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  1. #1

    Default battle_models

    how do i edit battle_models (modelDB file) to make the changes stick and game not crash? thanks
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  2. #2

    Default Re: battle_models

    you don't. you just run and hide somewhere. as i always say, never medle with the afairs of modeldb, fot it's subtle and quick to cause ctd
    if you do insist, though, i think you should try the battle_models.modeldb sweeper, it helped me a lot.
    also, use the mod workshop for future questions that are not directly related to TATW

  3. #3

    Default Re: battle_models

    thank you..
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  4. #4
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: battle_models

    Yeah, it is kind of difficult to understand the modeldb at first, but once you get a hang of it, it is very easy to manipulate.

    It can be opened with any text editing program. I use Notepad myself.

    Basically, here's how the modeldb is layed out:

    Code:
    13 levy_spearmen 
    1 4 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod0.mesh 121 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod1.mesh 900 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod2.mesh 2500 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod3.mesh 6400 
    2 (this number says how many factions own this unit, in this case england and slave, so 2)
    7 england 
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture 
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture 
    49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr 
    5 slave 
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_rebels.texture 
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture 
    47 unit_sprites/slave_Dummy_EN_Spearmen_sprite.spr 
    2 
    7 england (these files are responsible for shields and weapons)
    58 unit_models/AttachmentSets/Final Kite_england_diff.texture 
    58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0  
    5 slave 
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture 
    56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0  
    1 
    4 None 
    10 MTW2_Spear 0  
    2 
    18 MTW2_Spear_primary 
    14 fs_test_shield 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Here's the color key:

    RED: This number indicates how many characters (i.e. letters, underscores, etc.) come after the number itself. The bolded and underlined phrases are what need to be counted.

    For example, there are 60 characters in the phrase unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod0.mesh

    BLUE: This is the model entry's name. This is the name you put in the "soldier" and "armour_ug_levels" lines in the EDU.

    GREEN: These are the skeletons the unit model will use in-game. You won't need to worry about these very often though.

  5. #5

    Default Re: battle_models

    dear Holy Pilgrim, i've transfered someone's Lurtz modelDB but when i want to save it said read only and when i save anyway it prompt me that the format changed and i cant even load my third age? help
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  6. #6
    Leonidas480bc's Avatar Semisalis
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    Default Re: battle_models

    Quote Originally Posted by The Holy Pilgrim View Post
    Yeah, it is kind of difficult to understand the modeldb at first, but once you get a hang of it, it is very easy to manipulate.

    It can be opened with any text editing program. I use Notepad myself.

    Basically, here's how the modeldb is layed out:

    Code:
    13 levy_spearmen 
    1 4 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod0.mesh 121 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod1.mesh 900 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod2.mesh 2500 
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod3.mesh 6400 
    2 (this number says how many factions own this unit, in this case england and slave, so 2)
    7 england 
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture 
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture 
    49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr 
    5 slave 
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_rebels.texture 
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture 
    47 unit_sprites/slave_Dummy_EN_Spearmen_sprite.spr 
    2 
    7 england (these files are responsible for shields and weapons)
    58 unit_models/AttachmentSets/Final Kite_england_diff.texture 
    58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0  
    5 slave 
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture 
    56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0  
    1 
    4 None 
    10 MTW2_Spear 0  
    2 
    18 MTW2_Spear_primary 
    14 fs_test_shield 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Here's the color key:

    RED: This number indicates how many characters (i.e. letters, underscores, etc.) come after the number itself. The bolded and underlined phrases are what need to be counted.

    For example, there are 60 characters in the phrase unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod0.mesh

    BLUE: This is the model entry's name. This is the name you put in the "soldier" and "armour_ug_levels" lines in the EDU.

    GREEN: These are the skeletons the unit model will use in-game. You won't need to worry about these very often though.
    Ok i understand what you wrote but how would i add more skins to a unit and what is the max in MTW?

  7. #7
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: battle_models

    Did you add new model entries to the file?

