shields etc).


    Last edited by Caesar Clivus; February 01, 2009 at 02:21 AM.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3
    axnsan's Avatar Protector Domesticus
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    Default Re: cannons for the byzantines

    so i get it this gives me a ribault with russian crew - i can use this with any cannon right?

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: cannons for the byzantines

    Yep. With those instructions you can give any unit to any faction (along with changes to the EDU and EDB of course )

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5
    axnsan's Avatar Protector Domesticus
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    Default Re: cannons for the byzantines

    and what about the picture in the recruitment queue/unit info panel? how to change it?

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: cannons for the byzantines

    Unit cards and unit info pictures are stored in SS\data\ui\units and SS\data\ui\unit_info respectively. Each faction has a directory in each of these where the pictures are stored. What you need to do is simply copy the unit's picture from one of the old factions to the byzantium folder.

    But because SS doesn't change the unit cards for artillery, the game just uses the default vanilla ones. Unfortunately these files are in pack files (basically huge zip files) that the game accesses. To access the files you need you'll need to use the unpacker tool located in M2TW\tools\unpacker. It's best to unpack these files to a separate directory from your M2TW folder just to be on the safe side. It is possible to just unpack the files you need. There is a readme in the unpacker directory but if you need any more help with the unpacker, there should be enough info in the mod workshop section of the forums to get you going.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7
    axnsan's Avatar Protector Domesticus
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    Default Re: cannons for the byzantines

    ok i did like you said, i got the cannons going, put the models for cannon maker and cannon foundry in the byzantium folder. everything is fine, i can build gunsmith, cannon maker, cannon foundry, which can train GR Bombard, EE Ribault , EE Cannon , EE Serpentine, EE Grand Bombard.
    all buildings and units are being modeled properly, the name of the cannons is displayed corectly.
    only one small problem: for the cannon maker and cannon foundry, the name isnt displayed right i.e its cannon_maker and cannon_foundry and c_cannon_maker and c_cannon_foundry instead of Cannon Maker and Cannon Foundry - how do i change that?

  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: cannons for the byzantines

    Ok you need to go into the SS\data\text folder and open export_buildings.txt. You'll see that every building has a number of entries in this file. You'll also notice that each building has entries for each culture in the game (i.e. northern european, middle eastern etc). The entries for each culture are the name, description and a short description used for tooltips etc). Make sure that each of the cannon buildings has entries for the greek culture. If not, follow the syntax and add one in there.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  9. #9
    axnsan's Avatar Protector Domesticus
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    Default Re: cannons for the byzantines

    thanks!i finnaly got it going

  10. #10
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: cannons for the byzantines

    Glad to be of help

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  11. #11
    Naked Emperor's Avatar Centenarius
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    Default Re: cannons for the byzantines

    and the tip of the day for you modders out there, never forget the double spacing after the zero in the EDB, else your game crashes.


    9 byzantium
    67 unit_models/AttachmentSets/Final European Light_russia_diff.texture
    67 unit_models/AttachmentSets/Final European Light_russia_norm.texture 0 (yes this zero)
    No battleplan ever survives contact with the enemy
    - Field Marshall Helmuth Carl Bernard von Moltke -

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