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Thread: How To set up Medieval II for Modding - Updated December 2014

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  1. #1

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Quote Originally Posted by Gigantus View Post
    No reason at all - do try my method of unpacking outside the mod folder. It also explains how to unpack individual files.
    That's the method I used to unpack the files to start with; but the neither the "Symbols" directory or any of the "symbol128_<faction>.tga files show up in any of the mod directories.

    I've tried extracting the "symbol128_ireland.tga" file individually; but perhaps I have to add the whole path ("loading_screen/symbols/symbol128_ireland.tga"). I also tried the "*.tga" approach; but it didn't even yield the files I already have.

    In both cases, the batch file executes and says it was successful--but no files scroll by; nor can they be found elsewhere.

    "This will overwrite files in the target folder.
    Are you sure you would like to continue? (Y/N)y
    Successfully extracted all pack files
    Ok.
    Press any key to continue . . ."

    The above is what I get in all cases and this last was with trying the full (loading_screen/symbols/symbol128_ireland.tga) path.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Ahh, missed the "128" - after I unpacked my own british_isle campaign

    There are no 128 faction symbols, only 24, 48 and 80. The loading screen faction symbols are no longer used in M2TW. You can find the battle UI faction symbol in data\ui\faction_symbols\[faction name].tga, the TGA for Ireland is in there. But that's it where the UI faction symbols are concerned.










  3. #3

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    In that case, their programmers were pretty sloppy; as the "descr_sm_factions.txt is filled with references to symbol128 tga's:

    ...
    loading_logo loading_screen/symbols/symbol128_wales.tga
    ...
    loading_logo loading_screen/symbols/symbol128_scotland.tga
    ...
    loading_logo loading_screen/symbols/symbol128_ireland.tga
    ...

    So, where should that actually be pointed?

  4. #4

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Well, interestingly enough and just out of curiosity: I was able to totally remove all references to loading_logo's from the desc_sm_factions.txt file and the game still seems to load okay. Granted, it took a long time in doing so; but it does appear that those entries are no longer used.

    How confusing.

    So, thank you. That solves the situation that's been plaguing me all weekend.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    I am fairly sure that the loading logo lines in descr_sm_factions are still in there to facilitate an easy processing. Similar to map_trade_routes that has no influence whatsoever on generating the map but still has to be there.
    After all the M2TW game engine is basically an upgraded RTW engine with quite a bit of left over coding.










  6. #6

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Well, I'm real close to having Ireland fully set up. As I have posted elsewhere (and still haven't found any viable answers): I've been having serious trouble with the faction symbols. I found a work around for the ones that go on the banners; but, for the life of me, I cannot get the one that replaces the castle button for Faction Summary (selection) button and the smaller one that goes at the bottom of the Papal Standings screen (that just shows up as a "1").

    So, Gig, since you've been the one providing the most help: what can you suggest?

    SK

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    One problem is usually the LNT file - it allocates UI elements and there is a difference between vanilla and kingdoms. Install my Bare Geomod mod set up and copy the content of the data\menu folder into your mod.
    The data\ui folder contains the sd files needed to allocate texures, eg when creating your new faction symbols - copy the whole folder as well - it will also provide the kingdoms specific battle textures.

    Did you ever have a look into my 'adding a new faction' tutorial? If memory serves I described all the symbol creation in there.










  8. #8

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    I found the problem and dare I say it was a "stupid error" on my part. I had deleted the *.sd files; as I thought all I needed was the xml files. In my course of continuing my search, I came across a post that indicated that those files have to be present. So, lo and behold, as soon as I replaced them: it's working fine now.

    FYI, though: I have been using both the geomod mod and your tutorial extensively. I tried the Geomod tool; but it didn't recognize Ireland as a faction. I may look into seeing if there's a way to rectify that; but for now it's time to take a break. I've been working on this for over a week now and it was always one thing or another...

    Next is to change Ireland's religion. They may no longer be Celtic (and probably hadn't been for a while back then either); but my mod is from an alternate universe (in case anyone has an issue with my madness).

    In any case I do appreciate all the help you've provided. I still haven't figured out how to make viable tga files using Photoshop (or Gimp); but that'll probably just be a matter of trial and error. However, I'll keep watching to see if anyone puts together a decent tutorial for that (or if there's a special plugin that lets you save tga's with a setting of 72 pixels instead of the max of 36 Photoshop limits me to).

    I can save as DDS and use the converter; but Photoshop refuses to open those tga's. But that's not currently a high priority for and/or right now.

    Again, though, many many thanks!

