This entry in descr_character (only the default model in this example):
faction venice
dictionary 15
strat_model catholic_priest ; default model
strat_model catholic_bishop ; medium level priest
strat_model catholic_cardinal ; advanced priest
Relates to descr_model_strat like this:
type catholic_priest
skeleton strat_priest
scale 0.7
indiv_range 40
texture venice, models_strat/textures/catholic_priest_venice.tga
model_flexi_m models_strat/catholic_priest.cas, max
shadow_model_flexi models_strat/shadow_staff.CAS, max
Nowhere else!!!!!!!!
To change the model, you have to change the CAS file (copy into data\model_strat folder) and it's associated textures (copy into data\model_strat\textures folder):
type catholic_priest
skeleton strat_priest
scale 0.7
indiv_range 40
texture venice, models_strat/textures/pagan_priest_venice.tga
model_flexi_m models_strat/pagan_priest.cas, max
shadow_model_flexi models_strat/shadow_staff.CAS, max
Note: the CAS file has always a default texture file. To determine it's name, open the CAS file with notepad and have a look at the bottom for the name of that texture. Example here from pagan_priest.cas:
n textures\pagan_priest_lithuania.tga €? €? €? €?
If this texture is not present in the model_strat\texture folder, you will get a CTD with an 'out of video memory' error. The easiest way to avoid this, is to use it in the descr_model_strat file like this:
type catholic_priest
skeleton strat_priest
scale 0.7
indiv_range 40
texture venice, models_strat/textures/pagan_priest_lithuania.tga
model_flexi_m models_strat/pagan_priest.cas, max
shadow_model_flexi models_strat/shadow_staff.CAS, max
Next note: simply changing the name of the texture will not be enough, the correct (original) texture has to be in the model_strat\textures folder as name. You cannot rename the catholic_priest_venice.tga into pagan_priest_lithuania.tga and expect a proper result. There will be no CTD, but the skin will not fit.
In it’s wisdom, CA provided us with the banana shot and through the crusades campaign the grape shot as well (must have been a fruit day). Whereas the first one works quite well, weird as it is, the second one does not.
I will now try to simplify the way to achieve functionality for this shot variety, explaining the connections between files on the way.
-------------------------------------------------
In figure 1 I have taken the entry for the NE Bombard unit from the crusades campaign and highlighted the regular shot and the grapeshot.
Figure 2 shows the entry for grape shot in the descr_projectiles file. Note the highlighted entry <area_effect> entry at the bottom. This means that a certain effect is needed for this shot.
damage 120 damage_to_troops 100 radius 0.3 mass 1.0 area 2.0 accuracy_vs_units 0.0725 accuracy_vs_buildings 0.0455 accuracy_vs_towers 0.025 min_angle -15 max_angle 25 velocity 20 50 bounce 0.01 0.01 0.93 0.5 grapeshot ; self_explode <prob> <min sec> <max sec> [<area effect>] self_explode 1.0 0.1 0.1 grape_shot display aimed ;effect_only ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good? ;stuck effect_only
Figure 2
In figure 3 the effect for the grape shot is detailed. And here was the major fault: the highlighted musket_bullet entry was originally “grape_shot”. This caused a circular reference (known to anybody who has worked with spreadsheets) between the descr_projectile file and the descr_area_effects. Changing it to the entry shown below fixes this.
The spoilers underneath (figure 4) show a movie from our 1648 mod and a screenshot during research for this function - the projectiles on their way to the hapless unit.
Spoiler for the movie:
Spoiler for the picture:
Figure 4
Should you wish to transfer this feature to a mod, the following files (found in the attachments) will be required:
1.Descr_area_effects.xml - contains the corrected entry
2.Descr_flaming_projectiles - kingdoms file for flaming projectiles
3.Descr_projectiles.txt - kingdoms file for projectiles
4.Grape.cas - 3D model for the grape shot, the texture is a standard ‘vanilla’ file
5.Shared.txt - contains the tooltip (custom battle) for the grapeshot
6.Battlepage_03.tga - contains the special function button for grape shot
7.Battle.sd - contains the location details for the special function graphic
One note for the user: due to some programming quirk the use of grape shot requires that either a flaming or an exploding projectile is present. In the case of bombard_shot as in figure 1 CA provided us with the flaming_bombard_projectile. Other cannon shots have not got that second type of projectile and therefore the grapeshot will not work.
