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Thread: Unit info image and unit card not showing.

  1. #1
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Unit info image and unit card not showing.

    So...

    I've sucessfully added a mercenary unit in my mod. Everything works fine, except that the unit info image (the one that shows in the pop up info of the unit, with stats and description), and the unit card image are not showing. Instead, a generic medieval peasant is there.

    I've found out that I did not have these images inside the UI folder for the specific faction, but even after adding it, it still showd the generic peasant.

  2. #2
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Unit info image and unit card not showing.

    Have you:
    Added # infront of the UI name?
    Added the proper name that is mentioned in EDU or bmdb?
    Have you saved it as TGA format?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  3. #3
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Unit info image and unit card not showing.

    Quote Originally Posted by AnthoniusII View Post
    Added # infront of the UI name?
    You mean in the file name? The file inside data/ui/units/"faction name"?

    If so, yes, I did.

    Quote Originally Posted by AnthoniusII View Post
    Added the proper name that is mentioned in EDU or bmdb?
    Again, you mean naming the image file?

    Quote Originally Posted by AnthoniusII View Post
    Have you saved it as TGA format?
    Yes.
    Last edited by leo.civil.uefs; December 16, 2017 at 04:14 PM.

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unit info image and unit card not showing.

    mercenary unit = mercenary attribute in EDU?

    If so then the pics have to be in the mercenary UI folders, the faction's folder will not be read if you have the mercenary attribute.










  5. #5
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Unit info image and unit card not showing.

    Quote Originally Posted by Gigantus View Post
    mercenary unit = mercenary attribute in EDU?

    If so then the pics have to be in the mercenary UI folders, the faction's folder will not be read if you have the mercenary attribute.

    There is no mercenary ui folders in TATW, not unside ui/units or ui/unit_info



    Dwarves from TATW 3.2 (vanilla) have a mercenary unit with mercenary attribute in EDU and its images are inside the faction's folders (moors), and it works well.

  6. #6

    Default Re: Unit info image and unit card not showing.

    Otherwise specify in EDU the entries for pic image and ui card of a given unit.. these are the entries to specify:

    info_pic_dir merc
    card_pic_dir mercs

    but you can choose whichever folder you want, just type the corresponding name in EDU...


  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unit info image and unit card not showing.

    Quote Originally Posted by leo.civil.uefs View Post
    There is no mercenary ui folders in TATW, not unside ui/units or ui/unit_info
    Dwarves from TATW 3.2 (vanilla) have a mercenary unit with mercenary attribute in EDU and its images are inside the faction's folders (moors), and it works well.
    If that is the case then there seems to be a look up sequence: first merc folder and then faction folder. Haven't got TATW installed, so I can't check.


    Quote Originally Posted by rafmc1989 View Post
    Otherwise specify in EDU the entries for pic image and ui card of a given unit.. these are the entries to specify:

    info_pic_dir merc
    card_pic_dir mercs

    but you can choose whichever folder you want, just type the corresponding name in EDU...
    This comes very handy if you have the same info pic but faction specific unit cards. The saved space can accumulate into a sizeable number of MBs. Used it extensively in 1648.
    Last edited by Gigantus; December 17, 2017 at 10:19 PM.










  8. #8
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Unit info image and unit card not showing.

    Quote Originally Posted by Gigantus View Post
    mercenary unit = mercenary attribute in EDU?
    Had to find my old thread in google to take a look again.

    yes, this is the answer, without this, no matter if you have the tga file in the right folder, it will not load ingame
    There must be the mercenary attribute.

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unit info image and unit card not showing.

    So let me confirm:
    - The unit has the mercenary_unit attribute
    - There is no merc(s) folder for info or unit pic
    - The pics are in the faction folders
    - The correct pics show in game

    Doesn't really make sense, all the attribute will do is to 'centralize' the pics (one pic to bind them all ) and the battle texture (same binding). This appears to be a faction specific unit which means the entry is superfluous.










  10. #10
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Unit info image and unit card not showing.

    No.

    The images really must be inside mercs folder.

    But thats not enough, what really made it work is the
    mercenary_unit atribute.