    SK

  9. #9
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Geomod not accepting Ireland as a faction will be a formatting error on your side, the tool accepts any faction name. The most basic issue would be the faction's entry in text\campaign_descriptions

    Viable TGA in GIMP is a simple default setting. What might confuse you is that GIMP's "save" is only possible in XCF (workbook - PSD equivalent). To save in a TGA format you need to use "export", then simply accept the default settings. I am not much of a graphic expert so I am not sure what the 36\72 pixels refer to.
    TGA in Photoshop is way more complicated as you have a good number of formats and settings to chose from, I don't use Photoshop so I wouldn't be able to tell you what setting\format is correct.










  10. #10

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    I'm guessing that it's due to the 2nd Hungary entry that I discovered (and mentioned elsewhere). I'm simply going to remove the 2nd one for now; but I'll have to make a note to research as to why I put it there in the first place.

    As for the 72 pixels: that was a bit of confusion on my part (apples vs oranges in this case). On the one hand it's 72 pixels per inch (and that seems to be the standard). On the other, it was 16, 24, or 32 bits/pixel... ...and I'm still not sure which of those to choose; but, since you're not familiar with Photoshop (and I'm still learning it), I'll either stumble across the answer elsewhere or learn via trial and error (and there always seems to be a lot of error-ing and trials by fire...).

    It may boil down to working on the graphics with Photoshop, saving as PSD (and/or XCF) and then using Gimp to convert to TGA. We'll see.

    In any case and as before: many, many thanks.

    SK

  11. #11
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    GIMPs default TGAs that are used for the game are 32bits\pixel (bit depth). That should narrow down your PS options. And it doesn't matter if you use compression or not (GIMP compresses by default). Hope that helps.
    Last edited by Gigantus; February 17, 2017 at 09:49 PM.










  12. #12

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Dear Gigantus,

    I am actually trying to play a mod which is in russian language. I tried to translate the diplomacy.txt and the
    diplomacy_speech.txt files. But the translator converts "{text}" into "{}text"

    I unpacked the original medieval pack-files but there are only ".string.bin" files for diplomacy
    so I tried to install python and other tools to convert them into .txt.
    But python doesn't run on my system :-(

    So could you please upload these two files (diplomacy.txt and diplomacy_speech.txt) if you have them in english or in german. That I could replace
    these files or edit them - if necessary easier.

    Btw.. the mod is http://www.twcenter.net/forums/showt...1453-(0-5)-RUS
    and it is interesting..

    Thank you very much in advance!!

    Greets

    Marc

  13. #13
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Here are the version links to run the python tools available:

    Make sure you have a Python version less then 2.7 installed, else install from the applicable download link
    Windows x86 MSI Installer (2.6.6) - for 'regular' operating system
    Windows X86-64 MSI Installer (2.6.6) - for 64 bit operating system
    When changing entries do not change text within the curly brackets - only to the right of it:
    {don't change here}Enter your text here










  14. #14

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Dear Gigantus

    thank you .. I tried different versions of Python but it doesn't run on my
    system :-(

    https://www.flickr.com/photos/708573...posted-public/

    So could you please upload these two files (diplomacy.txt and diplomacy_speech.txt) if you have them in english or in german. That I could replace
    these files or edit them - if necessary.

    Thank you in advance

    Marc
    Last edited by Marc Byzantinum; April 26, 2017 at 03:53 AM.

  15. #15
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    Default Re: How To set up Medieval II for Modding - Updated December 2014











  16. #16

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Quote Originally Posted by Gigantus View Post
    Great!!! thank you very much!

  17. #17
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Last edited by Gigantus; April 26, 2017 at 04:36 AM.










  18. #18

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Quote Originally Posted by Gigantus View Post
    Dear Gigantus,

    sorry can I ask you for help a second time? Can you tell me in which files I can finde the russian text (offer trade rights, alliance, a. s. o.) in the following first
    file
    and in the second picture- where can I edit the text which is not shown (load game, save game a. s. o.) :

    https://c1.staticflickr.com/3/2876/3...6be0298e_b.jpg

    and

    https://c1.staticflickr.com/3/2810/33456425904_0a556c5fa9_b.jpg

    thank you so much..

    If these both links don't work, please try these: (zoom by click on picture)

    https://www.flickr.com/photos/70857385@N05/34140477512/in/dateposted-public/

    https://www.flickr.com/photos/708573...posted-public/


    Thank you so much for your help

    Marc
    Last edited by Marc Byzantinum; April 27, 2017 at 04:32 AM.

  19. #19
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    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Before you keep on asking me for one file after the other - here is the complete English TXT file set. That should make it easier to trace where the relevant text is.










  20. #20

    Default Re: How To set up Medieval II for Modding - Updated December 2014

    Thank you Gigantus!

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