I have added “exploding_serpentine_shot” and “exploding_culverin_shot” to the descr_projectile file. You can therefore use the grape shot feature with any cannon that uses either serpentine_shot or culverin_shot. Other varieties can be added according to your need and knowledge.
The more experienced modders in the community will know the great work that DukeofSerbia published two years ago. This is my effort to simplify and expand this work. Give the man rep when you see him.
Having had a hand in the subject matter in the 'Pro Deo et Rege' and 'Last Kingdom' mods, I thought it might be of interest to rewrite the tutorial.
A couple of days later I came up with the document below to which I have added an installer that contains the unmodded text files plus the required graphic files. I am not the greatest at graphics and I am sure a lot of other modders are not much better. For those suffering souls the inclusion of ready made faction graphics should be a delight. Included are also links to tools used and tips on error messages.
So without further ado I give you the new chapter in the 'Creating a World' series: 'Adding a new Faction'.
The tutorial\download consists of three parts:
A manual in PDF format (10 pages) - 0.6MB
An installer for the unmodded files required (functional mod) - 2.4MB
The mtw2.lnt file
Update 21st January 2015 Manual
- added reference to Creating a World - 29 Factions on selection display
- added reference to Creating a World - Editable Settlement Faction Symbols
Update 29th January 2011 Attachment
- added mtw2 file with 26 slots for CoA in faction screen, extract into data\menu Update 7th December 2010
Document
- more details for using additional banner\symbolxx.tga files Update 27th March 2010
Document
- Added 'table of content' Update 21st March 2010
Document
- Added info for EDU entry 'general_unit' Update 06th March 2009
Document
- Added chapter 'captain banners'
Installer
- Provided graphics for 'captain banners' (portraits)
- Provided 'cleaned' descr_model_strat.txt file (the stuff that CA forgot to take out)
Preparations
For the diehard this would start with unpacking the game. Afterward get the files needed, undo the read-only attributes and put them all into a mod folder. After which they will be converting string.bin, texture and modeldb files. However, do not despair, help is near – here is the link for my installer which includes all the files necessary in their unmodded form (does converting count as modding?)
New Factions Installer 2.47MB
Simply run the installer, it will do everything automatic. After the installation, you will now have a brand new subdirectory in your mods folder, aptly named ‘New_Faction’, complete with executable and configuration file as well as the basic map and campaign files. It is written for Kingdoms, should you only have Medieval2 then you will have to edit the ‘executable.bat’ (right-click\edit) by replacing ‘Kingdoms’ with ‘Medieval2’. You will also have to delete the data\sounds folder and copy the folder in the original game in to this mod. For a complete Kingdoms version, you will need to add the files contained in my mod Bare Kingdoms 0.001. Time to start!
Quick note for the next update:
It is advisable to delete any 'unlock' files in the imperial_campaign folder as they will cause a crash when a faction gets defeated.
There is more then just the descr_regions file to this. The most obvious additional (and essential) file is the data\text\imperial_campaign_regions_and_settlement_names file. Must also be the file with the longest name. If you like things simple and uncomplicated (and boring) leave it at this. If you want to go a bit more dedicated read on:
data\world\maps\base\descr_regions.txt
There are a couple of lines that need to be filled sensibly for the game to work properly.
Line one: region name
Line two: city name
Line three: faction creator (determines the loyalty of the city, eg whom it will rebel to), independent from descr_strat entry, this cannot be the slave faction!
