Difference between revisions of "Descr model battle.txt"
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{{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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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:RTW | + | ===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. | ||
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[[Category:RTW Files]] | [[Category:RTW Files]] |
Latest revision as of 10:40, 16 March 2021
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.
Contents
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.