Thats what I have done but it still has not worked. The BOA part isn't working if I'm correct.
Thats what I have done but it still has not worked. The BOA part isn't working if I'm correct.
We Came, We Saw, We Ran Away!
Lord Drakier: The error report is indeed CORRECT. It seems that you are giving false directory entries in DMB.
If I were you, I would try something like this:
model_flexi BOA\data\models_unit\BoA\MTW_horse_light.cas, 15
Where the BOA marked in red is the mod folder you use.
I'm not very sure how well it would apply in your case, since I really don't know what mod it's based on and what's the structure. If you would explain your problem in better detail, it would be easier to help. Zeus isn't very intelligent in that matter, it only knows that things should be his and only his way. Apparently, you're trying to something so ingenious that it's incomprehensible for Zeus, or you're trying to do something very, very silly.
Last edited by RedFox; October 03, 2009 at 06:07 PM.
"If you want epic, try using logic with your girlfriend."
#Complete Guide to BPI - Model INFO# #3dsMax CAS IE ALX Patched#
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Ok I'm a little confused as I'm not really that good when it comes to errors and coding on this but this is what I have in the DMB;
type BoA_horse_heavy
skeleton fs_horse
scale 0.875
indiv_range 40
texture romans_julii, boa/data/models_unit/BoA/textures/MORI_HEAVY_HORSE
texture romans_brutii, boa/data/models_unit/BoA/textures/SHIMAZU_HEAVY_HORSE
texture romans_scipii, boa/data/models_unit/BoA/textures/UESUGI_HEAVY_HORSE
texture romans_senate, boa/data/models_unit/BoA/textures/TAKEDA_HEAVY_HORSE
texture carthage, boa/data/models_unit/BoA/textures/CHINA_HEAVY_HORSE
texture egypt, boa/data/models_unit/BoA/textures/ODA_HEAVY_HORSE
texture macedon, boa/data/models_unit/BoA/textures/IMAGAWA_HEAVY_HORSE
texture parthia, boa/data/models_unit/BoA/textures/MONGOL_HEAVY_HORSE
texture seleucid, boa/data/models_unit/BoA/textures/HOJO_HEAVY_HORSE
model_flexi data/models_unit/mount_horse_light_400.CAS, 15
model_flexi data/models_unit/mount_horse_light_300.CAS, 30
model_flexi data/models_unit/mount_horse_light_200.CAS, 60
model_flexi data/models_unit/mount_horse_light_100.CAS, 80
model_flexi data/models_unit/mount_horse_light_70.CAS, max
model_sprite carthage, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite parthia, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_senate, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_scipii, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_brutii, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_julii, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite macedon, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite egypt, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite seleucid, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_tri 700, 0.3f, 0.3f, 0.3f
I'm not sure whats wrong? Can you just recreate that in a correct format and I'll use it as a guide.
Thanks,
Lord Dakier
We Came, We Saw, We Ran Away!
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Wow, very superb program!
It was able to find even the most minor errors, thank you so much.
Last edited by Luskan; October 04, 2009 at 04:31 AM.
type BoA_horse_heavy
skeleton fs_horse
scale 0.875
indiv_range 40
texture romans_julii, BOA/data/models_unit/BoA/textures/MORI_HEAVY_HORSE
texture romans_brutii, BOA/data/models_unit/BoA/textures/SHIMAZU_HEAVY_HORSE
texture romans_scipii, BOA/data/models_unit/BoA/textures/UESUGI_HEAVY_HORSE
texture romans_senate, BOA/data/models_unit/BoA/textures/TAKEDA_HEAVY_HORSE
texture carthage, BOA/data/models_unit/BoA/textures/CHINA_HEAVY_HORSE
texture egypt, BOA/data/models_unit/BoA/textures/ODA_HEAVY_HORSE
texture macedon, BOA/data/models_unit/BoA/textures/IMAGAWA_HEAVY_HORSE
texture parthia, BOA/data/models_unit/BoA/textures/MONGOL_HEAVY_HORSE
texture seleucid, BOA/data/models_unit/BoA/textures/HOJO_HEAVY_HORSE
model_flexi BOA/data/models_unit/mount_horse_light_400.CAS, 15
model_flexi BOA/data/models_unit/mount_horse_light_300.CAS, 30
model_flexi BOA/data/models_unit/mount_horse_light_200.CAS, 60
model_flexi BOA/data/models_unit/mount_horse_light_100.CAS, 80
model_flexi BOA/data/models_unit/mount_horse_light_70.CAS, max
model_sprite carthage, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite parthia, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_senate, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_scipii, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_brutii, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite romans_julii, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite macedon, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite egypt, 100.0, data/sprites/spain_horse_heavy_sprite.spr
model_sprite seleucid, 100.0, data/sprites/spain_horse_heavy_sprite.spr
I made the changes but like I said I get an error while loading rather than when I zoom in on the battlefield.
