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  1. #1

    Default Don't ask why

    1. I want to add the Mumakil, and perhaps a few others, from LotR TW to Vanilla RTW (well not completely vanilla), don't ask me why, but I also want to keep signifierone's animations pack. But the units in LotR TW use new skeletons. So is it possible to have the two or would I need to find someone to merge the two for me?

    2. As you may know there are a few Lord of the Rings mods for RTW. I have two of them, METW and LotRTW. One has a campaign map and the other has good units. Supposedly I can combine the two so as to have the units and animations of LotRTW and the campaign map of METW... or can I? Is it possible to do that? If so can anyone tell me what exactly I need to do? Thanks .

    3. The units in RTW need four model files right? Then how come I have a whole bunch of new units that only include one model. Does that mean for these units there is only one level of detail setting? And what is a "thumb"? For each of these units that I have I have a file named "thumbs" and I have no idea what to do with them.
    Last edited by John I Tzimisces; May 06, 2006 at 12:46 AM. Reason: merged threads and posts.
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  2. #2

    Default Re: Don't ask why

    Okay tell me if this would work I'll do it step by step because it is a little bit complicated.
    1. I install RTW, patch it to 1.2 and make two copies (three copies total, one for backup)
    2. I install METW to one copy and LotRTW to the other.
    3. I then grab the LotRTW (RTW w/ LotRTW) file and drop it in the METW folder.
    4. It will ask about replacing existing files i.e. unit files. I click "yes to all".
    5. I then edit the descr_strat file by hand.
    Now I think this will work but I'm not sure. I don't want to go experiment because that's like an hour of work there just to find out it didn't work and not being able to tell why (-show_err might tell me something but if its messed up it will be messed up big time). So, is there something I'm missing or did I cover it all and will it work?
    The enemy of my enemy dies next.
    GLADIO VIVERE SPONDENTES IN QVISQVAM NISI NEX GLADIO NON DESINABIMVS
    There are no rights, only privleges. How do you earn yours?

  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: Don't ask why

    In answer to your original questions:

    1. You will need to merge the animation packs

    3. Not need. Probably just a file used by the modder who created the unit. And units can have only one model, most should really have 4 different evel of detail models but it is not necessary.

    In answer to your second question:

    You will also need to edit export_descr_Buildings as Lotr:TW is custom battle only so probably does not have tech trees set up.
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  4. #4

    Default Re: Don't ask why

    Quote Originally Posted by Lusted
    1. You will need to merge the animation packs
    Darn

    Quote Originally Posted by rstoner
    I can answer your first question, the Mumak model can be added anyway, just give it the 'fs_indian_giant_elephant' skeleton.
    This skeleton comes in vannila RTW and therefore Sig1's aswell.
    Are you sure that one will work? The animations for the two are different though right?

    Could anyone answer one question for me about the mumak. It says that its attack is 40. When its charging its 90. Now I know that there isn't a single unit that comes anywhere near that. Why, though, when I have the Mumak plow into and through the enemy ranks only one or two men die? But, I'll try that "fs_indian_giant_elephant" skeleton.
    The enemy of my enemy dies next.
    GLADIO VIVERE SPONDENTES IN QVISQVAM NISI NEX GLADIO NON DESINABIMVS
    There are no rights, only privleges. How do you earn yours?

  5. #5
    rstoner's Avatar Civis
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    Default Re: Don't ask why

    I can answer your first question, the Mumak model can be added anyway, just give it the 'fs_indian_giant_elephant' skeleton.
    This skeleton comes in vannila RTW and therefore Sig1's aswell.

  6. #6
    rstoner's Avatar Civis
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    Default Re: Don't ask why

    I know it will work, as i've done it myself.
    Be sure to edit 'descr_mount' aswell, copy the mumak section from the mod's version (from 'radius' downward) and paste this into the oliphant section in yours. This will set the mumak riders in the right position.

  7. #7

    Default Re: Don't ask why

    Okay, I put the mumakil in game. After much work I got it to work but there are two problems and I'm not sure if they are text problems or what. First of the trunk is all screwed up. It's weird, it falls like it should for a while and then dramatically changes directions. And the other thing is that it's floating in the air, like three or four feet. I don't know what to do but maybe somebody out there does. Can you please help me?
    Last edited by Vyktrius; May 10, 2006 at 03:11 AM.
    The enemy of my enemy dies next.
    GLADIO VIVERE SPONDENTES IN QVISQVAM NISI NEX GLADIO NON DESINABIMVS
    There are no rights, only privleges. How do you earn yours?

  8. #8
    John I Tzimisces's Avatar Get born again.
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    Default Re: Mod.... fusion?

    2. As you may know there are a few Lord of the Rings mods for RTW. I have two of them, METW and LotRTW. One has a campaign map and the other has good units. Supposedly I can combine the two so as to have the units and animations of LotRTW and the campaign map of METW... or can I? Is it possible to do that? If so can anyone tell me what exactly I need to do? Thanks .
    You can, it involves moving over every folder associated with units whatsoever over to the version with the map...and modifying the descr_strat to make sure the old units are gone.

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