i just want someone to do the process for me on SS6.3.... i really want it and i dont have the time to do the process all over again... i'll be really happy if someone can do it for me, but its ok if u cant
i just want someone to do the process for me on SS6.3.... i really want it and i dont have the time to do the process all over again... i'll be really happy if someone can do it for me, but its ok if u cant
CTD,
02:31:28.446 [system.rpt] [always] CPU: SSE2
02:31:28.446 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
02:31:28.446 [system.io] [always] mounted pack packs/data_0.pack
02:31:28.446 [system.io] [always] mounted pack packs/data_1.pack
02:31:28.446 [system.io] [always] mounted pack packs/data_2.pack
02:31:28.461 [system.io] [always] mounted pack packs/data_3.pack
02:31:28.461 [system.io] [always] mounted pack packs/data_4.pack
02:31:28.461 [system.io] [always] mounted pack packs/localized.pack
02:31:32.453 [script.err] [error] Script Error in mods/Barbarorvm/data/descr_skeleton.txt, at line 2740, column 190
AnimDB: Could not load - 'data/animations/MTW2_Spear/MTW2_Spear_Overhand/MTW2_Spear_defend_stab_med_modified_modified.cas'
02:31:32.453 [data.invalid] [fatal] Animation database failed to load!
02:31:33.014 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
there is no file wih the package calld :MTW2_Spear_Overhand inside or ouside MTW2_spear in descr_skeleton provided with the package any help.
Maybe someone close this topic...Banzai and links=dead
Or instead, someone can edit the first post with my backup, the combined all-in-one v11 and v12 archive, the one-stop file for all your banzai needs
http://www.megaupload.com/?d=DMU704LJ
This stuff is too important to be lost, so we'll need to continue re-uploading it.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
Does anyone here know how to get the decap animation working so the head comes off, how do you rig to bones and make a detach point?
Most likely it means detaching the head model from the body, as far as vertices go. Then modifying the 'dying' or the 'fatality' animations to move the head bone far from the body.
Makes sense, how do you detach vertices??
Just unweld, or something like that. Note, in many mods a lot of the vertices are already unwelded, so you won't have to do any extra unit modeling; just let them be hit by a decapitating animation.
Does anyone know what the "possible copyright infringements" were?
Last edited by kingtigertank; September 21, 2010 at 03:34 AM.
Taking from bunches of other mods without permission, and/or possibly taking unauthorized content from other sources, unfortunately.
So am i allowed to use stuff from this resource in my own mod if I follow Banzai's terms of use in his documentation?
Last edited by kingtigertank; September 22, 2010 at 06:07 AM.
I'm pretty sure.
This pack have chariots and animations for them???
Yes
Where are all files for chariots(models and chariot cavalery faunded)???
The chariots are without the skeleton...
PS I could use this files without permission???
Last edited by T&D; October 02, 2010 at 09:42 AM.
Not sure about the chariots, but I think Banzai will be happy if this pack is used.