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Thread: How to create a dismounted unit

  1. #41
    The Conquistador's Avatar Libertus
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    Default Re: How to create a dismounted unit

    I have a problem... My code on the battles model folder is exact and battles come up but the unit I was trying to add ( dismounted Mamluks ) is invisible. some please help!!!!

  2. #42
    The Conquistador's Avatar Libertus
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    Default Re: How to create a dismounted unit

    never mind it was a code error

  3. #43

    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

  4. #44
    Douchebag's Avatar Vicarius
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    Default Re: How to create a dismounted unit

    im trying to add dismounted stratatoi(unit from BC), but how would i be able to do this?

  5. #45

    Default Re: How to create a dismounted unit

    great tut! yet the instructions are a little vague on how to edit the export_units.txt. to help others who might not understand these vague instructions i will post additional instructions on how to edit the export_units.txt.
    orginally, this text file as the file extension ".txt.strings.bin". in order to edit this file you must download alpaca's bin converter(link to download is placed in the orginal post of this tutorial). once you have followed alpaca's instructions and have converted all files to .txt, open export_units.txt.
    the file is more legible now! it follows this format:
    {Dismounted_Knights_Hospitaller}Dismounted Knights Hospitaller
    {Dismounted_knights_Hospitaller_descr} bla bla bla
    {Dismounted_Knights_Hospitaller_descr_short} bla bla bla

    in this case i added text for the dismounted hospitaller knights.
    once you have made your changes, save the file, but dont close it!
    then you must go File, Save As, export_units.txt.strings.bin, it will ask you if you want to replace existing file, choose yes. voila!(lol) open your game with io_filefirst then view your changes.
    just to make sure
    1. download alpaca's .bin converter
    2. follow alpaca's instructions to convert the .bin files to .txt
    3. open export_units
    4. make necessary edits
    5. save, but dont close!
    6 save as export_units.txt.strings.bin, choose yes to replace existing file
    7. open game with io_filefirst switch and view your new unit!

    p.s. it took me while (and some fits of frustration) to figure this part out so i figured i'd help anyone new to making new units. lol

  6. #46
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to create a dismounted unit

    6 save as export_units.txt.strings.bin, choose yes to replace existing file
    Not really necessary (does it really work?), the game creates this file from the txt file.










  7. #47

    Default Re: How to create a dismounted unit

    it doesnt for mine

  8. #48

    Default Re: How to create a dismounted unit

    Ok, I am having some serious problems with makeing the dismounted Tsars Guard. I did all of what you said on this, but I get the black screen, beep, and press enter CTD. What am I doing wrong here?:
    heres the modeling:
    Spoiler Alert, click show to read: 
    22 dismounted_tsars_guard
    1 4
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod0.mesh 121
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod1.mesh 900
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod2.mesh 2500
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod3.mesh 6400
    1
    6 russia
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_russia.texture
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_normal.texture
    53 unit_sprites/russia_dismounted_Tsars_Guard_sprite.spr
    1
    6 russia
    61 unit_models/AttachmentSets/Final Teardrop_russia_diff.texture
    61 unit_models/AttachmentSets/Final Teardrop_russia_norm.texture 0
    1
    4 None
    13 MTW2_HR_Spear
    13 MTW2_HR_Sword 2
    21 MTW2_HR_spear_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 dismounted_tsars_guard_ug1
    1 4
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod0.mesh 121
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod1.mesh 900
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod2.mesh 2500
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod3.mesh 6400
    1
    6 russia
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_russia.texture
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_normal.texture
    46 unit_sprites/russia_Dismounted_Tsars_Guard_ug1_sprite.spr
    1
    6 russia
    61 unit_models/AttachmentSets/Final Teardrop_russia_diff.texture
    61 unit_models/AttachmentSets/Final Teardrop_russia_norm.texture 0
    1
    4 None
    13 MTW2_HR_Spear
    13 MTW2_HR_Sword 2
    21 MTW2_HR_spear_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

    And with the unit coding:
    Spoiler Alert, click show to read: 
    type Dismounted_Tsars_Guard
    dictionary Dismounted_Tsars_Guard ; Dismounted Tsars Guard
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Dismounted_Polish_Knights, 48, 0, 1.2
    attributes sea_faring, hide_forest, very_hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 11, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    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 6, 4, 8, metal
    ;stat_armour_ex 6, 7, 0, 0, 4, 8, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 8
    stat_ground 1, -2, 3, 4
    stat_mental 9, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 570, 225, 60, 140, 570, 4, 170
    armour_ug_levels 4, 5
    armour_ug_models Dismounted_Tsars_Guard, Dismounted_Tsars_Guard_ug1
    ownership russia
    era 2 russia
    ;unit_info 11, 0, 18
    recruit_priority_offset 20