  8. #8

    Default Re: battle_models

    Quote Originally Posted by The Holy Pilgrim View Post
    Did you add new model entries to the file?
    ive added everything, this modeldb thing is the last thing to do..please help
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  9. #9

    Default Re: battle_models

    ive added lurtz MESH file, the texture and this thing is the last hurdle i think
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  10. #10
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: battle_models

    How many entries did you add exactly?

    If you add entries to the modeldb, you must change the serial number at the very top of the file. It is usually a large number (for vanilla TATW, 1241) in the middle of a bunch of zeros. Depending how many model entries you add, you must add that number to the serial number at the top.

    For example, if you add 3 new model entries, you must add three to the serial number. So, if the serial number was 1241 and you added three entires, the new number would be 1244.

    See what I mean?

    If you could post the modeldb here, perhaps I can take a look to see if anything is wrong.

  11. #11

    Default Re: battle_models

    5 lurtz
    1 1
    41 unit_models/_Units/Heroes/lurtz_lod0.mesh 6400
    1
    6 france
    49 unit_models/_Units/Heroes/textures/lurtz2.texture
    54 unit_models/_Units/Heroes/textures/lurtz2_norm.texture 0
    1
    6 france
    49 unit_models/_Units/Heroes/textures/lurtz1.texture
    54 unit_models/_Units/Heroes/textures/lurtz1_norm.texture 0
    4
    4 None
    15 MTW2_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0
    5 horse
    18 MTW2_HR_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0
    8 elephant
    18 MTW2_Elephant_Crew 0
    1
    18 MTW2_Sword_Primary
    0
    5 camel
    18 MTW2_HR_Non_Shield 0
    1
    18 MTW2_Sword_Primary
    0 -1 0 0 0 0 0 0

    this is what im trying to add to the ModelDB file..but it wont save without messing up the file causing the crash
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  12. #12

    Default Re: battle_models

    Quote Originally Posted by The Holy Pilgrim View Post
    How many entries did you add exactly?

    If you add entries to the modeldb, you must change the serial number at the very top of the file. It is usually a large number (for vanilla TATW, 1241) in the middle of a bunch of zeros. Depending how many model entries you add, you must add that number to the serial number at the top.

    For example, if you add 3 new model entries, you must add three to the serial number. So, if the serial number was 1241 and you added three entires, the new number would be 1244.

    See what I mean?

    If you could post the modeldb here, perhaps I can take a look to see if anything is wrong.
    oh i see..trying it right now..
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  13. #13

    Default Re: battle_models

    Quote Originally Posted by Ale_san View Post
    oh i see..trying it right now..
    IT WORKED!!!!wow thank you sooo much Holy Pilgrim..i promise you i will rep you everytime i see you in a thread..as long as i'm able to rep

    i'll post pictures asap
    Legolas : How do you kill 2 mumakil with 1 javelin?
    Gimli : I don't know, ask Mr. aimbot there, WTF HAX!
    Eomer :

  14. #14
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: battle_models

    That's great news.

    If you need anymore help, don't be afraid to ask

  15. #15
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: battle_models

    What do you mean by "add more skins to a unit?"

    If you mean add a different skin for different factions, just do something like this:

    Code:
    13 levy_spearmen
    1 4
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod0.mesh 121
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod1.mesh 900
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod2.mesh 2500
    60 unit_models/_Units/EN_Peasant_Padded/levy_spearmen_lod3.mesh 6400
    3
    7 england
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr
    5 slave
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_rebels.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    47 unit_sprites/slave_Dummy_EN_Spearmen_sprite.spr
    6 france
    79 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_england.texture
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture
    49 unit_sprites/england_Dummy_EN_Spearmen_sprite.spr
    3
    7 england (these files are responsible for shields and weapons)
    58 unit_models/AttachmentSets/Final Kite_england_diff.texture
    58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0  
    5 slave
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
    56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0  
    6 france
    57 unit_models/AttachmentSets/Final Kite_france_diff.texture
    57 unit_models/AttachmentSets/Final Kite_france_norm.texture 0  
    1
    4 None
    10 MTW2_Spear 0  
    2
    18 MTW2_Spear_primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    RED: This number indicates how many faction entries this section has.

