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Difference between revisions of "Descr model battle.txt"

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(An Individual Unit Listing)
 
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{{RTW Modding Logo}}
 
{{DISPLAYTITLE:descr_model_battle.txt}}
 
{{DISPLAYTITLE:descr_model_battle.txt}}
 
The '''descr_model_battle.txt''' file controls how a unit should look on the battle map.
 
The '''descr_model_battle.txt''' file controls how a unit should look on the battle map.
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'''skeleton''':which animation the Unit will use
 
'''skeleton''':which animation the Unit will use
:It is possible to give a unit multiple skeletons, one for infantry, and one each when mounted on horses, elephants, chariots, and camels. In vanilla, only generals use this; however it is possible for any entry to use this.
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:''but remember:the animation weapon must be the same as the weapons in [[export_descr_unit.txt]]
:''but remember:the animation weapon must be the same as the weapons in [[export_descr_unit.txt]]''
 
 
'''indiv_range''':indicates at what point we start rendering men individually  even if we can group render       
 
  
'''texture''':at the beginning you need the faction name of the Unit and then you write there the path of the texture(.tga)file
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'''indiv_range''':indicates at what point we start rendering men individually even if we can group render
  
'''models_flexi''' and '''models_flexi_m''':location of the models of the unit 
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'''texture''':at the beginning you need the faction name of the Unit and then you write there the path of the texture (.tga) file
  
'''models_sprite''':Location of the sprites of the Unit     
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'''models_flexi''' and '''models_flexi_m''':location of the models of the unit
  
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'''models_sprite''':Location of the sprites of the unit
  
 
'''model_tri''':(optional) indicates that this model can be represented by a single triangle
 
'''model_tri''':(optional) indicates that this model can be represented by a single triangle
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your models into data/models_unit and texture to  data/models_unit/textures folder
 
your models into data/models_unit and texture to  data/models_unit/textures folder
  
[[Category:Modding]]
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===Note regarding model_flexi_m===
[[Category:RTW Modding]]
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Some RTW cas models have a few vertexes that are weighted to more than one bone.  These cas files must use the model_flexi_m designation otherwise there will be in game problems similar to having un-weighted vertexes.  model_flexi can be used for all cas models where all the vertexes are only weighted to one bone.  As per the example above sometimes the more detailed lod levels use multi-weighted verts but the lower levels of the same unit do not.
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[[Category:RTW Text Editing & Scripting]]
 
[[Category:RTW Files]]
 
[[Category:RTW Files]]

Latest revision as of 10:40, 16 March 2021

Rome:Total War & Remastered - Modding Index


The descr_model_battle.txt file controls how a unit should look on the battle map. It controls which skins and models are used for each unit.

The equivalent of this file in M2TW is battle_models.modeldb.

Structure of the descr_model_battle.txt file

An Individual Unit Listing

type:indicates the new model type

skeleton:which animation the Unit will use

but remember:the animation weapon must be the same as the weapons in export_descr_unit.txt

indiv_range:indicates at what point we start rendering men individually even if we can group render

texture:at the beginning you need the faction name of the Unit and then you write there the path of the texture (.tga) file

models_flexi and models_flexi_m:location of the models of the unit

models_sprite:Location of the sprites of the unit

model_tri:(optional) indicates that this model can be represented by a single triangle

Order of Listing

The order in which the units are listed in the descr_model_battle.txt is not important, but for reference the order in the RTW vanilla file is as follows:

  • Peasants seen in the city view
  • Mounts and Animals
  • Generals and officers
  • Units of each Culture:
    • Barbarians
    • Carthaginians
    • Easterners
    • Egyptians
    • Greeks
    • Romans
    • Mercenaries

How to edit the file

Changing textures(.tga files)

İf you have only a texture file which needs to be changed, go to the texture file of your Unit:

Example:

type				barb_scythian_noblewoman
skeleton			fs_hc_archer, fs_hc_swordsman
indiv_range			40
texture			seleucid, data/models_unit/textures/AR_unit_persian_median_cavalry.tga
model_flexi_m		data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, 8
model_flexi_m		data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, 15
model_flexi			data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, 30
model_flexi			data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, max
model_sprite		scythia, 60.0, data/sprites/scythia_barb_scythian_noblewoman_sprite.spr
model_tri			400, 0.5f, 0.5f, 0.5f 

And change it to the name of your .tga file:

texture			seleucid, data/models_unit/textures/your unit.tga

NOTE: Although the actual file name for your texture will be your unit.tga.dds you must not include the .dds part in the DMB file, it will cause a CTD!

don't forget to put the texture file into the textures folder in data/models_unit/textures

But notice that the texture file must match with the model file,if not,you will get an Unit like an Alien

İf there is no texture file,create one

This changes the Skin of the Unit now


Now how to change the Unit completely

Now you need to change the models and textures.They are marked here bold:

type				barb_scythian_noblewoman
skeleton			fs_hc_archer, fs_hc_swordsman
indiv_range			40
texture			seleucid,      data/models_unit/textures/AR_unit_persian_median_cavalry.tga
model_flexi_m		data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, 8
model_flexi_m		data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, 15
model_flexi			data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, 30
model_flexi			data/models_unit/AR_unit_persian_median_cavalry_lod1.cas, max
model_sprite		scythia, 60.0, data/sprites/scythia_barb_scythian_noblewoman_sprite.spr
model_tri			400, 0.5f, 0.5f, 0.5f 

Change the model_flexi and models_flexi_m to the model file(.cas) which you want.

And of course the texture like posted before.

Change the models and textures to this:

type				barb_scythian_noblewoman
skeleton			fs_hc_archer, fs_hc_swordsman
indiv_range			40
texture			seleucid, data/models_unit/textures/your unit.tga
model_flexi_m		data/models_unit/your unit.cas, 8
model_flexi_m		data/models_unit/your unit.cas, 15
model_flexi			data/models_unit/your unit.cas, 30
model_flexi			data/models_unit/your unit.cas, max
model_sprite		scythia, 60.0, data/sprites/scythia_barb_scythian_noblewoman_sprite.spr
model_tri			400, 0.5f, 0.5f, 0.5f 


If you changed the name to your models(.cas) and your texture(.tga) file then you need to put your models into data/models_unit and texture to data/models_unit/textures folder

Note regarding model_flexi_m

Some RTW cas models have a few vertexes that are weighted to more than one bone. These cas files must use the model_flexi_m designation otherwise there will be in game problems similar to having un-weighted vertexes. model_flexi can be used for all cas models where all the vertexes are only weighted to one bone. As per the example above sometimes the more detailed lod levels use multi-weighted verts but the lower levels of the same unit do not.