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Thread: i need a question answered about battle_models.modelbd

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  1. #1

    Default i need a question answered about battle_models.modelbd

    so im doing a little project that is simple dismounting a mounted unit. i have done everything except the battle_models, i have seen numerous tutorials but none of them really answer this question: what are those numbers that are there at the start of line? i have checked numerous tutorials and each time they put a different number and they don't explain how and where they got that number. i have asked the question on the mod forums but those are practically deserted so i am coming here in hopes of getting some answers.
    so here is an example I'm following, blue line represents original unit and red represents changed unit(by the guy not me)
    Spoiler Alert, click show to read: 


    14 armored_clergy

    1 3
    59 unit_models/_Units/EN_Pplate_Plate/armored_clergy_lod0.mesh
    121
    59 unit_models/_Units/EN_Pplate_Plate/armored_clergy_lod1.mesh
    1225
    59 unit_models/_Units/EN_Pplate_Plate/armored_clergy_lod2.mesh
    6400
    1 7 denmark
    74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_denmark.texture 73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 46 unit_sprites/denmark_Armored_Clergy_sprite.spr
    1 7 denmark
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_diff.texture
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_norm.texture
    0__1 5 Horse
    12 MTW2_HR_Mace
    0__2 17 MTW2_Mace_Primary
    14 fs_test_shield
    0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    18 armored_clergy_ug1
    1 3
    63 unit_models/_Units/EN_Pplate_Plate/armored_clergy_ug1_lod0.mesh
    121
    63 unit_models/_Units/EN_Pplate_Plate/armored_clergy_ug1_lod1.mesh
    1225
    63 unit_models/_Units/EN_Pplate_Plate/armored_clergy_ug1_lod2.mesh
    6400
    1 7 denmark
    74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_denmark.texture 73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    50 unit_sprites/denmark_Armored_Clergy_ug1_sprite.spr 1 7 denmark
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_diff.texture
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_norm.texture
    0__1 5 Horse
    12
    MTW2_HR_Mace
    0__2 17 MTW2_Mace_Primary
    14 fs_test_shield
    0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    25 dismounted_armored_clergy
    1 3
    70unit_models/_Units/EN_Pplate_Plate/dismounted_armored_clergy_lod0.mesh 121
    70 unit_models/_Units/EN_Pplate_Plate/dismounted_armored_clergy_lod1.mesh
    1225
    70 unit_models/_Units/EN_Pplate_Plate/dismounted_armored_clergy_lod2.mesh
    6400
    1 7 denmark
    74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_denmark.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    57 unit_sprites/denmark_dismounted_Armored_Clergy_sprite.spr 1 7 denmark
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_diff.texture
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_norm.texture
    0__1 4 none
    12 MTW2_HR_Mace
    0__2 17 MTW2_Mace_Primary
    14 fs_test_shield
    0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    29 dismounted_armored_clergy_ug1
    1 3
    74 unit_models/_Units/EN_Pplate_Plate/dismounted_armored_clergy_ug1_lod0.mesh
    121
    74 unit_models/_Units/EN_Pplate_Plate/dismounted_armored_clergy_ug1_lod1.mesh
    1225
    74 unit_models/_Units/EN_Pplate_Plate/dismounted_armored_clergy_ug1_lod2.mesh
    6400
    1 7 denmark
    74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_denmark.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    61 unit_sprites/denmark_dismounted_Armored_Clergy_ug1_sprite.spr
    1 7 denmark
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_diff.texture
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_norm.texture
    0__1 4 none
    12 MTW2_HR_Mace
    0__2 17 MTW2_Mace_Primary
    14 fs_test_shield
    0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    my questions so far:
    what do the numbers represent? (are they the troop number? if yes in normal troop size i would like to have 64 people)
    how does he know what number to put?(obviously i am changing another unit so how would i know what number is the correct one?)
    is there a special program that generates these numbers or does all the extra stuff? (i am using gVim 7.3 to read the text and manually change the blue ones for the red ones)

    thank you again, i am hopping the modding veterans here could be of an assistance to noob like me

  2. #2

    Default Re: i need a question answered about battle_models.modelbd

    Numbers represent the number of characters in that line. That's why you have "4" before "none", because the word none has 4 letters. These numbers have to be 100% correct in all instances or your game will CTD during start up.

  3. #3

    Default Re: i need a question answered about battle_models.modelbd

    so what your saying is that the number on the left side is the number of letters on that line? does the _ / \ } { and other signs count too?
    Last edited by Toho; April 08, 2011 at 09:07 PM.

  4. #4

    Default Re: i need a question answered about battle_models.modelbd

    Quote Originally Posted by Toho View Post
    does the _ / \ } { and other signs count too?
    Yes they do, you can always count the characters and see if they correspond to the number on the left if you're not sure but basically every character counts and there are no empty spaces afaik.

    Fastest way to count characters is to copy the whole line into a Word document since it has a character counter.

  5. #5

    Default Re: i need a question answered about battle_models.modelbd

    awesome thank you, you just answered a question i have been waiting for about 14 hours now in the mod forum in less than an hour. thank you. +rep

  6. #6

    Default Re: i need a question answered about battle_models.modelbd

    dismounting units sounds cool good luck

  7. #7
    KnightsTemplar's Avatar Campidoctor
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    Default Re: i need a question answered about battle_models.modelbd

    Well concerning dismounting units, I wish to make a dismounted Gondor Bodyguard from the knight.
    Finally I have worked the unit model's name, but wonder whats those 'weapon' lined for because it seems those are for riders not infantries?
    If anyone can write me a 'dismounted' model file, I will be very thankful
    Aure entuluva!

  8. #8
    Tar-Elendil's Avatar Miles
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    Default Re: i need a question answered about battle_models.modelbd

    How did you get modelsdb file to open? Mine will not open as a simple txt file. Windows cannot find the program used to open the file it says. Please help. Thanks

  9. #9
    KnightsTemplar's Avatar Campidoctor
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    Default Re: i need a question answered about battle_models.modelbd

    Just 'force' it to open.
    Select the NotePad when it tell you to choose some program to open it.

    BTW don't necro post- ask at the FAQ.
    Aure entuluva!

  10. #10
    Minas Moth's Avatar Senator
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    Default Re: i need a question answered about battle_models.modelbd

    ...Fastest way to count characters is to copy the whole line into a Word document since it has a character counter...
    even faster way is if you are working with Notepad++. then at the bottom of it you have a bar where you'll have:
    on the most left side:
    1) language (in my case User-Define: M2TW)
    2) then in the middle: length, and lines
    3) line you are currently at
    4) Col and Sel marks.. Col tells where yours mouse is at;
    you use sell to count characters in the line by simple selecting the line you want to count and then substract the spaces from the Sel number

    this is the easiest and fastest way i found when dealing with model.db file

  11. #11
    KnightsTemplar's Avatar Campidoctor
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    Default Re: i need a question answered about battle_models.modelbd

    Better prepare the 'modeldb' checker to prevent any problem.
    I find it very useful.
    Aure entuluva!

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