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Thread: [SOLVED]Adding Mangonels to Game.

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  1. #1

    Default [SOLVED]Adding Mangonels to Game.

    Would it be possible for someone to give me step-by-step info on how to add mangonels from Crusades to my mod? I've tried everything, including:

    Adding the entry from descr_skeletons, descr_effects, descr_engines.
    I coded the mangonel unit into my EDU, EDB and ModelsDB correctly...
    I also placed the animations and skeletons in (I think) The IDX extractor doesn't work too well for me but I managed to get a file from unpacked crusades in the animations folder called 'MTW2 Mangonel'.

    Thanks..

  2. #2
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Adding Mangonels to Game - Almost There...

    I did it for DLV, what's the problem?

    If you say what the actual problem you're experiencing is, then noone need waste time explaining what you possibly already know.

    So what happens that makes you think that what you have done is incorrect?

    edit:

    Hmm actually there is something I would like to know about this too, if I remember right my mangonels are completely silent in operation - which sucks.

    How to fix it?
    Last edited by Taiji; August 28, 2009 at 11:53 AM.

  3. #3

    Default Re: Adding Mangonels to Game - Almost There...

    Quote Originally Posted by Taiji View Post
    I did it for DLV, what's the problem?

    If you say what the actual problem you're experiencing is, then noone need waste time explaining what you possibly already know.

    So what happens that makes you think that what you have done is incorrect?

    edit:

    Hmm actually there is something I would like to know about this too, if I remember right my mangonels are completely silent in operation - which sucks.

    How to fix it?
    My problem is that these Mangonels aren't working and my mod CTD's whilst loading a battle with them..I've encountered this CTD numerous times so I assumed it is a model, animation or skeleton missing/incorrectly coded etc.

    I am sure what I have done so far is correct; added the Mangonel info from unpacked Crusades into my mod from every necessary file - I can post screenshots first thing if that helps. I understand requesting a step by step process is a lot of work but I can't find a tutorial on adding siege units.

  4. #4
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Adding Mangonels to Game - Almost There...

    Assuming you've got everything in the correct folders specified with the correct filenames. You're probably right.

    Have you copied the \animations folder and descr_skel from crusades? You would need to rebuild the animations unless you copied both descr_skel and the .dat and .idx files from the 'animations' folder. Rebuilding is necessary any time you make a change to descr_skel.

    For your reference this is my northern european battlemodels entry for it:

    Spoiler Alert, click show to read: 
    16 ne_mangonel_crew
    1 4
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod0.mesh 121
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod1.mesh 900
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod2.mesh 2500
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod3.mesh 6400
    16
    7 england
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture
    86 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england_normal.texture
    45 unit_sprites/england_Dummy_NE_Crew_sprite.spr
    6 norway
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_norway.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_norway_normal.texture
    44 unit_sprites/norway_Dummy_NE_Crew_sprite.spr
    8 scotland
    80 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_scotland.texture
    87 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_scotland_normal.texture
    46 unit_sprites/scotland_Dummy_NE_Crew_sprite.spr
    6 france
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_france.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_france_normal.texture
    44 unit_sprites/france_Dummy_NE_Crew_sprite.spr
    3 hre
    75 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_hre.texture
    82 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_hre_normal.texture
    41 unit_sprites/hre_Dummy_NE_Crew_sprite.spr
    7 teutons
    80 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_teutonic.texture
    87 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_teutonic_normal.texture
    41 unit_sprites/hre_Dummy_NE_Crew_sprite.spr
    7 denmark
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_denmark.texture
    86 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_denmark_normal.texture
    45 unit_sprites/denmark_Dummy_NE_Crew_sprite.spr
    5 spain
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_spain.texture
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_spain_normal.texture
    43 unit_sprites/spain_Dummy_NE_Crew_sprite.spr
    8 portugal
    80 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_portugal.texture
    87 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_portugal_normal.texture
    46 unit_sprites/portugal_Dummy_NE_Crew_sprite.spr
    5 milan
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_milan.texture
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_milan_normal.texture
    43 unit_sprites/milan_Dummy_NE_Crew_sprite.spr
    6 venice
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_venice.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_venice_normal.texture
    44 unit_sprites/venice_Dummy_NE_Crew_sprite.spr
    12 papal_states
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_papal_states.texture
    91 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_papal_states_normal.texture
    50 unit_sprites/papal_states_Dummy_NE_Crew_sprite.spr
    6 sicily
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_sicily.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_sicily_normal.texture
    44 unit_sprites/sicily_Dummy_NE_Crew_sprite.spr
    7 normans
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture
    86 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england_normal.texture
    45 unit_sprites/normans_Dummy_NE_Crew_sprite.spr
    8 flanders
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_fland.texture
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_fland_normal.texture
    41 unit_sprites/hre_Dummy_NE_Crew_sprite.spr
    7 ireland
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_irish.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    43 unit_sprites/milan_Dummy_NE_Crew_sprite.spr
    16
    7 england
    68 unit_models/AttachmentSets/Final European Light_england_diff.texture
    68 unit_models/AttachmentSets/Final European Light_england_norm.texture 0
    6 norway
    67 unit_models/AttachmentSets/Final European Light_norway_diff.texture
    67 unit_models/AttachmentSets/Final European Light_norway_norm.texture 0
    8 scotland
    69 unit_models/AttachmentSets/Final European Light_scotland_diff.texture
    69 unit_models/AttachmentSets/Final European Light_scotland_norm.texture 0
    6 france
    67 unit_models/AttachmentSets/Final European Light_france_diff.texture
    67 unit_models/AttachmentSets/Final European Light_france_norm.texture 0
    3 hre
    64 unit_models/AttachmentSets/Final European Light_hre_diff.texture
    64 unit_models/AttachmentSets/Final European Light_hre_norm.texture 0
    7 teutons
    69 unit_models/AttachmentSets/Final European Light_teutonic_diff.texture
    69 unit_models/AttachmentSets/Final European Light_teutonic_norm.texture 0
    7 denmark
    68 unit_models/AttachmentSets/Final European Light_denmark_diff.texture
    68 unit_models/AttachmentSets/Final European Light_denmark_norm.texture 0
    5 spain
    66 unit_models/AttachmentSets/Final European Light_spain_diff.texture
    66 unit_models/AttachmentSets/Final European Light_spain_norm.texture 0
    8 portugal
    69 unit_models/AttachmentSets/Final European Light_portugal_diff.texture
    69 unit_models/AttachmentSets/Final European Light_portugal_norm.texture 0
    5 milan
    66 unit_models/AttachmentSets/Final European Light_milan_diff.texture
    66 unit_models/AttachmentSets/Final European Light_milan_norm.texture 0
    6 venice
    67 unit_models/AttachmentSets/Final European Light_venice_diff.texture
    67 unit_models/AttachmentSets/Final European Light_venice_norm.texture 0
    12 papal_states
    73 unit_models/AttachmentSets/Final European Light_papal_states_diff.texture
    73 unit_models/AttachmentSets/Final European Light_papal_states_norm.texture 0
    6 sicily
    67 unit_models/AttachmentSets/Final European Light_sicily_diff.texture
    67 unit_models/AttachmentSets/Final European Light_sicily_norm.texture 0
    7 normans
    68 unit_models/AttachmentSets/Final European Light_normans_diff.texture
    68 unit_models/AttachmentSets/Final European Light_normans_norm.texture 0
    8 flanders
    66 unit_models/AttachmentSets/Final European Light_fland_diff.texture
    67 unit_models/AttachmentSets/Final European Light_france_norm.texture 0
    7 ireland
    66 unit_models/AttachmentSets/Final European Light_irish_diff.texture
    66 unit_models/AttachmentSets/Final European Light_milan_norm.texture 0
    1
    4 None
    13 MTW2_Mangonel 0 1
    18 MTW2_Knife_Primary 0


    And here's my EDU entry:

    Spoiler Alert, click show to read: 
    type NE Mangonel
    dictionary NE_Mangonel ; Mangonel
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier ne_mangonel_crew, 16, 2, 1
    engine mangonel
    attributes sea_faring, hardy, can_withdraw, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 4, 1, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 45, 1
    stat_pri_attr no
    stat_sec 65, 3, mangonel_shot, 250, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    stat_sec_attr ap, launching
    stat_pri_armour 4, 9, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, 0, 0, 0
    stat_mental 9, low, untrained
    stat_charge_dist 5
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 5500, 550, 90, 70, 870, 4, 210
    armour_ug_levels 1
    armour_ug_models ne_mangonel_crew
    ownership england, scotland, hre, teutons, france, denmark, portugal, spain, venice, milan, sicily, papal_states, flanders, ireland, norway
    era 2 england, scotland, hre, teutons, france, denmark, portugal, spain, venice, milan, sicily, papal_states, flanders, ireland, norway
    recruit_priority_offset 10



    Descr_engines:

    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type mangonel
    culture all
    class mangonel
    pathfinding_data none
    reference_points siege_engines/mangonel.modelReferencePoints

    engine_model_group normal
    engine_skeleton mangonel
    engine_bone_map siege_engines/BoneMaps/mangonel.xml
    engine_collision siege_engines/collision_models/siege_trebuchet_collision.CAS
    engine_mesh siege_engines/mangonel.mesh, 40.0
    engine_mesh siege_engines/mangonel.mesh, 80.0
    engine_mesh siege_engines/mangonel.mesh, max

    engine_model_group dying
    engine_skeleton mangonel_dying
    engine_bone_map siege_engines/BoneMaps/mangonel_die.xml
    engine_collision siege_engines/collision_models/siege_trebuchet_collision.CAS
    engine_mesh siege_engines/destroyed/mangonel_destruction.mesh, max

    engine_model_group dead
    engine_collision siege_engines/collision_models/siege_trebuchet_collision.CAS
    engine_mesh siege_engines/destroyed/mangonel_destroyed.mesh, max

    engine_shadow none

    engine_radius 4.5 ;2
    engine_visual_radius 16
    engine_length 10
    engine_width 4
    engine_height 8
    engine_mass 13
    engine_dock_dist 5
    engine_mob_dist 9
    engine_flammable true
    engine_ignition 1.0
    fire_effect engine_fire_medium_trebuchet_set
    engine_front_attacked false

    sa_range 50.0
    sa_friendly_range 75.0

    obstacle_shape rectangle
    obstacle_x_radius 1.5 ;1.0
    obstacle_y_radius 7.0

    engine_formation 9, 12


    engine_spo physical_obstacle

    engine_health 50
    missile_pos 0.0 20 1.2

    crew_animations
    crank Left_Stoke, crew_left
    crank Right_Load, crew_right
    crank Crew_Rear, crew_rear
    fire Left_Stoke, crew_left_stoke_1, crew_left
    fire Right_Load, crew_right_load_1, crew_right
    fire Crew_Rear, crew_rear_fire_recover, crew_rear
    end

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    I really didn't have to mess with animations at all but I think the animations I began with (Niko's) were based on kingdoms anyway.
    Last edited by Taiji; August 28, 2009 at 05:08 PM.

  5. #5

    Default Re: Adding Mangonels to Game - Almost There...

    Quote Originally Posted by Taiji View Post
    Assuming you've got everything in the correct folders specified with the correct filenames. You're probably right.

    Have you copied the \animations folder and descr_skel from crusades? You would need to rebuild the animations unless you copied both descr_skel and the .dat and .idx files from the 'animations' folder. Rebuilding is necessary any time you make a change to descr_skel.

    For your reference this is my northern european battlemodels entry for it:

    Spoiler Alert, click show to read: 
    16 ne_mangonel_crew
    1 4
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod0.mesh 121
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod1.mesh 900
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod2.mesh 2500
    63 unit_models/_Units/EN_Peasant_Padded/ne_ballista_crew_lod3.mesh 6400
    16
    7 england
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture
    86 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england_normal.texture
    45 unit_sprites/england_Dummy_NE_Crew_sprite.spr
    6 norway
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_norway.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_norway_normal.texture
    44 unit_sprites/norway_Dummy_NE_Crew_sprite.spr
    8 scotland
    80 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_scotland.texture
    87 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_scotland_normal.texture
    46 unit_sprites/scotland_Dummy_NE_Crew_sprite.spr
    6 france
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_france.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_france_normal.texture
    44 unit_sprites/france_Dummy_NE_Crew_sprite.spr
    3 hre
    75 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_hre.texture
    82 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_hre_normal.texture
    41 unit_sprites/hre_Dummy_NE_Crew_sprite.spr
    7 teutons
    80 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_teutonic.texture
    87 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_teutonic_normal.texture
    41 unit_sprites/hre_Dummy_NE_Crew_sprite.spr
    7 denmark
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_denmark.texture
    86 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_denmark_normal.texture
    45 unit_sprites/denmark_Dummy_NE_Crew_sprite.spr
    5 spain
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_spain.texture
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_spain_normal.texture
    43 unit_sprites/spain_Dummy_NE_Crew_sprite.spr
    8 portugal
    80 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_portugal.texture
    87 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_portugal_normal.texture
    46 unit_sprites/portugal_Dummy_NE_Crew_sprite.spr
    5 milan
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_milan.texture
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_milan_normal.texture
    43 unit_sprites/milan_Dummy_NE_Crew_sprite.spr
    6 venice
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_venice.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_venice_normal.texture
    44 unit_sprites/venice_Dummy_NE_Crew_sprite.spr
    12 papal_states
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_papal_states.texture
    91 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_papal_states_normal.texture
    50 unit_sprites/papal_states_Dummy_NE_Crew_sprite.spr
    6 sicily
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_sicily.texture
    85 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_sicily_normal.texture
    44 unit_sprites/sicily_Dummy_NE_Crew_sprite.spr
    7 normans
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture
    86 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england_normal.texture
    45 unit_sprites/normans_Dummy_NE_Crew_sprite.spr
    8 flanders
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_fland.texture
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_fland_normal.texture
    41 unit_sprites/hre_Dummy_NE_Crew_sprite.spr
    7 ireland
    77 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_irish.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    43 unit_sprites/milan_Dummy_NE_Crew_sprite.spr
    16
    7 england
    68 unit_models/AttachmentSets/Final European Light_england_diff.texture
    68 unit_models/AttachmentSets/Final European Light_england_norm.texture 0
    6 norway
    67 unit_models/AttachmentSets/Final European Light_norway_diff.texture
    67 unit_models/AttachmentSets/Final European Light_norway_norm.texture 0
    8 scotland
    69 unit_models/AttachmentSets/Final European Light_scotland_diff.texture
    69 unit_models/AttachmentSets/Final European Light_scotland_norm.texture 0
    6 france
    67 unit_models/AttachmentSets/Final European Light_france_diff.texture
    67 unit_models/AttachmentSets/Final European Light_france_norm.texture 0
    3 hre
    64 unit_models/AttachmentSets/Final European Light_hre_diff.texture
    64 unit_models/AttachmentSets/Final European Light_hre_norm.texture 0
    7 teutons
    69 unit_models/AttachmentSets/Final European Light_teutonic_diff.texture
    69 unit_models/AttachmentSets/Final European Light_teutonic_norm.texture 0
    7 denmark
    68 unit_models/AttachmentSets/Final European Light_denmark_diff.texture
    68 unit_models/AttachmentSets/Final European Light_denmark_norm.texture 0
    5 spain
    66 unit_models/AttachmentSets/Final European Light_spain_diff.texture
    66 unit_models/AttachmentSets/Final European Light_spain_norm.texture 0
    8 portugal
    69 unit_models/AttachmentSets/Final European Light_portugal_diff.texture
    69 unit_models/AttachmentSets/Final European Light_portugal_norm.texture 0
    5 milan
    66 unit_models/AttachmentSets/Final European Light_milan_diff.texture
    66 unit_models/AttachmentSets/Final European Light_milan_norm.texture 0
    6 venice
    67 unit_models/AttachmentSets/Final European Light_venice_diff.texture
    67 unit_models/AttachmentSets/Final European Light_venice_norm.texture 0
    12 papal_states
    73 unit_models/AttachmentSets/Final European Light_papal_states_diff.texture
    73 unit_models/AttachmentSets/Final European Light_papal_states_norm.texture 0
    6 sicily
    67 unit_models/AttachmentSets/Final European Light_sicily_diff.texture
    67 unit_models/AttachmentSets/Final European Light_sicily_norm.texture 0
    7 normans
    68 unit_models/AttachmentSets/Final European Light_normans_diff.texture
    68 unit_models/AttachmentSets/Final European Light_normans_norm.texture 0
    8 flanders
    66 unit_models/AttachmentSets/Final European Light_fland_diff.texture
    67 unit_models/AttachmentSets/Final European Light_france_norm.texture 0
    7 ireland
    66 unit_models/AttachmentSets/Final European Light_irish_diff.texture
    66 unit_models/AttachmentSets/Final European Light_milan_norm.texture 0
    1
    4 None
    13 MTW2_Mangonel 0 1
    18 MTW2_Knife_Primary 0