  11. #11
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Unit info image and unit card not showing.

    Quote Originally Posted by leo.civil.uefs View Post
    No.

    The images really must be inside mercs folder.

    But thats not enough, what really made it work is the
    mercenary_unit atribute.
    Lets supose that a unit's bmdb entry looks like this:
    Code:
     13 tibet_ghulams 
      1 1 
      54 unit_models/_Units/kiev/elite/kiev_kh_nobles_lod0.mesh 6400 
      3 
      7 abasids 
      52 unit_models/_Units/kiev/elite/kiev_kh_nobles.texture 
      59 unit_models/_Units/kiev/elite/kiev_kh_nobles_normal.texture 
      52 unit_sprites/england_Dummy_EN_Archers_ug1_sprite.spr 
      5 slave 
      52 unit_models/_Units/kiev/elite/kiev_kh_nobles.texture 
      59 unit_models/_Units/kiev/elite/kiev_kh_nobles_normal.texture 
      52 unit_sprites/england_Dummy_EN_Archers_ug1_sprite.spr 
      4 merc 
      52 unit_models/_Units/kiev/elite/kiev_kh_nobles.texture 
      59 unit_models/_Units/kiev/elite/kiev_kh_nobles_normal.texture 
      52 unit_sprites/england_Dummy_EN_Archers_ug1_sprite.spr 
      3 
      7 abasids 
      54 unit_models/attachmentsets/Kiev_elite_att_diff.texture 
      54 unit_models/attachmentsets/Kiev_elite_att_norm.texture 0 
      5 slave 
      54 unit_models/attachmentsets/Kiev_elite_att_diff.texture 
      54 unit_models/attachmentsets/Kiev_elite_att_norm.texture 0 
      4 merc 
      54 unit_models/attachmentsets/Kiev_elite_att_diff.texture 
      54 unit_models/attachmentsets/Kiev_elite_att_norm.texture 0 
    The UI card (copies of the same) must be in 3 folders:
    In this case:
    1. Abasids
    2. slave or rebels
    3. merc

    If that unit will be recruited as mercenary then it UI wond apear unless that ui is in merc folder as well.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unit info image and unit card not showing.

    Quote Originally Posted by leo.civil.uefs View Post
    No.

    The images really must be inside mercs folder.

    But thats not enough, what really made it work is the
    mercenary_unit atribute.
    That's what I thought, was just a bit confused by your description. As far as I know the 'mercenary_unit' overrides any faction ownership when it comes to the info pics. I don't think even different skins will work, eg the abasids in Anthonius' will never get their own skin, never mind their own pics.
    It seems to be a different issue with the slave issue where the textures are concerned, this will be related to deserting, I suppose.










  13. #13
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Unit info image and unit card not showing.

    Quote Originally Posted by Gigantus View Post
    That's what I thought, was just a bit confused by your description. As far as I know the 'mercenary_unit' overrides any faction ownership when it comes to the info pics. I don't think even different skins will work, eg the abasids in Anthonius' will never get their own skin, never mind their own pics.
    It seems to be a different issue with the slave issue where the textures are concerned, this will be related to deserting, I suppose.
    You can have as many skins you want (its up to disk's available space).
    Example:
    In TGC there are 4 Units called Italian Militias:
    Italian militias
    Italian axemen
    Italian crossbowmen
    Italian mounted militias that now share the same model and textures.
    The Units will be:
    Italian Rebels
    Italian Mercenaries
    Italian soldiers (in Venice and in Pope's armies).
    Each "owner" will have its own set of textures (actually recolloring of shields and armors).
    CAUTION: All of them will share the same UI cards.
    Inorder to have diferent UI CARDS according to each owner you need to clone each unit.
    Italian_militias_P.lod0 (in this example the unit belongs to Pope)
    Italian_militias_V.lod0 (in this case the unit belongs to Venice) and so on. This last case has a tiny problem. Each mod can have 500 units in its EDU and EACH cloned unit i mentioned take one place in it. Other wise you can have them in one entry both in EDU and Battlemdb with its own set of diferent skins BUT ussing ONE AND ONLY UI card set.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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