Line four: Rebel type (see data\descr_rebel_factions.txt)
Line five: RGB numericals (color code, duh)
Line six: hidden resources, multiple listing does not have a comma,, trading resources have no effect!
Line seven: triumph value (left over from RTW unless someone can tell me otherwise) has to be 5, else CTD
Line eight: level of farming\pop increase – anything above 6 is ridiculous: 5000 city with no farming will grow at 4.5% at level 10.
Line nine: religions – must total 100 (percent), else another CTD
Note: the entry for a unit’s regional name still works like it did in Rome Total War. You would enter a line after the region name (line one) looking like this:
Code:
legion: Gotland_Legion
data\text\imperial_campaign_regions_and_settlement_names.txt
Simple data base consisting of two (three with legion name) lines for each region:
Code:
{Island_of_Cyprus}Island of Cyprus
{Nicosia}Nicosia
{Gotland_Legion}Visby’s Finest
The first line is for the region name and the second line for the city name. Last line is for the legion's name. The names in brackets have to agree with the entries in the descr_regions file. The second part of each line can be changed at any time.
data\world\maps\campaign\imperial_campaign\descr_regions_and_settlement_name_lookup.txt
Pretty much the same as the previous file, just with out the second part of the line and no parentheses:
Code:
Island_of_Cyprus
Nicosia
not required
data\world\maps\base\descr_sounds_music_types.txt
Three lines of entry here to get the right music:
Code:
music_type [culture name]
regions [region name]
faction [faction name]
data\world\maps\campaign\imperial_campaign\descr_mercenaries.txt
This is where you get to define the bad guys and their area of appearance. Basically three lines:
Code:
pool Scotland_Ireland
regions Scottish_Lowlands Scottish_Highlands
unit merc cog, exp 0 cost 200 replenish 0.36 - 1.0 max 1 initial 1 religions { catholic } crusading
unit merc cog, exp 0 cost 1000 replenish 0.02 - 0.10 max 1 initial 1
unit Mercenary Crossbowmen exp 0 cost 860 replenish 0.04 - 0.13 max 2 initial 1
There is an exhausting explanation at the top of the file for all the entries so I will not repeat it, gimme a break, man!
One day I got tired of repeating all my entries from the look up files to the data bases just for the sake of a parenthesis. You know, that fancy bracket. So I thought to myself: my spreadsheet has got some really nifty functions, why not check there?
And Lo and Behold: the name converter was born!
Instructions for use
- included on top of the sheets
Note
- The descr_names_lookup file is no longer required for kingdoms.
Update (4.0) - 22nd October 2012
Added a sheet for easy generating of ancillary entries Update (3.1) - 28th June 2012
Corrected formulas for entries in the EDB sheet, added templates for two more cultures (editable) Update (3.0) - 18th January 2011
Corrected typo in the entries for the export_buildings file (CTD on splash screen) Update (2.0) - 28th November 2010
Added a sheet for conversion of entries for the text\export_building file. Simple text converted to formatted entries for all culture's entries.
Last edited by Maximus IV; August 24, 2017 at 11:27 AM.
Reason: updated
Warning: incorrect entries in the registry may cause your computer to behave erratically!
Having said the needful warning here the thought behind this tutorial:
I came across a thread where a player had downloaded the Retrofit mod, deleted all the files in the mod folder and then copied his mod of choice into that folder. His answer to my curiosity: “It is the only way I can play the mod with my Steam version of M2TW.” Appears Retrofit provides a registry entry to be able to use the launcher. Here now the way to create your own registry entry for the mod of your choice for use with the Launcher.
Note: these entries will work only with the Launcher in the disk version. Since the latest update it does not work anymore with Steam!
Preparation:
1. Create a restore point for your computer by running ‘System Restore’
2. Write down the path to your mod (mods\mymod for example)
3. Write down the name of your cfg file in that mod folder (mymod.cfg for example)
The dive into the registry:
1. Click ‘Start’ ‘Run’ type ‘regedit’ and hit return
2. In the Registry Editor manoeuvre all the way to this key: HKEY_LOCAL_MACHINE\SOFTWARE\SEGA\Medieval II Total War\Mods\Unofficial – it works exactly like the Windows Explorer.
