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  1. #1
    Eudorus's Avatar Tiro
    Join Date
    Oct 2005
    Location
    Australia
    Posts
    200

    Default Re: How to create a dismounted unit

    Thanks for that Zorgrath, Yes the file is a huge mess and very hard to follow, I did the changes but i dont know what im doing wrong... (this is my first real mod) but I still cant get it, Is the NEW file ment to look like the one you posted (that is how it should look)? I know I must look real stupid right now, but at least im honest , Ive been stuck on this for a while and getting no where fast... This 1 file is such a pain, It has put my whole mod on hold until I can det this.
    thanks for your help so far
    ***Eudorus***

    EDIT
    the reason i have normans in my copy is that i have the papal states mesh, textures, sprites etc and renamed the to normans_++++ (what ever it is) just till I can figure it out as there is no point in making new stuff until it works
    Last edited by Eudorus; January 23, 2007 at 06:27 AM.

  2. #2

    Default Re: How to create a dismounted unit

    check out this post http://www.twcenter.net/forums/showthread.php?t=77323 , i'am at the moment trying to organize my hole file >.< not a small challenge i have taken an hour a day to work on this.
    "When you do something right; it will seem as though you haven't done anything at all." -Space God
    http://www.mtgfanatic.com/?ForumReferrerID=127300

  3. #3

    Default Re: How to create a dismounted unit

    i have created a list of most if not all cavalry unit (excluding bow/crossbows/ gun) which don't use lances.
    -----unit name--weapon--shield-----
    -albanian cavalry: spear/no
    -bedouin cavalry: spear/yes
    -grandine jinetes: javalin/yes
    -tuareg camel spearmen: spear/yes
    -polish nobles: javalin/yes
    -scouts: spear/yes
    -norse war clerics: mace/yes
    -huscarls: axe/yes
    -desert cavalry: javalin/yes
    -arab cavalry: spear/yes
    -bodyguard (ME): spear/yes
    -mamluks: spear/yes
    -royal mamluks: spear/yes
    -sipahi lancers: spear/yes
    -boyar sons: javalin/yes
    -tsars guard: spear/yes
    -General's Bodyguard(EE): spear/yes
    -druzhina: spear/yes
    -cavalry militia: spear/yes
    -militia cavalry: spear/yes
    -alan light cavalry: spear/yes
    -border horse: spear/no
    -stradiots: spear/no
    -jinetes: javilin/yes
    -mounted sergeants: spear/yes
    -merchant cavalty: sword/yes
    -hobilars: spear/no
    "When you do something right; it will seem as though you haven't done anything at all." -Space God
    http://www.mtgfanatic.com/?ForumReferrerID=127300

  4. #4

    Default Re: How to create a dismounted unit

    I've had some success with the modeldb file adding skins to units, but I still can't figure out how to mount infantry units. Below you can see how I edited modeldb and EDU, but in-game my soldiers stand on their horses! Another issue I had just before was that they rode their horses, but with their weapons a few feet above and to the right of their heads.

    Its really frustrating, I've sorted out the campaign map and now all I need to do is mount units and add faction symbols/banners and my mod will be complete...

    Code:
     