    And here's my EDU entry:

    Spoiler Alert, click show to read: 
    type NE Mangonel
    dictionary NE_Mangonel ; Mangonel
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier ne_mangonel_crew, 16, 2, 1
    engine mangonel
    attributes sea_faring, hardy, can_withdraw, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 4, 1, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 45, 1
    stat_pri_attr no
    stat_sec 65, 3, mangonel_shot, 250, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    stat_sec_attr ap, launching
    stat_pri_armour 4, 9, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, 0, 0, 0
    stat_mental 9, low, untrained
    stat_charge_dist 5
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 5500, 550, 90, 70, 870, 4, 210
    armour_ug_levels 1
    armour_ug_models ne_mangonel_crew
    ownership england, scotland, hre, teutons, france, denmark, portugal, spain, venice, milan, sicily, papal_states, flanders, ireland, norway
    era 2 england, scotland, hre, teutons, france, denmark, portugal, spain, venice, milan, sicily, papal_states, flanders, ireland, norway
    recruit_priority_offset 10



    Descr_engines:

    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type mangonel
    culture all
    class mangonel
    pathfinding_data none
    reference_points siege_engines/mangonel.modelReferencePoints

    engine_model_group normal
    engine_skeleton mangonel
    engine_bone_map siege_engines/BoneMaps/mangonel.xml
    engine_collision siege_engines/collision_models/siege_trebuchet_collision.CAS
    engine_mesh siege_engines/mangonel.mesh, 40.0
    engine_mesh siege_engines/mangonel.mesh, 80.0
    engine_mesh siege_engines/mangonel.mesh, max

    engine_model_group dying
    engine_skeleton mangonel_dying
    engine_bone_map siege_engines/BoneMaps/mangonel_die.xml
    engine_collision siege_engines/collision_models/siege_trebuchet_collision.CAS
    engine_mesh siege_engines/destroyed/mangonel_destruction.mesh, max

    engine_model_group dead
    engine_collision siege_engines/collision_models/siege_trebuchet_collision.CAS
    engine_mesh siege_engines/destroyed/mangonel_destroyed.mesh, max

    engine_shadow none

    engine_radius 4.5 ;2
    engine_visual_radius 16
    engine_length 10
    engine_width 4
    engine_height 8
    engine_mass 13
    engine_dock_dist 5
    engine_mob_dist 9
    engine_flammable true
    engine_ignition 1.0
    fire_effect engine_fire_medium_trebuchet_set
    engine_front_attacked false

    sa_range 50.0
    sa_friendly_range 75.0

    obstacle_shape rectangle
    obstacle_x_radius 1.5 ;1.0
    obstacle_y_radius 7.0

    engine_formation 9, 12


    engine_spo physical_obstacle

    engine_health 50
    missile_pos 0.0 20 1.2

    crew_animations
    crank Left_Stoke, crew_left
    crank Right_Load, crew_right
    crank Crew_Rear, crew_rear
    fire Left_Stoke, crew_left_stoke_1, crew_left
    fire Right_Load, crew_right_load_1, crew_right
    fire Crew_Rear, crew_rear_fire_recover, crew_rear
    end

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    I really didn't have to mess with animations at all but I think the animations I began with (Niko's) were based on kingdoms anyway.
    Ok, the battlemodels, EDU, and Descr_Engines are identical to mine, could you please tell me more about rebuilding the animations? As they are .IDX files must I delete these and they will be rebuilt - similar to the .IDX files in the sounds folder. However I don't know if it will work without me having to find all the old skeletons/animations. I cleared my animations folder after I tried unpacking both pack.idx and skeletons.idx. Doing that did not work because there were identical file names as different types:

    Spoiler Alert, click show to read: 


    The right box is my current animations folder..the left is what I had - and the game didn't work when I tried to play with it. What happened when I unpacked left me with all the folders in one folder, and all of the other files in another...I ended up placing about half of the folders in and all of the non-folder files in..which was a bad idea..