3. Right Click on the ‘Unofficial’ key (directory) and choose ‘New’ and ‘Key’.
4. Enter a four-digit number and name (9999Template for this tutorial – no space!), hit Enter.
5. Right Click the new key (directory), choose ‘New’ and ‘String Value’
6. Enter ‘Author’ hit Enter. Hit Enter again and enter your name. Click ‘OK’
In the same way, create the following entries:
"ConfigFile"="Mymod.cfg" Remark by author = see point 3 of preparation
"DisplayName"="My Mod" Remark by author = name of your mod, displayed on Launcher
"FullName"="My Mod" Remark by author = full name of your mod
"GameExe"="kingdoms.exe" Remark by author = vital entry
"Language"="English" Remark by author = vital entry?
"Path"="mods/MyMod" Remark by author = see point 2 of preparation
"Version"="1.0" Remark by author = version number of your mod, else put 1.0
Example from Stainless Steel
Multiple Mods
It would be cumbersome to repeat the whole procedure above for each mod, so we are going to make a template:
1. Right Click ‘9999Template’ and choose ‘Export’.
2. For convenience save on the Desktop named ‘M2TWmod’ as ‘Registration Files’
3. Rename ‘9999Template’ to something distinctive like ‘8257MyMod’
4. Double click the registry file on your desktop and start the above procedure by editing the entries with a simple double click
5. Rinse and repeat for more mods
2.1.01 - kingdoms only - Converted universal BAT file to EXE (universal start.exe)Reverted
- enabled full width historic event movies
- Moved log back to default log (to = system.log.txt) to prevent occasional non writing
- Corrected descr_faction_standing when occupying a settlement penalizes reputation 2.1.0 - kingdoms only - Converted all files to lowercase for Linux\Mac use 2.04 - kingdoms only - Added file verification after installation
- Provided missing descr_faction_movies file for custom campaigns 2.03 - kingdoms only - DOS window will display error message at mod start if installed into wrong path
- added cleaned up descr_characters and descr_model_strat files
- commented all CFG file entries
- intro movies re-enabled
- windowed mode disabled again 2.02 - kingdoms only - corrected text errors and incorrect symbol placements 2.01 - kingdoms only - added text files for sound IDX\DAT file generating 2.00 - kingdoms only - enabled custom campaigns for single player (provincial campaigns)
- enabled custom campaigns for hotseat (inspired by Custom Campaign Mod 2)
- added 'Moghul' and 'Shogun' basic custom campaigns (from Gig's Map Collection)
- intro movies disabled
- windowed mode enabled
- removed 'Tutorial' menu option (Norman prologue)
1.15 - kingdoms only - enabled the display of 29 playable factions
- revised Steam compatibility, no further action is required to use with Steam or 'regular'
- no further false positives by AV programs 1.14 - kingdoms only
- resolved start up file being removed from installation - an alternative form of download is provided in the download section as well 1.13 - kingdoms only
- split desktop shortcuts for steam and non-steam 1.12 - kingdoms only
- fixed missing reinforcement portrait
1.11
- corrected 'square smoke trails' 1.10 - kingdoms only
- corrected UI bug with re-enforcements 1.09
- corrected tooltips.txt, thanks Danny X
1.08 - kingdoms only - added the Steam compatible ModStarter
1.07 - kingdoms only
- corrected an error in descr_projectiles that made the rocket projectile fly upright, thanks BM309K58SMERCH 1.06
- There was an error that disabled winter textures on the strat map when applying the 1.04 corrections, thanks Bullseye00 1.05 - kingdoms only
- Corrected the siege ladder bug again, thanks Mak 1.04
- Corrected the 'dark hole' appearance of dense tropical forest 1.03
- Added directory structure for the battle editor (returns to menu otherwise) 1.02
- Corrected the siege ladder bug 1.01
- Added descr_event_images from kingdoms to enable the YES\NO event
A couple of weeks ago I came across the Worldwind mapping program from NASA. Not sure whether it was in of the forums here or not. At first glance it was just another Google Earth – until I discovered the add-ons! Underneath a simple screenshot from the program with ‘Demis Worldmap’ add on.
