
Originally Posted by
Revan Shan
But as I said... Antioq already has its en_lmail_hmail texture, which is the one needed for the armored sargents.
It doesn't matter if the texture exists or not. You have to tell the modeldb file that it needs to use that texture for the faction or you'll end up with the shiny soldiers problem that you have.
I dont mean the character count numbers. It's the faction count number that you will need to update.
Code:
17 armored_sergeants
1 4
61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod0.mesh 121
61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod1.mesh 900
61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod2.mesh 2500
61 unit_models/_Units/EN_Lmail_Hmail/armored_sergeants_lod3.mesh 6400
9
7 england
73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_englana.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Haail_normal.texture
53 unit_sprites/england_Dummy_EN_Spearmen_ug2_sprite.spr
6 france
72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_france.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/en_smail_smail_normal.texture
52 unit_sprites/france_Dummy_EN_Spearmen_ug2_sprite.spr
The number highlighted in red is the faction count number. It tells the game how many faction texture entries will follow. In the example above, there will be 9 factions listed, each with a texture entry (I only included a couple to save space. The attachments entry for each model will also have this number that has to also be updated or you'll get a crash.
Code:
9
7 england
58 unit_models/AttachmentSets/Final Kite_england_diff.texture
58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0
6 france
57 unit_models/AttachmentSets/Final Kite_france_diff.texture
57 unit_models/AttachmentSets/Final Kite_france_norm.texture 0