    I dunno what to do with this

  9. #49

    Default Re: How to create a dismounted unit

    Quote Originally Posted by Sir_Killalot View Post
    Spoiler Alert, click show to read: 
    22 dismounted_tsars_guard
    1 4
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod0.mesh 121
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod1.mesh 900
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod2.mesh 2500
    78 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_lod3.mesh 6400
    1
    6 russia
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_russia.texture
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_normal.texture
    53 unit_sprites/russia_dismounted_Tsars_Guard_sprite.spr
    1
    6 russia
    61 unit_models/AttachmentSets/Final Teardrop_russia_diff.texture
    61 unit_models/AttachmentSets/Final Teardrop_russia_norm.texture 0
    1
    4 None
    13 MTW2_HR_Spear
    13 MTW2_HR_Sword 2
    21 MTW2_HR_spear_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 dismounted_tsars_guard_ug1
    1 4
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod0.mesh 121
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod1.mesh 900
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod2.mesh 2500
    82 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/dismounted_tsars_guard_ug1_lod3.mesh 6400
    1
    6 russia
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_russia.texture
    96 unit_models/_Units/EE_Bekhtera_Heavy_Lamellar/textures/EE_Bekhtera_Heavy_Lamellar_normal.texture
    46 unit_sprites/russia_Dismounted_Tsars_Guard_ug1_sprite.spr
    1
    6 russia
    61 unit_models/AttachmentSets/Final Teardrop_russia_diff.texture
    61 unit_models/AttachmentSets/Final Teardrop_russia_norm.texture 0
    1
    4 None
    13 MTW2_HR_Spear
    13 MTW2_HR_Sword 2
    21 MTW2_HR_spear_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
    Your animations are wrong to start with,
    13 MTW2_HR_Spear
    HR means its for a horse rider.
    Look in descr_skeleton for the correct anim's

  10. #50

    Default Re: How to create a dismounted unit

    Thanks Eothese, but now I've ran into another problem. So I got my dismounted knights to work, but when I upgrade to model 2, I got the invisible unit. Default works fine and shows up, but not ug1. Whats missing in my code (or wrong)?
    Spoiler Alert, click show to read: 
    (Ignore the other factions, just denmark)25 dismounted_danish_knights
    1 3
    70 unit_models/_Units/EN_Pplate_Plate/dismounted_danish_knights_lod0.mesh 121
    70 unit_models/_Units/EN_Pplate_Plate/dismounted_danish_knights_lod1.mesh 1225
    70 unit_models/_Units/EN_Pplate_Plate/dismounted_danish_knights_lod2.mesh 6400
    3
    6 france
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_france.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    59 unit_sprites/france_Dismounted_Chivalric_Knights_sprite.spr
    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
    60 unit_sprites/denmark_Dismounted_Chivalric_Knights_sprite.spr
    5 spain
    72 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_spain.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    58 unit_sprites/spain_Dismounted_Chivalric_Knights_sprite.spr
    3
    6 france
    66 unit_models/AttachmentSets/Final Special Heads_france_diff.texture
    66 unit_models/AttachmentSets/Final Special Heads_france_norm.texture 0
    7 denmark
    67 unit_models/AttachmentSets/Final Special Heads_denmark_diff.texture
    67 unit_models/AttachmentSets/Final Special Heads_denmark_norm.texture 0
    5 spain
    65 unit_models/AttachmentSets/Final Special Heads_spain_diff.texture
    65 unit_models/AttachmentSets/Final Special Heads_spain_norm.texture 0
    1
    4 None
    19 MTW2_Slow_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    30 dismounted_danish_knights_ug1
    1 3
    74 unit_models/_Units/EN_Pplate_Plate/dismounted_danish_knights_ug1_lod0.mesh 121
    74 unit_models/_Units/EN_Pplate_Plate/dismounted_danish_knights_ug1_lod1.mesh 1225
    74 unit_models/_Units/EN_Pplate_Plate/dismounted_danish_knights_ug1_lod2.mesh 6400
    3
    6 france
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_france.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    63 unit_sprites/france_Dismounted_Chivalric_Knights_ug1_sprite.spr
    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
    64 unit_sprites/denmark_Dismounted_Chivalric_Knights_ug1_sprite.spr
    5 spain
    72 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_spain.texture
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture
    62 unit_sprites/spain_Dismounted_Chivalric_Knights_ug1_sprite.spr
    3
    6 france
    66 unit_models/AttachmentSets/Final Special Heads_france_diff.texture
    66 unit_models/AttachmentSets/Final Special Heads_france_norm.texture 0
    7 denmark
    67 unit_models/AttachmentSets/Final Special Heads_denmark_diff.texture
    67 unit_models/AttachmentSets/Final Special Heads_denmark_norm.texture 0
    5 spain
    65 unit_models/AttachmentSets/Final Special Heads_spain_diff.texture
    65 unit_models/AttachmentSets/Final Special Heads_spain_norm.texture 0
    1
    4 None
    19 MTW2_Slow_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