Worldwind Mapper - Screnshot
You will note that this shot includes clearly visible rivers which are kind of difficult with Google Earth (or I haven’t figured out how). I have always found that placing rivers without a proper template is a lot of guesswork (which those perfectionists really hate) and takes a lot of time.
With this kind of screeny all you need to do is size it into the map_heights format and the map_features format of your map and then layers is your best friend.
The new online mapper includes the "Biome" settings which can be used for map_climates. Unfortunately the individual biome are seperated by a black line, so some small work is required coloring that into the correct RGB value.
Biome screenshot
Last edited by Maximus IV; August 24, 2017 at 11:25 AM.
Reason: updated
The manual is in PDF format and requires Adobe Acrobat Reader or a compatible reader.
Due to file restriction the download is compressed in ZIP format and requires 7zip or a compatible unpacker.
Version History
12th September 2012
- added more detailed instructions regarding ports
- added note regarding the removal of existing factions
21st February 2012
- added info regarding working with GIMP and Photoshop (Recommendation chapter)
27th January 2012
- More error solutions
16th March 2011
- Added chapter for error messages
10th August 2010
- Added chapters for hording, family tree and faction standing
14th July 2010
- Updated BinEditor Info to version 3.0
12th July 2010
- Added some chapters for factions
05th June 2010
- Added chapter for the tool features (info map generation etc)
29th May 2010
- Added chapter for resources, forts and drawing
27th May 2010
- Finished the region details chapter
26th May 2010
- Added some chapters for information maps and region details
25th May 2010
- Added the first chapter (adding a new region - basic)
Last edited by Maximus IV; August 24, 2017 at 11:30 AM.
Reason: updated
- Feel free to use these maps in your mod, a little credit (map based on...) would be nice should you do so.
- The installer is build on my "Bare Geomod" installation
- Provided are radarmaps, mapFE and a splash screen
- map_climates, map_ground_types are basic - small number of regions - three factions (england, france, slaves)
- maps are developed using information provided by my "Working with the Demis online Mapper" tutorial
Click on the map pictures to begin the download of the installer. Dimensions on the picture are the map_heights dimensions
Note: to work on the maps with Geomod you need to run the mod at least once all the way to the campaign start to generate the required string.bin files. Those are not provided to keep the installer size small.
------------------------------------------------
.......................
Japan........................................................... Holy Land
........................
India ............................................................. Australasia
Note on the use of the installer
If you have already unpacked the Crusade and Brittania campaigns then simply delete these lines in the batchfile (Copy_Files.bat):
Code:
cd ..\..
rem --- Unpacking Crusades and British Isles ---
cd tools\unpacker
unpack_crusades.bat
unpack_britannia.bat
Save the batchfile and run\doubleclick it.
This is how we are going to do it if you have a problem with the installer:
You will need to unpack the ‘Crusade’ and the ‘British_isle’ campaigns. Cruise to tools\unpacker in your M2TW directory and click on the appropriate batch files.
Now go and download the ‘ME Forts Fix’ by zxiang1983 from here: http://www.twcenter.net/forums/downl...o=file&id=1695
Preparations done, now we are getting down and dirty:
1. Copy these files from mods\crusades\data into mods\mymod\data: descr_campaign_db.xml, packagedb.txt and packageglobalconfig.txt
2. Open descr_campaign_db.xml with Notepad and scroll down to the <settlements> sections. The following two lines have to be written exactly like they are here:
Save and exit
The first line disables the automatic desctruct of forts when left empty.
The second line stops the AI (and you) to erect (now indesctructable) forts.