    22 Ghanian_Tribal_Cavalry 
    1 4 
    65 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_lod0.mesh 121 
    65 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_lod1.mesh 900 
    65 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_lod2.mesh 2500 
    65 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_lod3.mesh 6400 
    1 
    7 normans
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_rebels.texture 
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_normal.texture 
    49 unit_sprites/slave_Sudanese_Javelinmen_sprite.spr 
    1  
    7 normans
    66 unit_models/AttachmentSets/Final Middle Eastern_slave_diff.texture 
    66 unit_models/AttachmentSets/Final Middle Eastern_slave_norm.texture 0  
    1 
    5 Horse 
    17 MTW2_Fast_Javelin 
    19 MTW2_Fast_Swordsman 2 
    20 MTW2_Javelin_primary 
    14 fs_test_shield 2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    26 Ghanian_Tribal_Cavalry_ug1 
    1 4 
    69 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_ug1_lod0.mesh 121 
    69 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_ug1_lod1.mesh 900 
    69 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_ug1_lod2.mesh 2500 
    69 unit_models/_Units/ME_Nubian_Padded/sudanese_javelinmen_ug1_lod3.mesh 6400 
    1 
    7 normans
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_rebels.texture 
    69 unit_models/_Units/ME_Nubian_Padded/textures/ME_Nubian_normal.texture 
    53 unit_sprites/slave_Sudanese_Javelinmen_ug1_sprite.spr
    1  
    7 normans
    66 unit_models/AttachmentSets/Final Middle Eastern_slave_diff.texture 
    66 unit_models/AttachmentSets/Final Middle Eastern_slave_norm.texture 0 
    1 
    5 Horse 
    17 MTW2_Fast_Javelin 
    19 MTW2_Fast_Swordsman 2 
    20 MTW2_Javelin_primary 
    14 fs_test_shield 2 
    18 MTW2_Sword_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Code:
    type             Ghanian Tribal Cavalry
    dictionary       Ghanian_Tribal_Cavalry    ; Ghanian Tribal Cavalry
    category         cavalry
    class            missile
    voice_type       Heavy
    banner faction   main_cavalry
    banner holy      crusade_cavalry
    soldier          Ghanian_Tribal_Cavalry, 32, 0, 1
    mount            fast pony
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, cantabrian_circle
    formation        2, 4.4, 3, 6, 3, square
    stat_health      1, 0
    stat_pri         9, 3, javelin, 55, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    ap, thrown
    stat_sec         6, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  0, 4, 4, flesh
    ;stat_armour_ex   0, 4, 0, 0, 3, 6, 6, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, -2, -4, 0
    stat_mental      5, low, untrained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 470, 175, 65, 50, 470, 4, 80
    armour_ug_levels 0, 1
    armour_ug_models Ghanian_Tribal_Cavalry, Ghanian_Tribal_Cavalry_ug1
    ownership        normans
    era 0            normans
    era 1            normans
    era 2            normans
    ;unit_info        6, 6, 9

  5. #5

    Icon1 Re: How to create a dismounted unit

    Seem very old thread, bur I will ask here anyway...
    Why dismounted version of unit are voiceless in battle? I have created dismounted version of Clerics as in
    the guide except used little different string in EDU.
    Spoiler Alert, click show to read: 
    Code:
    type             Dismounted Armored Clergy
    dictionary       Dismounted_Armored_Clergy      ; Dismounted Norse War Clerics
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          Dismounted_Imperial_Knights, 48, 0, 1.2
    attributes       sea_faring, hide_forest, can_withdraw
    formation        1.2, 1.2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         9, 3, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2
    ;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  8, 3, 6, metal
    ;stat_armour_ex   8, 9, 0, 0, 7, 4, 4, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        6
    stat_ground      0, -2, -4, 0
    stat_mental      9, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 540, 225, 75, 55, 540, 4, 130
    armour_ug_levels 4, 5
    armour_ug_models Dismounted_Armored_Clergy, Dismounted_Armored_Clergy_ug1
    ownership        denmark
    era 1            denmark
    era 2            denmark
    ;unit_info        10, 0, 19

  6. #6

    Default Re: How to create a dismounted unit

    This method is so limited, because we can not change weapons at all atm. I have all knights orders dismounted and they are using lancers as swords.

    Zorgrath: In your sample, it's unnessesary to copy any .texture or .spr and rename them as long as you don't edit them with ps.

    I believe the codes below will do just fine:
    25 dismounted_armored_clergy
    1 3
    59 unit_models/_Units/EN_Pplate_Plate/armored_clergy_lod0.mesh 121
    59 unit_models/_Units/EN_Pplate_Plate/armored_clergy_lod1.mesh 1225
    59 unit_models/_Units/EN_Pplate_Plate/armored_clergy_lod2.mesh 6400
    1 7 denmark
    74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_denmark.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    46 unit_sprites/denmark_Armored_Clergy_sprite.spr 1 7 denmark
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_diff.texture
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_norm.texture
    0__1 4 none
    12 MTW2_HR_Mace
    0__2 17 MTW2_Mace_Primary
    14 fs_test_shield
    0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    29 dismounted_armored_clergy_ug1
    1 3
    63 unit_models/_Units/EN_Pplate_Plate/armored_clergy_ug1_lod0.mesh 121
    63 unit_models/_Units/EN_Pplate_Plate/armored_clergy_ug1_lod1.mesh 1225
    63 unit_models/_Units/EN_Pplate_Plate/armored_clergy_ug1_lod2.mesh 6400
    1 7 denmark
    74 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_denmark.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    50 unit_sprites/denmark_Armored_Clergy_ug1_sprite.spr
    1 7 denmark
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_diff.texture
    66 unit_models/AttachmentSets/Final Priest Heads_denmark_norm.texture
    0__1 4 none
    12 MTW2_HR_Mace
    0__2 17 MTW2_Mace_Primary
    14 fs_test_shield
    0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  7. #7

