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  1. #1
    Razor's Avatar Licenced to insult
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    Default Yet another Modeldb question

    Alright I finally took the effort of adding a completely new unit for a M2TW mod. Right in the middle of modding the modeldb file I get stuck at the Modeldb when it comes to the last parts:

    Code:
    13 line_infantry 
    1 1
    42 unit_models/_Units/Line_Infantry_lod0.mesh 6400 
    9 
    6 france 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    40 unit_sprites/spain_Musketeers_sprite.spr 
    5 spain 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    40 unit_sprites/spain_Musketeers_sprite.spr 
    8 portugal 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    43 unit_sprites/portugal_Musketeers_sprite.spr  
    7 england 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    6 venice 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    3 hre 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    6 poland 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr
    6 russia 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    7 denmark 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    4 
    5 spain 
    67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 
    67 unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0  
    8 portugal 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0  
    5 milan 
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0  
    6 venice 
    68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 
    68 unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0  
    1 
    4 None 
    16 MTW2_Fast_Musket 
    20 MTW2_Non_Shield_Fast 1 
    19 MTW2_Musket_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    For the moment I don't think I'll need the red parts because I'm using one texture for the model for now. But since I need to know sooner or later and since I'm at it right now, how does the red part come together? What does it all mean and what does 'European CB' do?

    Also how does the blue part work? I know that in RTW you only had to designate two skeletons for primary attack and secondary attack. But how about this? I only want to have a musket fire attack as primary and a spear attack (does it also come two-handed?) as secondary attack.

    As a RTW modder I'd almost revert to RTW simply because of this (IMO totally unnecessary) modeldb-mess...

    Thanks in advance!

  2. #2
    konny's Avatar Artifex
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    Default Re: Yet another Modeldb question

    Code:
    13 line_infantry 
    1 1
    42 unit_models/_Units/Line_Infantry_lod0.mesh 6400 
    9 
    6 france 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    40 unit_sprites/spain_Musketeers_sprite.spr 
    5 spain 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    40 unit_sprites/spain_Musketeers_sprite.spr 
    8 portugal 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    43 unit_sprites/portugal_Musketeers_sprite.spr  
    7 england 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    6 venice 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    3 hre 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    6 poland 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr
    6 russia 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    7 denmark 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    4 
    5 spain 
    67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 
    67 unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0  
    8 portugal 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0  
    5 milan 
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0  
    6 venice 
    68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 
    68 unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0  
    1 
    4 None 
    16 MTW2_Fast_Musket 
    20 MTW2_Non_Shield_Fast 1 
    19 MTW2_Musket_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    For the moment I don't think I'll need the red parts because I'm using one texture for the model for now. But since I need to know sooner or later and since I'm at it right now, how does the red part come together? What does it all mean and what does 'European CB' do?
    These are the attachements. Without them the weapons, shields and stuff like that don't have textures.

    Also how does the blue part work? I know that in RTW you only had to designate two skeletons for primary attack and secondary attack. But how about this? I only want to have a musket fire attack as primary and a spear attack (does it also come two-handed?) as secondary attack.
    This unit would have a sword as secondary. You need the anim of a unit that uses a 2handed spear attack.

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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  3. #3
    Razor's Avatar Licenced to insult
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    Default Re: Yet another Modeldb question

    Quote Originally Posted by konny View Post
    Code:
    13 line_infantry 
    1 1
    42 unit_models/_Units/Line_Infantry_lod0.mesh 6400 
    9 
    6 france 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    40 unit_sprites/spain_Musketeers_sprite.spr 
    5 spain 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    40 unit_sprites/spain_Musketeers_sprite.spr 
    8 portugal 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    43 unit_sprites/portugal_Musketeers_sprite.spr  
    7 england 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    6 venice 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    3 hre 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    6 poland 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr
    6 russia 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    7 denmark 
    49 unit_models/_Units/textures/Line_Infantry.texture 
    56 unit_models/_Units/textures/Line_Infantry_normal.texture 
    41 unit_sprites/venice_Musketeers_sprite.spr 
    4 
    5 spain 
    67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture 
    67 unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture 0  
    8 portugal 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0  
    5 milan 
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture 
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture 0  
    6 venice 
    68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture 
    68 unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture 0  
    1 
    4 None 
    16 MTW2_Fast_Musket 
    20 MTW2_Non_Shield_Fast 1 
    19 MTW2_Musket_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    These are the attachements. Without them the weapons, shields and stuff like that don't have textures.



    This unit would have a sword as secondary. You need the anim of a unit that uses a 2handed spear attack.
    Ok, thanks for the info but it's not quite helping me. Let's just say that it appears to me that the red part is there for additional textures like weapons etc. that are shared by many units. So If I had used two textures for my model and the first one is for the body and stuff and the second is for the musket and backpacks and scabbards then the red parts are lines referring to the textures for the musket, backpacks and scabbards. Is that correct?

    But it puzzles me at the moment why I have to use 4 skeletons colored in blue. And what does the '1' stand for behind the second and third skeleton? I take it that the '4' stands for the 4 skeleton entries? And what does the 'None' behind the '4' stand for?
    Last edited by Razor; March 19, 2010 at 04:10 PM.

  4. #4
    konny's Avatar Artifex
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    Default Re: Yet another Modeldb question

    The "none" is for the mount.

    What the numbers behind the entries do? Dunno.

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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  5. #5
    Razor's Avatar Licenced to insult
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    Default Re: Yet another Modeldb question

    Quote Originally Posted by Glowbal View Post
    Hi there.

    I suggest you read this tutorial on modeldb. It helped me learn the file!

    As for the 1 1;
    first 1 is how many characters/numbers come after it (rough guess now, but it's the most obviously thing), the next 1 is how many .mesh strings come after it.
    Quote Originally Posted by konny View Post
    The "none" is for the mount.

    What the numbers behind the entries do? Dunno.
    Thanks for the info! That link looks interesting!

  6. #6
    Glowbal's Avatar Tiro
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    Default Re: Yet another Modeldb question

    Hi there.

    I suggest you read this tutorial on modeldb. It helped me learn the file!

    As for the 1 1;
    first 1 is how many characters/numbers come after it (rough guess now, but it's the most obviously thing), the next 1 is how many .mesh strings come after it.

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