This thread explains the conventions that should be used in these two files when adding to them for AUH, for the new system of EDU handling.
battle_models.modeldb
Due to the change in the way the EDU works, the bmdb needs to have a texture listed for every faction for every unit. This does not take any additional resources or art, simply entries for X different factions to cover all our bases and make enabling/disabling of recruitment or ownership easier later. The total # of factions which should each have a texture+attachmentset is X(19 as of May 7th 2010). In the bmdb the order of entry is first the faction the unit originates in, followed by all other factions alphabetically, followed by the miscellaneous factions. Here is an example entry for Song Zhanmadao:
The starting section with the model, and the ending section with the animation are as they have been.Code:14 song_zhanmadao 1 1 48 unit_models/_Units/song/song_zhanmadao_lod0.mesh 1000000 19 4 song 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 6 champa 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 7 daiviet 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 4 dali 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 6 goryeo 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 3 jin 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 7 khitans 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 5 khmer 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 8 minamoto 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 7 mongols 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 5 pagan 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 5 taira 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 5 tibet 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 5 xixia 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 6 ghurid 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 9 challenge 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 9 scripting 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 5 slave 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 4 merc 55 unit_models/_Units/song/textures/song_zhanmadao.texture 57 unit_models/_Units/song/textures/song_zhanmadao_n.texture 48 unit_sprites/scotland_noble_swordsmen_sprite.spr 19 4 song 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 6 champa 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 7 daiviet 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 4 dali 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 6 goryeo 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 3 jin 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 7 khitans 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 5 khmer 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 8 minamoto 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 7 mongols 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 5 pagan 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 5 taira 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 5 tibet 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 5 xixia 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 6 ghurid 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 9 challenge 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 9 scripting 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 5 slave 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 4 merc 53 unit_models/AttachmentSets/song_equipment_zha.texture 58 unit_models/AttachmentSets/song_equipment_zha_norm.texture 0 1 4 None 16 MTW2_2HSwordsman 0 1 24 MTW2_2HSwordsman_Primary 0 5 -0.75 0 0 -0.75 2.0 2.0
The number of faction entries for each unit should currently be X across the board.
The first entry is for the original owner of the faction so it's easier to know. For japan this is both minamoto and taira. For regional units it should be led off with merc.
After the originating owner/s are listed the other main factions alphabetically.
Lastly are the other factions + merc assuming merc isn't the first one listed as in regional units.
The easiest way to make a new entry is simply to copy an existing entry to a new notepad++ tab, then find-replace for the new texture directories and string count, as it's much quicker than copying one entry X times and adding the factions manually. Adding all X factions to each unit insures that we don't have to go back in and add a random faction or multiple random factions in haphazard order to an entry in the future, since all factions have a texture assigned for all units, so we only need to make changes in the EDU ownership lines and EDB recruit pools to effect them.
export_descr_unit
The EDU is currently separated into two separate files.
One file is for the campaign, which has virtually all units as no_custom and all units recruitable by all factions. The reason for this is AOR can be adapted as necessary needing only changes to the EDB, without having to add ownership individually to specific units and specific factions and keep track of all that. Just because a unit is owned by all factions doesn't mean it can be recruited by all factions, it simply means that it is much easier to make it recruitable if necessary. So this approach not only saves us empty AOR slots, but a lot of time adding ownership in the EDU/BMDB on an individual basis.
The second file is for custom battles and multiplayer battles. This file has no_custom removed from all factional units, and has only the originating faction owning each unit. In this way each faction fields their traditional 'roster' without AOR units for custom battles. This file is a modified version of the first file, and does not need to be edited manually since it will be created automatically by Kingdoms Sentinel assuming the EDU follows the conventions specified below.
There's three specific EDU things which need to be kept in mind and followed.
#1 - All attribute lines should be ended with , no_custom. Do not place it in the middle of the attributes line, it should always be at the end for ease of parser location.
#2 - Every ownership line should be started with the originating faction and followed in the same way as the BMDB. Here is a list of what to put for ownership for each unit, based on the originating faction:Code:attributes sea_faring, hide_forest, can_withdraw, no_custom
Spoiler Alert, click show to read:
Why you ask must there be a specific order? Elementary, my dear Watson! With each specific order there is a unique string of characters that succeeds the originating owner. This enables a very easy find+replace procedure to remove all non-originating factions from all ownership lines en masse to create the custom/multiplayer version.
#3 - These two lines in red are now to be included in every unit entry. The name listed should be the name of the originating faction, minamoto in the case of Japan, and regional in the case of non-faction. This way we don't have to store multiple unit cards for each unit. (Click here for more information on this)
Code:type Keshik Guard dictionary Keshik_Guard ; Keshik Guard category cavalry class heavy voice_type Heavy banner faction main_cavalry soldier Keshik_Guard, 50, 0, 1 mount heavy horse mount_effect elephant -4, camel -4 attributes sea_faring, hide_forest, can_withdraw, no_custom move_speed_mod 1.0 formation 1.2, 1.2, 2.4, 2.4, 3, square stat_health 1, 0 stat_pri 5, 0, no, 120, 50, melee, melee_blade, piercing, none, 25, 1 stat_pri_attr no stat_sec no stat_sec_attr no stat_pri_armour 4, 8, 2, flesh stat_sec_armour 0, 0, flesh stat_heat 0 stat_ground 0, 0, 0, 0 stat_mental 8, disciplined, trained stat_charge_dist 30 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 500, 150, 100, 100, 500, 1, 200 armour_ug_levels 0 armour_ug_models Keshik_Guard ownership mongols, champa, daiviet, dali, goryeo, jin, khitans, khmer, minamoto, pagan, song, taira, tibet, xixia, ghurid, challenge, scripting, slave info_pic_dir mongols card_pic_dir mongols recruit_priority_offset 0






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