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Thread: How-To: Add other faction units for new factions

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  1. #1
    Lopus's Avatar Biarchus
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    SJ, MM, Republic of the Banana (Philippines)
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    664

    Default Re: How-To: Add other faction units for new factions

    Quote Originally Posted by TheEmperorsPointyStick View Post
    Yes, you do. Otherwise, the game won't know which model to use for the Englsih and they will become invisible once upgraded.
    Aaaarrrgggghhhh!!! No wonder ... hmmm ... maybe I should wait for patch 1.2 before doing anything else.

  2. #2

    Default Re: How-To: Add other faction units for new factions

    Quote Originally Posted by Lopus View Post
    Question, when editing units in the battlemodels.modeldb file, (e.g. Norman Knights) and I want to add England as owners, do I have to change both
    Norman_Knights
    Norman_Knights_ug1
    to allow them to upgrade?

    where exactly do you have to add ug1 ?
    are sword and armour upgrades covered by one ug 1 line, or do I have to make one for each?

    this my code :

    6 russia 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_russia.texture 72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture 57 unit_sprites/england_Dismounted_Feudal_Knights_sprite.spr

    6 russia 60 unit_models/AttachmentSets/Final Heater_england_diff.texture 60 unit_models/AttachmentSets/Final Heater_england_norm.texture 0
    Last edited by glitch; March 01, 2007 at 03:40 PM.

  3. #3

    Default Re: How-To: Add other faction units for new factions

    I can not get this to work. I am trying to add venetian heavy infantry to the HRE but all I ever get is a CTD. I modded the edu, edb, modeldb and added the unit & unit info files but it still wont work. Here are the sections I have modified, could someone please take a look and let me know if I have done something wrong. Thanks

    export_descr_units file:

    type Venetian Heavy Infantry
    dictionary Venetian_Heavy_Infantry ; Venetian Heavy Infantry
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Venetian_Heavy_Infantry, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 18, 6, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 10, 8, 0, metal
    ;stat_armour_ex 7, 8, 0, 0, 3, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, 0, 2, 0
    stat_mental 7, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 640, 150, 75, 55, 640, 4, 160
    armour_ug_levels 3, 4
    armour_ug_models Venetian_Heavy_Infantry_ug1, Venetian_Heavy_Infantry
    ownership venice, hre
    era 2 venice, hre
    ;unit_info 16, 0, 16

    export_descr_buildings file:

    under 'barracks':
    recruit_pool "Venetian Heavy Infantry" 1 0.5 4 0 requires factions { venice, hre }

    under 'armoury':
    recruit_pool "Venetian Heavy Infantry" 1 0.5 4 0 requires factions { venice, hre }
    here is the modded modeldb file:
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    23 venetian_heavy_infantry
    1 3
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod0.mesh 121
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod1.mesh 1225
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod2.mesh 6400
    2
    6 venice
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    54 unit_sprites/venice_Venetian_Heavy_Infantry_sprite.spr
    3 hre
    78 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_hre.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    54 unit_sprites/venice_Venetian_Heavy_Infantry_sprite.spr
    2
    6 venice
    60 unit_models/AttachmentSets/Final Italian_venice_diff.texture
    60 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0
    3 hre
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    1
    4 None
    9 MTW2_Mace 0
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    27 venetian_heavy_infantry_ug1
    1 4
    76 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_ug1_lod0.mesh 121
    76 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_ug1_lod1.mesh 900
    76 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_ug1_lod2.mesh 2500
    76 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_ug1_lod3.mesh 6400
    2
    6 venice
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_venice.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture
    58 unit_sprites/venice_Venetian_Heavy_Infantry_ug1_sprite.spr
    3 hre
    74 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_hre.texture
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture
    58 unit_sprites/venice_Venetian_Heavy_Infantry_ug1_sprite.spr
    2
    6 venice
    60 unit_models/AttachmentSets/Final Italian_venice_diff.texture
    60 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0
    3 hre
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    1
    4 None
    9 MTW2_Mace 0
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield 0
    Someone please help, I am losing all hope!!!