    Spoiler Alert, click show to read: 
    type Dismounted Danish Knights
    dictionary Dismounted_Danish_Knights ; Dismounted Danish Knights
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Dismounted_Huscarls, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw, frighten_foot
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 9, 3, no, 0, 0, melee, melee_blade, slashing, axe, 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 6, 4, 8, metal
    ;stat_armour_ex 3, 5, 0, 0, 4, 8, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, -2, 3, 4
    stat_mental 11, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 590, 150, 60, 140, 590, 4, 160
    armour_ug_levels 4, 5
    armour_ug_models Dismounted_Danish_Knights, Dismounted_Danish_Knights_ug1
    ownership denmark
    era 1 denmark
    era 2 denmark
    ;unit_info 9, 0, 15
    recruit_priority_offset 10
    Also Im kinda new at this too.

  11. #51

    Default Re: How to create a dismounted unit

    At a glance, it looks OK. Did you add 1 to the serialization::archive at the top of the battle_models.db for both the basic model and the ug1?

  12. #52

    Default Re: How to create a dismounted unit

    Serialization? Sorry, but whats that? Im really lost here.

  13. #53

    Default Re: How to create a dismounted unit

    The serialization archive is the number at the top of the battle_models.db
    22 serialization::archive 3 0 0 0 0 904 0 0
    You need to add 1 to this for every new model you add including any upgrades (ug1, ug2 etc.)
    Also, now that I take a closer look your ug1 string length is incorrect.
    30 dismounted_danish_knights_ug1
    Should be,
    29 dismounted_danish_knights_ug1
    There is no easy way to check string lengths, other than careful counting of characters.
    As your new to this, I'll give you a little tip on armour upgrades. To save time you can use the same model (mesh) and simply reference it multiple times in the EDU to give further armour upgrade levels. EG.
    Spoiler Alert, click show to read: 

    armour_ug_levels 4, 5, 6
    armour_ug_models Dismounted_Danish_Knights, Dismounted_Danish_Knights_ug1 , Dismounted_Danish_Knights_ug1

    or even

    armour_ug_levels 4, 5, 6
    armour_ug_models Dismounted_Danish_Knights, Dismounted_Danish_Knights, Dismounted_Danish_Knights,

  14. #54
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to create a dismounted unit

    There is a way: ModelDB Checker










  15. #55

    Default Re: How to create a dismounted unit

    Quote Originally Posted by gigantus View Post
    There is a way: ModelDB Checker
    I tried this when I had an error somewhere, it didn't find it. So I tried it with a clean model.db and put an error in myself which it still didn't find. I have little faith in this tool.

  16. #56

    Default Re: How to create a dismounted unit

    Thanks Eothese!

  17. #57
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to create a dismounted unit

    The checker needs modding itself if you have any custom factions. Otherwise it will not find them.
    Pretty easy to do.










  18. #58

    Default Re: How to create a dismounted unit

    I was trying to create a Dismounted Jerusalem Lancer/Knight who uses 2-hand sword. I've just found out that I did not add the seri number (total number of unit). But there're other problems too.

    I didn't find any ug1 file for Jerusalem's unit in the sprite folder. Does that mean the unit will not be upgradable (armor)? And how do I solve it?

    More to ask, I change the texture of the unit, for example, Oathbreaker (Antioch to Jerusalem) but it appears weird. The armor of the unit shown in battle map looks 'wrong' with some black parts while the shields are blank (no image or color).

    Any suggestion will be welcomed !!!

  19. #59
    Lennert's Avatar Decanus
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    549

    Default Re: How to create a dismounted unit

    Sorry to revive such an old thread, but I encountered a problem with the unpacker when I wanted to do this mod. When I try to execute the unpack_all file it says it can't find MSVCP71.dll.. while it's right there in the Medieval 2 Total War folder where it should be. Is there any way to work around this? It says reïnstalling the game could solve the problem, but I just reïnstalled it yesterday and haven't done any modding since. Could it have anything to do with the fact that I installed it on the E: disk instead of default C:? That shouldn't be a problem right? At least it never is with installing updates or mods..

  20. #60
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to create a dismounted unit

    can't find MSVCP71.dll.. while it's right there in the Medieval 2 Total War folder where it should be
    It should be in the tools\unpacker directory in some cases - copy it over there.










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