We Came, We Saw, We Ran Away!
But there is no modfoldered mod that has a path like this (or it shouldn't have one) :
data/models_unit/'mod'/...
You must look at the structure of the mod , and see how it's done , then match it in DMB
Also , is it for bi or alex ?
none its modfoldered for Rome:Tw
C: Program Files/Activision/BOA Campaign*TW Directory*/BOA*modfolder*/Data/Descr_Model_Battle.
We Came, We Saw, We Ran Away!
C:\Program Files\Activision\BOA Campaign\BOA\data\descr_model_battle
We Came, We Saw, We Ran Away!
Well that's a weird path . No wonder it doesn't work ..
You could try the following :
move the 'BoA' folder (not the 'BoA Campaign' folder) to your RTW root directory , so the path looks like this :
C:/Program Files/Activision/Rome - Total War/BoA/data/...
Then you should adjust all paths in all necessary files .. Big work , but try to use the search and replace tool
I got rid of my Rome - Total War root directory. I copied several directories for mods I play. The one that holds the vanilla files of RTW, BI, Alexander is called "RTW + BI + ALEX".
Will renaming it back fix this?
We Came, We Saw, We Ran Away!
Ah , like so ..
Man you're really making it complicated
Then you should change your unit path to this i think :
BOA Campaign/BOA/data/models_unit/'unit'
Like so :
texture romans_julii, BOA Campaign/data/models_unit/BoA/textures/MORI_HEAVY_HORSE
I done all that but everything seems the same. I just tried opening up one of the models in 3DS Max and that couldn't open it so now I'm very confused.
We Came, We Saw, We Ran Away!
Great tool! I am sure it will prove very useful
I see this one fixed the sub_faction error I mentioned in the DS name validator. Can you make one which validates rebel factions, please?
Edit: @Lord Darkier:
On the sprites, you have:
model_sprite carthage, 100.0, data/sprites/spain_horse_heavy_sprite.spr
shouldn't it be:
model_sprite carthage, 100.0, BOA/data/sprites/spain_horse_heavy_sprite.spr ?
Oh, and I'm not sure if the capses make a difference, but you seem to have BOA in some places, BoA in others and boa there.
Edit 2: Does this check for invalid names in descr_names? If not, can you make it do that please?
Last edited by Caligula Caesar; October 04, 2009 at 11:54 AM.
RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod
"History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata
Fortuna Orbis Beta is released!
I put it in everyone and started getting CTD's before the battle though. Having it without Data seemed to atleast get me past loading the battle.
We Came, We Saw, We Ran Away!
I mean for the sprites, though. They don't have BOA in front of them.
RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod
"History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata
Fortuna Orbis Beta is released!
I'll worry about that when I can go into battle
We Came, We Saw, We Ran Away!
Sprites are ignored mostly if they aren't coded correctly, so that can wait. As for pathing, the main folder's name doesn't matter. As far as I know, it is never referenced. If Battles of Asia is modfoldered, as you say it is, your paths should look like this "boa/data/models_unit/'model name'.cas" and "boa/data/models_unit/textures/'texture_name' Now, if there is a folder "boa" inside of models_unit, you will need to add that to the path as well. Otherwise, omit it.