3. Copy the complete (including subdirectories) mods\crusades\data\blockset directory into mods\mymod\data
4. Copy the complete (including subdirectories) mods\crusades\data\models_strat\residences directory into mods\mymod\data\models_strat
5. Copy the complete (including subdirectories) mods\crusades\data\settlements directory into mods\mymod\data
6. Repeat steps 3 to 5 for mods\british_isles
7. Unzip 'ME Forts Fix' into mods\mymod
8. Open mods\mymods\data\world\maps\campaign\imperial_campaign\descr_strat.txt with Notepad. Scroll all the way to the bottom. Enter your fort like this (Just before the 'script' entry at the bottom):
The Region_Name entry represents the region the fort is placed in. The numerical values are the x and y co-ordinates of your fort. These HAVE to be in this region, otherwise you will get a CTM (Crash To Menu).
The fort entries can alternatively be activated\deactivated by removing\adding a semi colon in front of the line. This is also the place where to place watch towers.
The new and easy way
Download and run the installer. Then read the ReadMe file carefully and follow it. That's it.
Thanks to all of the guys (and girls) that have spent time on this issue and left their findings and advice for me to combine and develop upon.
!! If you want to add names to the forts have a look at this tutorial of mine. !!
Last edited by Maximus IV; August 24, 2017 at 11:31 AM.
Reason: updated
A short tutorial for naming forts. After following the tutorial (other supporting files are included in the download) you will be able to have named forts in two different display methods (see spoiler - pictures courtesy of the 1648 - Der dreissigjährige Krieg mod).
Instructions how to place the necessary permanent forts first can be found here.
Last edited by Maximus IV; August 24, 2017 at 12:04 PM.
Reason: updated
{I cook weird stuff}-{Patronised by the fearsome Chloe} „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
(The Frosta-thing law, 1260)
Is acher in gaíth innocht,
fu-fuasna fairggae findfolt:
ní ágor réimm mora minn
dond láechraid lainn ua Lothlind.
The script allows us to kill individual characters at whim with the simple script command kill_character [character name]. This will result in the character disappearing from the game, should he be a family member then he will be marked as 'died peacefully' in the family tree.
Note: as this can only be used with known characters it is advisable (to avoid possible errors) to label the character like this: character Robert, named character, male, age 24, x 104, y 134, label william1
It is possible to let the character die in a variety of ways by adding definitions to the script command as listed below, eg kill_character DET_BATTLE [character name]. This will result in the 'Died a heroic Death' message and he will be listed in the family tree as 'died heroically'. Unfortunately this is the only type of death that gets an automatic message, others will have to use the 'historic_event' method.
Underneath is a list of the 'kill options' with ingame message displayed and text used for entries in the family tree (see pic below).
Last edited by Gigantus; August 28, 2017 at 08:13 PM.
Reason: media updated
{I cook weird stuff}-{Patronised by the fearsome Chloe} „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
(The Frosta-thing law, 1260)
Is acher in gaíth innocht,
fu-fuasna fairggae findfolt:
ní ágor réimm mora minn
dond láechraid lainn ua Lothlind.
Use the included texture template for the graphics, save as #banner_symbol_[faction name]
Change the 'symbol' and 'rebel_symbol' entry in descr_sm_factions to match your new CAS's name
Remarks:
It is recommended to use a larger then default size TGA file for the texture when using the larger symbols to avoid pixelation.
To avoid the 'frills' of the vanilla flag, do not use texture below the 110 coordinates of the graphic. Using the remaining space fully will still result in a square display.
As you have unlimited symbols now at your disposal you may want to think about giving each faction their own rebel symbol as well (implemented in 1648).
Last edited by Maximus IV; August 24, 2017 at 11:54 AM.
Reason: updated
{I cook weird stuff}-{Patronised by the fearsome Chloe} „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
(The Frosta-thing law, 1260)
Is acher in gaíth innocht,
fu-fuasna fairggae findfolt:
ní ágor réimm mora minn
dond láechraid lainn ua Lothlind.