  4. #4
    KnightErrant's Avatar Decanus
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    578

    Default Re: How-To: Add other faction units for new factions

    @CavalierJZ

    Just guessing here but in these lines

    Code:
    6 venice 
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_venice.texture 
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture 
    58 unit_sprites/venice_Venetian_Heavy_Infantry_ug1_sprite.spr 
    3 hre
    74 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_hre.texture 
    77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture 
    58 unit_sprites/venice_Venetian_Heavy_Infantry_ug1_sprite.spr
    are there supposed to be spaces after the underscores?
    LN_ Brigandine_venice etc. for example. The counts are right
    with the spaces I just can't check myself because I'm at work.

    Second,

    Code:
    armour_ug_models Venetian_Heavy_Infantry_ug1, Venetian_Heavy_Infantry
    Usually, these are in the reverse order with upgrades following the base
    unit. Don't know if that would cause a crash.

    Edit: For modeldb questions it's definately better to enclose your stuff in code tags
    rather that quote tags. The monospaced fonts make it easier for people to count strings
    and check alignments.
    Last edited by KnightErrant; March 02, 2007 at 08:42 AM.

  5. #5

    Default Re: How-To: Add other faction units for new factions

    @KnightErrant
    I didn't add the spaces after the underscores, the venice section is exactly as it is in the file and the hre section i copied and pasted and just changed 'venice' to 'hre' and corrected the character count as the beginning of the line. I will check again when I get home, I am also at work right now. Regarding the upgrade order, I didn't touch that as well, maybe they are in that order because this file is from a mod that 'fixed' the venetian armor upgrade bug. I just want to be able to add a few of my fav units to a single faction, I know it will be unbalanced but that is why I have been attempting this.
    Thanks for your help!

  6. #6

    Default Re: How-To: Add other faction units for new factions

    Hi !
    This question is no about adding unit but abou models db file.

    Can somebody give other armour (skin of armour ? ) to Handgunner.
    (now they have mtw2_LN_halfplate ) and i want them give normal skin like have spearmen but it looks sux. face is on the back, helm on foot etc.


  7. #7

    Default Re: How-To: Add other faction units for new factions

    could you please help iam trying to add the forlorn hope unit to the saxons but when i try to play with them they are invisible this is my code i dont know what iam doing wrong

    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    12 forlorn_hope
    1 4
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod0.mesh 121
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod1.mesh 900
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod2.mesh 2500
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod3.mesh 6400
    1
    3 hre
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    40 unit_sprites/hre_Forlorn_Hope_sprite.spr
    1
    6 saxons
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_saxons.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    40 unit_sprites/saxons_Forlorn_Hope_sprite.spr
    1
    3 hre
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    1
    6 saxons
    56 unit_models/AttachmentSets/Final Heater_saxons_diff.texture
    56 unit_models/AttachmentSets/Final Heater_saxons_norm.texture 0
    1
    4 None
    16 MTW2_2HSwordsman 0
    1
    24 MTW2_2HSwordsman_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    16 forlorn_hope_ug1
    1 4
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod0.mesh 121
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod1.mesh 900
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod2.mesh 2500
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod3.mesh 6400
    1
    3 hre
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr
    1
    6 saxons
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_saxons.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr
    1
    3 hre
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    1
    6 saxons
    56 unit_models/AttachmentSets/Final Heater_saxons_diff.texture
    56 unit_models/AttachmentSets/Final Heater_saxons_norm.texture 0
    1
    4 None
    16 MTW2_2HSwordsman 0

  8. #8
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    I think that entry should be more like that:

    HTML Code:
    18 MTW2_Sword_Primary 
    14 fs_test_shield 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    12 forlorn_hope 
    1 4 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod0.mesh 121 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod1.mesh 900 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod2.mesh 2500 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod3.mesh 6400 
    2 
    3 hre 
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    40 unit_sprites/hre_Forlorn_Hope_sprite.spr 
    6 saxons
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_saxons.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    40 unit_sprites/saxons_Forlorn_Hope_sprite.spr 
    2
    3 hre 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0 
    6 saxons
    56 unit_models/AttachmentSets/Final Heater_saxons_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_saxons_norm.texture 0 
    1
    4 None 
    16 MTW2_2HSwordsman 0 
    1 
    24 MTW2_2HSwordsman_Primary 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    16 forlorn_hope_ug1 
    1 4 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod0.mesh 121 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod1.mesh 900 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod2.mesh 2500 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod3.mesh 6400 
    2 
    3 hre 
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr 
    6 saxons
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_saxons.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr 
    2
    3 hre 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0 
    6 saxons
    56 unit_models/AttachmentSets/Final Heater_saxons_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_saxons_norm.texture 0 
    1
    4 None 
    16 MTW2_2HSwordsman 0
    Last edited by Hans Kloss; March 10, 2007 at 10:59 AM.

  9. #9

    Default Re: How-To: Add other faction units for new factions

    when i try your code the game ctd id dont know whats wrong this is the code maybe iam missing something

    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    12 forlorn_hope
    1 4
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod0.mesh 121
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod1.mesh 900
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod2.mesh 2500
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod3.mesh 6400
    2
    3 hre
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    40 unit_sprites/hre_Forlorn_Hope_sprite.spr
    6 saxons
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_saxons.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    40 unit_sprites/saxons_Forlorn_Hope_sprite.spr
    2
    3 hre
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    6 saxons
    56 unit_models/AttachmentSets/Final Heater_saxons_diff.texture
    56 unit_models/AttachmentSets/Final Heater_saxons_norm.texture 0
    1
    4 None
    16 MTW2_2HSwordsman 0
    1
    24 MTW2_2HSwordsman_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    16 forlorn_hope_ug1
    1 4
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod0.mesh 121
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod1.mesh 900
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod2.mesh 2500
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod3.mesh 6400
    2
    3 hre
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr
    6 saxons
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_saxons.texture
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr
    2
    3 hre
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    6 saxons
    56 unit_models/AttachmentSets/Final Heater_saxons_diff.texture
    56 unit_models/AttachmentSets/Final Heater_saxons_norm.texture 0
    1
    4 None
    16 MTW2_2HSwordsman 0
    1
    24 MTW2_2HSwordsman_Primary 0

  10. #10
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    I don't know why but some of these CTD's are actually related to the way text is formatted.Let me try to test again

    EDITED:

    OK

    I have added them to Kingdom of Bohemia, faction that in my mini mod replaces Saxons



    entry in battle_models should start with 12 forlorn_hope

    HTML Code:
    12 forlorn_hope 
    1 4 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod0.mesh 121 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod1.mesh 900 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod2.mesh 2500 
    58 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_lod3.mesh 6400 
    2 
    3 hre 
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    40 unit_sprites/hre_Forlorn_Hope_sprite.spr
    7 bohemia 
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    40 unit_sprites/hre_Forlorn_Hope_sprite.spr  
    2 
    3 hre 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    7 bohemia 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0  
    1 
    4 None 
    16 MTW2_2HSwordsman 0  
    1 
    24 MTW2_2HSwordsman_Primary 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    16 forlorn_hope_ug1 
    1 4 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod0.mesh 121 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod1.mesh 900 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod2.mesh 2500 
    62 unit_models/_Units/RN_Half_3Q_Plate/forlorn_hope_ug1_lod3.mesh 6400 
    2 
    3 hre 
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr
    7 bohemia 
    73 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_hre.texture 
    76 unit_models/_Units/RN_Half_3Q_Plate/textures/rn_half_3q_plate_normal.texture 
    44 unit_sprites/hre_Forlorn_Hope_ug1_sprite.spr 
    2 
    3 hre 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0
    7 bohemia 
    56 unit_models/AttachmentSets/Final Heater_hre_diff.texture 
    56 unit_models/AttachmentSets/Final Heater_hre_norm.texture 0   
    1 
    4 None 
    16 MTW2_2HSwordsman 0  
    1 
    24 MTW2_2HSwordsman_Primary 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Maybe it is better not to change attachments, just replace 7 bohemia with 6 saxons and it should all work
    Last edited by Hans Kloss; March 10, 2007 at 01:56 PM.

