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  1. #1

    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    wow didnt knew the muslims in those times used crossbows, never seen one of em using one in all pictures and movies and documentaries, but at the end im full of hollywood =P.

  2. #2
    Ducenarius
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Are these units compartible with ss6.4?






  3. #3
    Polycarpe's Avatar Back into action!
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Quote Originally Posted by Andrew1994 View Post
    Are these units compartible with ss6.4?
    With any mod, as long you do the steps to include them

  4. #4
    dmcraanen's Avatar Semisalis
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    fantastic! will the feudal knights also have different skins for every faction? I'd love for Scotland to get some upgrades. Whenever you see fit; could you overhaul some units there? I know a lot of people have been bothered by the kilts so perhaps you could fix that into their traditional yellow tunics or so? for the rest the scots army in medieval times was largely like that of england, save for some less horsemen and bowmen as far as im aware. would be grand! once again, i am majorly impressed.

  5. #5
    Ferdiad's Avatar Patricius
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Quote Originally Posted by dmcraanen View Post
    fantastic! will the feudal knights also have different skins for every faction? I'd love for Scotland to get some upgrades. Whenever you see fit; could you overhaul some units there? I know a lot of people have been bothered by the kilts so perhaps you could fix that into their traditional yellow tunics or so? for the rest the scots army in medieval times was largely like that of england, save for some less horsemen and bowmen as far as im aware. would be grand! once again, i am majorly impressed.
    Look for the BG submod.

  6. #6
    dmcraanen's Avatar Semisalis
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    BG submod?

  7. #7
    Polycarpe's Avatar Back into action!
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Quote Originally Posted by dmcraanen View Post
    BG submod?
    Follow my signature mate

  8. #8

    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    bump
    hows work guys?

  9. #9
    Reno Melitensis's Avatar Domesticus
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    I am trying to include these skins in SS 6.4 and I followed what Overlord had writen, sadly I am recieving an error "Medieval total war has encountered an error......" and then ctd. Do I have to delete any models or I am missing something. I have done this with EB on RTW but MTW is a bit complicated for my brain. Any help will be greatly appriciated.

    Cheers.

  10. #10
    karaislam's Avatar Vicarius
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    i see ur mind stayed with these units.if im not busy i could deal with them and make u a zip loader folder.

    look at my profile.a guy asked me and i explained there with codes.

  11. #11
    Overlord.ru's Avatar Centenarius
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Quote Originally Posted by Reno Melitensis View Post
    I am trying to include these skins in SS 6.4 and I followed what Overlord had writen, sadly I am recieving an error "Medieval total war has encountered an error......" and then ctd. Do I have to delete any models or I am missing something. I have done this with EB on RTW but MTW is a bit complicated for my brain. Any help will be greatly appriciated.

    Cheers.
    This can be caused if you counted symbols in some line wrong. In the model.db file there's a certain number at the beginning of each line, which corresponds to the amount of symbols in it. So, if you have mistaken somewhere, the game won't start. There are some lines though, where you shouldn't count all the symbols. You should go to Mod Workshop forum and find the info there.

  12. #12
    Reno Melitensis's Avatar Domesticus
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Well after some hard mind thinking I manged to make the Norman knights work. Now a little question, where I am going to overwright in the models_battle the dismounted_norman_cavalry, beacause I am having a ctd when the textures are loaded for battle?

    Thanks, Cheers

  13. #13
    Lord Hamilton's Avatar Treun anns a' chath
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Quote Originally Posted by Jorge Juan View Post
    bump
    hows work guys?
    Honestly, it's been kinda slow lately. I've had a lot of real life work over the past few weeks, and it's been taking up a lot of my time. Hopefully I'll be able to show some new stuff soon

  14. #14
    Reno Melitensis's Avatar Domesticus
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Thanks karaislam, I am trying to include these units into SS. So far the Norman Knights for Egland and Sicily work fine. Frenchy included the Norman knights on foot, and these used the same texture as the mounted Knights. I modified the Miles profile in the model_battle, and now i am having a ctd. I would like to know if it is correct, becasuse when only the knights where included, the Miles texture when loaded for battle where all mixed up. Again thx for your help.