The following article is available as download in PDF format with additional graphics, supporting BAT files are included in the download.
Attention Linux (Ubuntu) users, there is now a similar tutorial available for the M2TW version for your operating system.
Introduction
The reason
I decided to make this manual after having answered the “I have unpacked and now my battles crash!” question for the 217th time. As there were other queries as well to be addressed made it worthwhile.
General Information
The unpacking of the game and its campaigns takes up a good amount of additional hard drive space (6.6GB for the main game, 4.0GB for the campaigns). Removing unused files after modding may cause the game to malfunction as there are already ‘unpacked’ files present in the folders. Due to this all the attached unpack files will extract the files into the C:\Unpack folder. This will make it unnecessary to delete the pesky ‘geography’ files which otherwise would cause crashes in battle. It also creates a backup for any file that you transfer into your mod folder and the unpack folders can be deleted after use without problems.
Requirements
To run the unpacker requires a minimum of patch 1.02 to be installed. For the purpose of this tutorial I will assume that you have at least this version.
Editing of BAT files
To edit batch (BAT) files is relatively easy: simply right click the file and choose ‘Edit’ from the drop down menu, afterward simply ‘Save’.
Attachment
The attachment contains the following BAT files:
· files_individual – sample file for unpacking individual files (export_descr_units.txt) into C:\Unpack
· files_type - sample file for unpacking files of a defined type (TXT files) into C:\Unpack
· list_contents – will create a file with the complete list of files in the main game’s pack file
· unpack_all_Unpack – will unpack the main game into C:\Unpack
· unpack_americas_Unpack - will unpack the americas campaign into C:\Unpack
· unpack_britannia_Unpack - will unpack the britania campaign into C:\Unpack
· unpack_crusades_Unpack- will unpack the crusades campaign into C:\Unpack
· unpack_teutonic_Unpack - will unpack the teutonics campaign into C:\Unpack
All files contain the ‘pause’ command which will leave the DOS window open until input from the user. This will enable you to read any possible error messages
Extract the attachment into the tools\unpacker folder of your game.
Use of attached Files
General
Double click the file of your choice. A small black window (DOS window) will appear. You are supposed to answer ‘Yes’ (Y) three times – but you can cut that short by typing ‘Yes’ three times (YYY) and then pressing ‘Enter’.
Depending on which file you are using the unpacking process can take some time. Do not close the window until you see the ‘Successfully extracted all pack files’ message.
Restricted unpacking The unpacker cannot handle the extracting of complete folders, but it is possible to restrict unpacking to individual files or types of files.
Individual Files The files_individual BAT file contains as example the export_descr_units.txt file of the main game. This can be altered to extract other individual files from other packs as well.
Example provided:
File Types The files_types BAT file contains as example the TXT files of the main game. As discussed in the’Individual Files’ section this can be changed to different types and from different packs.
Example provided:
Last edited by Maximus IV; August 24, 2017 at 12:07 PM.
Reason: updated
{I cook weird stuff}-{Patronised by the fearsome Chloe} „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
(The Frosta-thing law, 1260)
Is acher in gaíth innocht,
fu-fuasna fairggae findfolt:
ní ágor réimm mora minn
dond láechraid lainn ua Lothlind.
This tutorial is about creating gray scale maps (map_height) from satellite data. The original was done by BDH a while back. After getting into it I decided to put it in a more 'user friendly' form, the tool is excellent!
It contains Step by Step instructions from downloading the tools and data to the finished map_heights.
The setup file is provided as well as the website for it is defunct.
{I cook weird stuff}-{Patronised by the fearsome Chloe} „[...] ţví ađ međ lögum skal land vort byggja en eigi međ ólögum eyđa.“
(The Frosta-thing law, 1260)
Is acher in gaíth innocht,
fu-fuasna fairggae findfolt:
ní ágor réimm mora minn
dond láechraid lainn ua Lothlind.