    Thanks.
    Last edited by CodOfDuty; August 28, 2009 at 05:40 PM.

  6. #6
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Adding Mangonels to Game - Almost There...

    OK... not really sure what's going on there...

    Anyway, go download this.

    Delete everything in your animations folder except the mangonel stuff.

    Extract the contents of the file you just downloaded to your mod's animations folder.

    Rename your vanilla animations folder (so the game cannot find it).

    Start your mod and the animations will be rebuilt using the extracted animation files as per the descr_skeleton.txt.

    There's a tiny delay in startup while it does this, and you should be able to test immediately upon entering the game.

    Done.... I think

  7. #7

    Default Re: Adding Mangonels to Game - Almost There...

    OK, before I try that - because I don't want to lose my new animations also..would it be possible to request a file for the Mangonel referenced from descr_skeletons? I found these files to not be present...

    Spoiler Alert, click show to read: 




    The file in the middle column - data/animations/siege_Crew/Crew_Left_mangonel_2.cas is missing.

    Also, is my descr_skeletons file for the mangonel input identical to yours Taiji? Thanks.
    Last edited by CodOfDuty; August 29, 2009 at 05:43 AM.

  8. #8
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Adding Mangonels to Game - Almost There...

    Here's the mangonel entry I'm using:

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    type		MTW2_Mangonel
    parent		MTW2_Knifeman
    anim		default										data/animations/MTW2_Knifeman/MTW2_Knifeman_basepose.cas
    
    anim		stand_a_idle								data/animations/MTW2_Crew/MTW2_Crew_crew_stand_idle.cas
    
    anim		crew_left									data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_left_crank_loop.evt
    anim		crew_left_to_crew_stand						data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_left_fire_idle.evt
    anim		crew_left_stoke_1							data/animations/siege_Crew/crew_catapult_left_1.cas							-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_left_fire_idle.evt
    anim		crew_left_stoke_2							data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_left_fire_commence.evt
    anim		crew_left_stoke_3cycle						data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_left_fire_recover.evt
    
    anim		crew_right									data/animations/siege_Crew/crew_right_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_right_crank_loop.evt
    anim		crew_right_to_crew_stand					data/animations/siege_Crew/crew_right_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_right_fire_idle.evt
    anim		crew_right_load_1							data/animations/siege_Crew/crew_right_treb.cas								-fr
    anim		crew_right_load_2							data/animations/siege_Crew/crew_right_idle.CAS								-fr
    anim		crew_right_load_3							data/animations/siege_Crew/crew_right_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_right_fire_recover.evt
    
    anim		crew_rear									data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_right_crank_loop.evt
    anim		crew_rear_to_crew_stand						data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_right_fire_idle.evt
    anim		crew_rear_fire_idle							data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_right_fire_idle.evt
    anim		crew_rear_fire_commence						data/animations/siege_Crew/crew_rear_idle.CAS								-fr			;-evt:data/animations/carry_and_artillery/ballista_crew_right_fire_commence.evt
    anim		crew_rear_fire_recover						data/animations/siege_Crew/crew_right_cover.cas								-fr
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    Doesn't reference any mangonel specific anims.

    I can barely read your picture (I suggest copy and paste for stuff like this).

    I might have time to check your response later, might not...

    Now I have to leave and catch my flight.... good luck

    edit: One last thing. When I mentioned mangonel anims, they should go in the 'engines' folder which is in the animations folder. They are referenced by descr_engines not descr_skel, descr_skel is just for the crew's animation set.
    Last edited by Taiji; August 29, 2009 at 05:31 AM.

  9. #9

    Default Re: Adding Mangonels to Game - Almost There...

    I fixed the problem, I cleared my animations folder and put in the animation files as you said, I then copied all of my cleared animations back in and overwrote (except pack.idx and animations.idx.I also renamed the vanilla animations folder.

    Thanks Taiji! Wouldn't have solved this one mate! +rep

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