    Cheers.

  15. #15
    karaislam's Avatar Vicarius
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Quote Originally Posted by Reno Melitensis View Post
    Thanks karaislam, I am trying to include these units into SS. So far the Norman Knights for Egland and Sicily work fine. Frenchy included the Norman knights on foot, and these used the same texture as the mounted Knights. I modified the Miles profile in the model_battle, and now i am having a ctd. I would like to know if it is correct, becasuse when only the knights where included, the Miles texture when loaded for battle where all mixed up. Again thx for your help.

    Cheers.
    when my mod out try it too please.there are much more.

  16. #16
    karaislam's Avatar Vicarius
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Quote Originally Posted by Reno Melitensis View Post
    Thanks karaislam, I am trying to include these units into SS. So far the Norman Knights for Egland and Sicily work fine. Frenchy included the Norman knights on foot, and these used the same texture as the mounted Knights. I modified the Miles profile in the model_battle, and now i am having a ctd. I would like to know if it is correct, becasuse when only the knights where included, the Miles texture when loaded for battle where all mixed up. Again thx for your help.

    Cheers.
    also show the code here lets check.there are many modders here.

  17. #17
    Reno Melitensis's Avatar Domesticus
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Sorry to bother you again, Norman Miles and Miltes have been modded in. Now I am trying the Spear militia. The shield texture is ok but only the heads are visible, any idea what I am doing wrong.

    Cheers.

  18. #18
    karaislam's Avatar Vicarius
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    as far as i remember there must be norman knights unit in sicily.at least in vanilla so i am sure.u can make it even turkish sipahi lancers.just find the soldier which u want to change but it must be cavalry sure.for example sicilian norman knights.

    1
    5 Horse
    13 MTW2_HR_Lance
    13 MTW2_HR_Sword 2
    21 MTW2_HR_Lance_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    14 norman_knights
    1 4
    42 unit_models/_Units/georgia/miles_lod0.mesh 121
    42 unit_models/_Units/georgia/miles_lod0.mesh 900
    42 unit_models/_Units/georgia/miles_lod0.mesh 2500
    42 unit_models/_Units/georgia/miles_lod0.mesh 6400
    2
    6 sicily
    64 unit_models/_Units/georgia/textures/mailed_knight_sicily.texture
    71 unit_models/_Units/georgia/textures/mailed_knight_sicily_normal.texture
    45 unit_sprites/sicily_Norman_Knights_sprite.spr
    5 slave
    64 unit_models/_Units/georgia/textures/mailed_knight_sicily.texture
    71 unit_models/_Units/georgia/textures/mailed_knight_sicily_normal.texture
    44 unit_sprites/slave_Norman_Knights_sprite.spr
    2
    6 sicily
    53 unit_models/AttachmentSets/kite_knight_sicily.texture
    60 unit_models/AttachmentSets/kite_knight_sicily_normal.texture 0
    5 slave
    53 unit_models/AttachmentSets/kite_knight_sicily.texture
    60 unit_models/AttachmentSets/kite_knight_sicily_normal.texture 0

    i made a folder called georgia inside open another folder as textures.send the mesh into georgia send the textures into georgia-textures send the attach textures into attachments.count the charecters so.

    u ll begin from red place.ur code must be similar.this is what i used for my mod.its frency norman knights.
    Last edited by karaislam; March 18, 2011 at 05:28 PM.

  19. #19
    Lord Hamilton's Avatar Treun anns a' chath
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    Default Re: Frenchy's Unit Workshop: DISMOUNTED NORMAN KNIGHTS RELEASED

    Hey guys,

    I know things have been relatively quiet here as of late...I've been pretty busy @ work and @ home and have not had a ton of time to devote to unit making. BUT, I just finished revising the Dismounted Feudal Knights for England, now I'll be working on more faction specific skins for them...

    Here's the pics! Enjoy, and as always, feedback/suggestions are most appreciated! Cheers!










  20. #20
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Frenchy's Unit Workshop: NEW FEUDAL KNIGHTS PICS!! TOP OF PAGE 8!!

    Very good work.
    Have you see my post ?
    It will help you in the future units.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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