Units: Battle Map - Overview - RTW
Rome - Total War and Barbarian Invasion allow modification of the units that are used in battle maps. Both the visual appearance and the effectiveness of units in battle can be modified.
This article is 'work in progress' anyone else please feel free to add info. links etc to sub-sections.
Contents
Models
Skeletons and Animations
Textures
The texture or skin is a 2D .tga.dds file that 'clothes' the model and gives it its colour and textured effects. The textures also have an alpha channel that can be manipulated to make certain areas of the model invisible - for example the apparent size of a shield can be reduced by reducing the amount of it selected within the alpha channel. The required layout of the texture file is determined from within the model .cas file, if you do not have the software to open .cas files you must follow the same layout as an existing texture file which works for the model you are skinning.
Locations
Texture files in Rome - Total War are within the .pak folders in Rome - Total War\data\packs. To access them you need to unpack the .pak files with Vercingetorix's PAK Extractor see Unpacking Files Step-By-Step you will then find the files in RTW\data\packs\data\models_unit\textures.
NB: changed files will not be read from that location you need to; either create new folder path to RTW\data\models_unit\textures and give new textures different name, referenced in descr_model_battle.txt; or pack the files for new textures to take effect. (not 100% sure on the re-naming would someone please confirm and change / delete this comment)
Texture files in Barbarian Invasion are found simply within Rome - Total War\bi\data\models_unit\textures overwriting the existing files will allow changes to show up in game. Alternatively files with new names may be used if referenced in descr_model_battle.txt
Working with .dds Files
To work with the texture files you either need a graphics program that can incorporate the Nvidia .dds plugins or a .dds converter that converts the files into a format you can open and back. PhotoShop, PhotoShop Elements, Gimp and later versions of PaintShopPro should be able to use the .dds plugins.
When saving .dds files for textures use the settings shown: below:
Correct save settings are DXT5 ARGB - 2d texture - generate all MIP maps.
Tutorials and Reference
PhotoShop Skinning Tutorial by Halie Satanus
A Beginner's Guide To Skinning by Lentonius
An intermediate guide to skinning by Lentonius
Skinning Tutorial for Coral Photo-Paint by Krusoth
Texture database link listing on TWC
Sprites
Sprites are the reduced quality 3D images that you see when you view a unit from further away in battle . New sprites can be made using a program built into the RTW and BI .exe files by CA. It is possible to include new units without adding sprites - simply do not add a sprite line to descr_model_battle.txt or comment out the existing one. However, too many units without sprites in a battle will significantly reduce performance and may make game unplayable for users with older computers!
You may notice a change in colour of a unit when you zoom out. This occurs when you switch from viewing the model and texture to viewing the sprite. It happens largely because the sprite generation program does not include the units shield in the sprite .tga's, this problem is therefore more acute for units with large distinctively coloured shields.
2D Graphics - Unit Cards
Text Files
The primary file involved in the definition of units is data\export_descr_units.txt (known as EDU) - this contains unit stats and references to other files, the other files are referenced as follows:
FOR INFANTRY:
type warband archer scythian dictionary warband_archer_scythian ; Chosen Archer Warband category infantry class missile voice_type Medium_1 soldier warband_archer, 40, 0, 1.2 officer barb_standard attributes sea_faring, hide_improved_forest, hardy etc.......
- type is used to define where unit is recruited, so warband archer scythian would be used in export_descr_buildings.txt, descr_strat.txt, descr_mercenaries.txt and descr_rebel_factions.txt as appropriate.
- dictionary looks up visible 'in game' text descriptions in data\text\export_units.txt and also the unit cards in data\UI\units\faction and data\UI\unit_info\faction
- soldier line references the type line in descr_model_battle.txt, this in turn defines the model (.cas), texture and sprite used for the unit.
- officer again references a type in descr_model_battle.txt, in this case a single man normally used as a standard bearer for the unit, one unit can have up to 0 - 3 officers.
FOR CAVALRY, as above except:
type barb cavalry dacian dictionary barb_cavalry_dacian ; Barbarian Cavalry category cavalry class light voice_type Medium_1 soldier barb_cavalry, 27, 0, 1 mount medium horse mount_effect elephant -8, camel -4 attributes sea_faring, hide_forest
- soldier again references descr_model_battle.txt but is only the man sitting on top of the mount (horse etc) this man needs an appropriate skeleton type to sit on, not through horse.
- mount this references the type line in data\descr_mount.txt eg:
type medium horse class horse model horse_medium radius 1.5 x_radius 0.57 ;changed from 0.5 29/4/05
- the model line in descr_mount.txt then references a type line in descr_model_battle.txt
FOR SIEGE ENGINES:
type barb ballista dacian dictionary barb_ballistas_dacian ; Ballistas category siege class missile voice_type Light_1 soldier barb_crew, 12, 2, 0.9 engine ballista attributes sea_faring
- soldier again references descr_model_battle.txt in this case for the men manning the siege weapon.
- engine this references the type line in data\descr_engines.txt
type ballista culture all class ballista projectile ballista
engine_model_group normal engine_skeleton ballista engine_collision data/models_engine/Ballista_very_low_LOD.CAS engine_model data/models_engine/Ballista.cas, 20.0 engine_model data/models_engine/Ballista_med_lod.CAS, 40.0 engine_model data/models_engine/Ballista_low_LOD.CAS, 120.0 engine_model data/models_engine/Ballista_very_low_LOD.CAS, max
in this case there is no reference back to DMB for the engine, the model is defined in descr_engines.txt and the texture is called by the default for the model, there is not a sprite for the siege engine itself.