    Default Re: How to create a dismounted unit

    ya i know i just do that for if they want to be retextured,
    well in the EDU u might be able to make it so they use swords
    Code:
    type             Knights Templar
    dictionary       Knights_Templar      ; Knights Templar
    category         cavalry
    class            heavy
    voice_type       Heavy
    banner faction   main_cavalry
    banner unit      templars
    soldier          Knights_Templar, 32, 0, 1
    mount            mailed horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight
    formation        2, 4.4, 3, 6, 2, square, wedge
    stat_health      1, 0
    stat_pri         13, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  7, 5, 4, metal
    ;stat_armour_ex   7, 8, 0, 0, 5, 4, 4, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, -2, -4, 0
    stat_mental      11, impetuous, highly_trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 880, 250, 130, 100, 880, 4, 220
    armour_ug_levels 3, 4
    armour_ug_models Knights_Templar, Knights_Templar_ug1
    ownership        england, scotland, france, denmark, milan, venice, papal_states, sicily, poland, hungary
    ;unit_info        13, 0, 16
    not sure if this will work, its just a guess
    change the weapons for dismounted to be this:
    Code:
    stat_sec         14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    or this
    Code:
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_pri_attr    no
    stat_sec         14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    Last edited by Zorgrath; January 23, 2007 at 06:22 PM.
    "When you do something right; it will seem as though you haven't done anything at all." -Space God
    http://www.mtgfanatic.com/?ForumReferrerID=127300

  8. #8

    Default Re: How to create a dismounted unit

    That's a no go. If it's as simple as change some lines in txt I must've already got it way back.
    We can not change weapons a model uses until we find a way to change mesh.
    I even tried weapons library, replace lance mesh with sword mesh, that's a no go either.
    That's why CA made mounted and dismounted models seperately.

    I do manage to have dismounted templar hospitaller teutonic santiago knights enabled by using dismounted feudal knights mesh and editing some textures. I'll see if I can pack things up and release it if someone want it.

  9. #9
    kleemann's Avatar Libertus
    Join Date
    Jan 2006
    Location
    In EU (Estonia)
    Posts
    74

    Default Re: How to create a dismounted unit

    Zhumin1978 - I realized that also. CA actually reused animations. The difference between Feudal Knights and Hospitalier is only by weapon animations and skins. If you change the skin you get allmost same result.
    Trading tip: Load your mercants on your (crapy, cheap upkeep) unit and place that crapy unit on the valuable trade ressource. All will earn money on that single ressourec AND other merchants can't do anything! ha:ha

    BUT it has bad side efect, if the unit rebel you will lose your merchants :hmmm:

    How-to: edit battle_model.modeldb to add new animations and skins.

  10. #10

    Default Re: How to create a dismounted unit

    hey zhumin1978, do u think i could get ur text files so i too could get the dismounted order knights.

  11. #11

    Default Re: How to create a dismounted unit

    I guess I made a mistake coz the game crashed :-(

  12. #12

    Default Re: How to create a dismounted unit

    can i see what you have done?
    "When you do something right; it will seem as though you haven't done anything at all." -Space God
    http://www.mtgfanatic.com/?ForumReferrerID=127300

  13. #13

    Default Re: How to create a dismounted unit

    EDIT: I managed to fix this problem, but in turn encountered another. The dismounted mailed knights have lances and all sprites have become black rectangles for some reason.
    Last edited by Time Commander Bob; February 18, 2007 at 01:21 PM.