  11. #11

    Default Re: How-To: Add other faction units for new factions

    thanx Hans Kloss i got it working now and i understand the code now

    thanx alot

  12. #12
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    You are welcome

    With regards to secondary weapons of Teutonic Knights (switching maces to swords)...it seem to be hardcoded and until we wil be able to edit MESH files, (if ever...) probabaly impossible

  13. #13

    Default Re: How-To: Add other faction units for new factions

    Hah! Fixed it. still find the battle.model file to be so darn finicky.
    Last edited by Ahiga; March 31, 2007 at 01:21 AM.

  14. #14

    Default Re: How-To: Add other faction units for new factions

    thnaks for the info

  15. #15

    Default Re: How-To: Add other faction units for new factions

    1) Unpack units_models folder from the packs files.
    2) Copy the unpacked units_models folder to C:\"installed folder"\Medieval II Total War\data
    3) Make a bat file with this line: medieval2.exe @mymod.cfg --io.file_first
    This is where i fail. What is a bat file, and how to do one?

    Quote Originally Posted by Garbarsardar View Post
    BTW, ferrets54, you are a pedophile.

  16. #16
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    1.Open a text editor like notepad (NOT word or wordpad)

    2.Type or copy this text:

    HTML Code:
    medieval2.exe @mymod.cfg --io.file_first
    3.Save this as .bat, make sure there is no .txt extension after the .bat

    4.Double-click the file icon to play your mod

  17. #17

    Default Re: How-To: Add other faction units for new factions

    Thanks for help! + rep

    Quote Originally Posted by Garbarsardar View Post
    BTW, ferrets54, you are a pedophile.

  18. #18

    Default Re: How-To: Add other faction units for new factions

    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    7 lancers
    1 4
    55 unit_models/_Units/LN_Gothic_RN_Plate/lancers_lod0.mesh 121
    55 unit_models/_Units/LN_Gothic_RN_Plate/lancers_lod1.mesh 900
    55 unit_models/_Units/LN_Gothic_RN_Plate/lancers_lod2.mesh 2500
    55 unit_models/_Units/LN_Gothic_RN_Plate/lancers_lod3.mesh 6400
    2
    6 france
    80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_france.texture
    80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_normal.texture
    40 unit_sprites/france_Gendarmes_sprite.spr
    7 england
    80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_france.texture
    80 unit_models/_Units/LN_Gothic_RN_Plate/textures/LN_gothic_RN_plate_normal.texture
    40 unit_sprites/france_Gendarmes_sprite.spr
    2
    6 france
    59 unit_models/AttachmentSets/Final Heater_france_diff.texture
    59 unit_models/AttachmentSets/Final Heater_france_norm.texture 0
    7 england
    59 unit_models/AttachmentSets/Final Heater_france_diff.texture
    59 unit_models/AttachmentSets/Final Heater_france_norm.texture 0
    1
    5 Horse
    13 MTW2_HR_Lance
    18 MTW2_HR_Non_Shield 1
    21 MTW2_HR_Lance_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    In all honesty, I have no idea what's wrong with this... I have double spaces after the 0s, using a .bat file to start it...trying to add Lancers to England. The unit cards are fine, I can load battles etc, the knights themselves are just invisible (i.e. the horses are there).
    Last edited by Aerrol; March 30, 2007 at 06:48 PM. Reason: Spelling

  19. #19
    Hans Kloss's Avatar J-23
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    Default Re: How-To: Add other faction units for new factions

    So but what's happening? CTD or unit is invisible in the custom battle?

  20. #20

    Default Re: How-To: Add other faction units for new factions

    Erm, my bad, was kinda frustrated and typed it in a rush. The horses are there, the men are invisible in custom battles. Thanks
    Last edited by Aerrol; April 01, 2007 at 07:25 PM.

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