Yes, exactly it was animations-related problem. Basic prefix fooled me.
Thanks!
Yes, exactly it was animations-related problem. Basic prefix fooled me.
Thanks!
Last edited by Werety; January 01, 2014 at 04:11 PM.
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Where can I find "battle_models.modeldb" it doesn't seem to exist.
I need help figuring out what iv done wrong..was trying to put a unit from call of warhammer into the dead warcraft TW mod and the game either wont start up or when i change the soldier on the EDU it works and the unit is invisible.. i was going to make the dead WC mod playable for myself if i could get some units into it...
16 Vampire_skeleton
14
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod0.mesh 121
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod1.mesh 900
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod2.mesh 6400
2
7 scourge
59 unit_models/_Units/extra_folder/textures/Vamire_skeleton.texture
68 unit_models/_Units/extra_folder/textures/Vamire_skeleton_normal.texture
49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr
5 slave
59 unit_models/_Units/extra_folder/textures/Vamire_skeleton.texture
68 unit_models/_Units/extra_folder/textures/Vamire_skeleton_normal.texture
47 unit_sprites/slave_Dummy_EN_Spearmen_sprite.spr
2
7 scourge
57 unit_models/AttachmentSets/Att_Vamire_skeleton_diff.texture
59 unit_models/AttachmentSets/Att_Vamire_skeleton_norm.texture 0
5 slave
56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0
1
4 None
9 MTW2_Mace 0
2
17 MTW2_Mace_Primary
14 fs_test_shield 0
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
my EDU entry
type Vampire skeleton
dictionary Vampire_skeleton
category infantry
class light
voice_type Light
banner faction main_infantry
banner holy crusade
soldier Vampire_skeleton, 60, 0, 1
attributes sea_faring, can_withdraw, very_hardy, free_upkeep_unit
move_speed_mod 0.9
formation 1, 1, 2, 2, 6, square
stat_health 1, 0
stat_pri 5, 2, no, 0, 0, melee, melee_simple, piercing, axe, 0, 1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 0, 1, 4, leather
stat_sec_armour 0, 0, leather
stat_heat 0
stat_ground 0, 0, -3, 0
stat_mental 7, normal, highly_trained, lock_morale
stat_charge_dist 20
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 400, 80, 100, 100, 400, 6, 1500
armour_ug_levels 0, 3, 3, 3
armour_ug_models Vampire_skeleton, Vampire_skeleton_ug1, Vampire_skeleton_ug1, Vampire_skeleton_ug1
ownership scourge, slave
era 0 scourge
era 1 scourge
era 2 scourge
;unit_info 7, 0, 11
recruit_priority_offset 0
16 Vampire_skeleton
14
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod0.mesh 121
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod1.mesh 900
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod2.mesh 6400
write 3 instead of 14
changed the 14 into 3 and still crashes i figure maybe i misscounted somthin as counting is somthin im weak at....tho i have checked it repeatedly
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod0.mesh 121
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod1.mesh 900
56 unit_models/_Units/extra_folder/Vampire_skeleton_lod2.mesh 6400
56 must be 58
now i check that all of ur codes has wrong numbers.count and correct them.
Last edited by irishron; June 15, 2014 at 07:58 PM. Reason: insulting
There is a good way to count using Notepad++. Along the bottom is the line number and last position of the cursor on that line. Now subtract 4 and you should have a good number.
Hello Obeseian. Try this. They are 3 lines of mesh files.