  14. #14

    Default Re: How to create a dismounted unit

    oh, sry, no its fine, it was just a space missing in some place, thx a lot Zorgrath, you shouldn't disable reputation coz it would be great. Any way I added you some.

  15. #15

    Default Re: How to create a dismounted unit

    For some reason my dismounted Khan's guards have a really odd appearance, sort of like their helmets are on backwards and parts of their uniforms are missing. Anyone know what the problem might be? pretty new to this and am actually astonished i even got the game going without CTDs, btw thanks for the great tutorial.

  16. #16

    Default Re: How to create a dismounted unit

    Is it possible to dismount EE cavalry militia? I tried exactly as this guide show (and also tried different variations), but i got ctd only I mean I changed only EDU and modeldb, but that should be enough... Am I right?

  17. #17
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

    Default Re: How to create a dismounted unit

    You can generate your own sprites - check out this post

  18. #18
    Csatádi's Avatar Senator
    Join Date
    Sep 2005
    Location
    Budapest, Hungary, EU
    Posts
    1,153

    Default Re: How to create a dismounted unit

    Thanks! My unit works like a charm!

  19. #19

    Default Re: How to create a dismounted unit

    and how would I mount Arquebusiers? I made this (EDU):

    type Mounted Arquebusiers
    dictionary Reiters ; Reiters
    category cavalry
    class missile
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Reiters, 24, 0, 1
    mount heavy horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, cantabrian_circle, gunpowder_unit, start_not_skirmishing, guncavalry
    formation 2, 4.4, 3, 6, 4, square
    stat_health 1, 0
    stat_pri 16, 3, arquebus_bullet, 55, 20, missile, missile_gunpowder, piercing, none, musket_shot_set, 0, 1
    stat_pri_attr ap
    stat_sec 5, 6, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_sec_attr no
    stat_pri_armour 7, 2, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 0, -2, -3, 0
    stat_mental 13, normal, highly_trained
    stat_charge_dist 45
    stat_fire_delay 100000
    stat_food 60, 300
    stat_cost 1, 885, 375, 120, 95, 885, 4, 230
    armour_ug_levels 3, 4
    armour_ug_models Marquebusiers, Marquebusiers_ug1
    ownership hre, france
    era 2 hre, france

    (Modeldb):

    1
    5 horse
    18 MTW2_Fast_Crossbow
    20 MTW2_Non_Shield_Fast 1
    21 MTW2_Crossbow_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    13 Marquebusiers
    1 4
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod0.mesh 121
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod1.mesh 900
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod2.mesh 2500
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod3.mesh 6400
    2
    6 france
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_france.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    43 unit_sprites/france_Arquebusiers_sprite.spr
    3 hre
    69 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_hre.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    40 unit_sprites/hre_Arquebusiers_sprite.spr
    2
    6 france
    68 unit_models/AttachmentSets/Final European CB Gun_france_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_france_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European CB Gun_hre_diff.texture
    65 unit_models/AttachmentSets/Final European CB Gun_hre_norm.texture 0
    1
    5 horse
    18 MTW2_Fast_Arquebus
    20 MTW2_Non_Shield_Fast 1
    21 MTW2_Arquebus_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    17 Marquebusiers_ug1 1 4
    60 unit_models/_Units/RN_Light_Lmail/arquebusiers_ug1_lod0.mesh 121
    60 unit_models/_Units/RN_Light_Lmail/arquebusiers_ug1_lod1.mesh 900
    60 unit_models/_Units/RN_Light_Lmail/arquebusiers_ug1_lod2.mesh 2500
    60 unit_models/_Units/RN_Light_Lmail/arquebusiers_ug1_lod3.mesh 6400
    2
    6 france
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_france.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    47 unit_sprites/france_Arquebusiers_ug1_sprite.spr
    3 hre
    69 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_hre.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    44 unit_sprites/hre_Arquebusiers_ug1_sprite.spr
    2
    6 france
    68 unit_models/AttachmentSets/Final European CB Gun_france_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_france_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European CB Gun_hre_diff.texture
    65 unit_models/AttachmentSets/Final European CB Gun_hre_norm.texture 0

    However, the unit are invisible in the game :S
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  20. #20

    Default Re: How to create a dismounted unit

    Something worthwhile to try...Thanks

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