    In this example, the number is "3" because there are three faction entries: england, slave, and france.

    GREEN: This indicates the new faction's entry.
    Last edited by The Holy Pilgrim; June 20, 2011 at 11:46 AM.

  16. #16
    Leonidas480bc's Avatar Semisalis
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    Default Re: battle_models

    I want to add at least seven different looking soldiers to a unit how many can i place? and how do i do this? They are already in the modeldb being used by the same faction for each of the 7 allied cities. They are hoplites i want to take and place all 7 in one unit and create a mercenary unit with them. here are the seven i want to add:

    16 graeci_italiotae
    79 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Tarantinoi.texture
    86 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Tarantinoi_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr

    16 graeci_italiotae
    80 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Krotoniatai.texture
    87 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Krotoniatai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr

    16 graeci_italiotae
    77 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Thourioi.texture
    84 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Thourioi_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr

    16 graeci_italiotae
    76 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Lokrioi.texture
    83 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Lokrioi_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr

    16 graeci_italiotae
    77 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Rheginoi.texture
    84 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Rheginoi_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr

    16 graeci_italiotae
    78 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Eleatikoi.texture
    85 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Eleatikoi_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr

    16 graeci_italiotae
    81 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Herakleiotai.texture
    88 unit_models/_units/graeci_italiotae/textures/Graeci_Hoplitai_Herakleiotai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr

    And this is the unit i want to merge them into:

    15 Graeci_Hoplitai
    1 4
    58 unit_models/_units/greek_generic/Graeci_Hoplitai_lod0.mesh 121
    58 unit_models/_units/greek_generic/Graeci_Hoplitai_lod0.mesh 900
    58 unit_models/_units/greek_generic/Graeci_Hoplitai_lod0.mesh 2500
    58 unit_models/_units/greek_generic/Graeci_Hoplitai_lod0.mesh 6400
    7
    16 graeci_italiotae
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    9 syracusae
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    5 poeni
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    7 etrusci
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    5 tusci
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    8 tyrrheni
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    5 slave
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture
    56 unit_sprites/merc_Dismounted_Frankish_Knights_sprite.spr
    7
    16 graeci_italiotae
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture 0
    9 syracusae
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture 0
    5 poeni
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture 0
    7 etrusci
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture 0
    5 tusci
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture 0
    8 tyrrheni
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture 0
    5 slave
    65 unit_models/_units/greek_generic/textures/Graeci_Hoplitai.texture
    72 unit_models/_units/greek_generic/textures/Graeci_Hoplitai_normal.texture 0
    1
    4 None
    15 MTW2_S1_Hoplite 0
    2
    17 MTW2_spear_weapon
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Last edited by Leonidas480bc; June 20, 2011 at 01:12 PM.

  17. #17
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: battle_models

    I'm afraid the modeldb does not dictate which variations to use for a unit. You have to modify the mesh file itself to do that I believe.

  18. #18
    Leonidas480bc's Avatar Semisalis
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    Default Re: battle_models

    Ok I thought the modeldb held what soldiers would be represented by the EDU. I thought the mesh was just the "skeleton" and the .DDS were its skin and that the difference between RTW and MTW was that there could be multiple variations of troops in a unit and so if i wanted to add 7 more .DDS files to a unit which file to I edit?
    Last edited by Leonidas480bc; June 20, 2011 at 01:43 PM.

  19. #19
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: battle_models

    Depends on which unit you're talking about. Look up the unit's entry in the modeldb. It will tell you where the file is.

  20. #20
    Leonidas480bc's Avatar Semisalis
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    Default Re: battle_models

    What .txt shows where the unit gets its mesh and its skins? I know where the mesh files/.dds files are

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