16 Vampire_skeleton
1 3
58 unit_models/_Units/extra_folder/Vampire_skeleton_lod0.mesh 121
58 unit_models/_Units/extra_folder/Vampire_skeleton_lod1.mesh 900
58 unit_models/_Units/extra_folder/Vampire_skeleton_lod2.mesh 6400
2
7 scourge
59 unit_models/_Units/extra_folder/textures/Vamire_skeleton.texture
68 unit_models/_Units/extra_folder/textures/Vamire_skeleton_normal.texture
49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr
5 slave
59 unit_models/_Units/extra_folder/textures/Vamire_skeleton.texture
68 unit_models/_Units/extra_folder/textures/Vamire_skeleton_normal.texture
47 unit_sprites/slave_Dummy_EN_Spearmen_sprite.spr
2
7 scourge
57 unit_models/AttachmentSets/Att_Vamire_skeleton_diff.texture
59 unit_models/AttachmentSets/Att_Vamire_skeleton_norm.texture 0
5 slave
56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0
1
4 None
9 MTW2_Mace 0
2
17 MTW2_Mace_Primary
14 fs_test_shield 0
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
miguel u ve give him wrong numbers.all of his code numbers incorrect.
(delete)
Last edited by Miguel_80; June 15, 2014 at 08:55 PM.
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
The incorrect count of the numbers is another matter. I meant to point I've marked, that I think he hasn't understood what you said before. But it is corrected and already, nothing happens.
Karaislam, I actually thought that the numbers were well numbered, I not imagined that had so many bad, hehehe!, sorry
16 Vampire_skeleton
1 3
58 unit_models/_Units/extra_folder/Vampire_skeleton_lod0.mesh 121
58 unit_models/_Units/extra_folder/Vampire_skeleton_lod1.mesh 900
58 unit_models/_Units/extra_folder/Vampire_skeleton_lod2.mesh 6400
2
7 scourge
64 unit_models/_Units/extra_folder/textures/Vamire_skeleton.texture
71 unit_models/_Units/extra_folder/textures/Vamire_skeleton_normal.texture
49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr
5 slave
64 unit_models/_Units/extra_folder/textures/Vamire_skeleton.texture
71 unit_models/_Units/extra_folder/textures/Vamire_skeleton_normal.texture
47 unit_sprites/slave_Dummy_EN_Spearmen_sprite.spr
2
7 scourge
59 unit_models/AttachmentSets/Att_Vamire_skeleton_diff.texture
59 unit_models/AttachmentSets/Att_Vamire_skeleton_norm.texture 0
5 slave
56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0
1
4 None
9 MTW2_Mace 0
2
17 MTW2_Mace_Primary
14 fs_test_shield 0
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
it works now! thank you miguel
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
Was wondering if anyone could help solve my issue with importing Kingdoms units. I successfully added Canons of the Holy Etc. as well as Hospitaller Sergeants. Next I went to add in the Dismounted Ritt from Teutonic (giving my Holy Roman Empire a nice edge). I have the Unspecified Error. I've checked, and rechecked that the mesh/texture files are in place. I increased my Serialization count by 2 (One for the unit and one for the armor upgrade) I removed the Priority Recruit Offset from the EDU after copy/pasting it in. Unit cards and Info cards are in the lovely Unified folder (an idea I read from a Gigantus post) and added the appropriate listing in the EDU. This also happens (the overall issue) if I take Ritts out and try to add Templar Crossbowmen, or any other unit. Could I have hit the 500 mark on the EDU? Does that give an Unspecified Error? Lastly, I ran the checkmodeldb and it gives me a blank document (which I assume is a good sign).
I've been at this for a few days, off and on (as my temper cools from a failure).
Any help/advice would be appreciated.
Thanks
Edit: Just check with notepad++ and I have 455 entries in EDU, so that rules out that possibility.
Edit #2: Not sure why it worked, but putting the Dismounted Ritt above the already working Hospitaller Sergeants got the entire file to read.
Last edited by ameliajaisa; June 21, 2014 at 06:55 PM.
You add it to retrofit whit GUAM, it will crash, guaranteed under these circumstances. You will need to remove a unit for your new one to have a chance not to crash it.
For it to show up in vanilla, you will need the unit info in the modeldb and the io switch in the medieval2.preferences.cfg and have it set to read-only.
Edit: For those interested, http://www.twcenter.net/forums/showt...1#post14137406
Last edited by irishron; October 04, 2014 at 01:33 PM.