![]() ![]() ![]() Whatever_name_lod0.cas whatever_name_lod1.cas whatever_name_lod2.cas whatever_name_lod3.casĪs the DMB entry is solely to 'whatever_name' and the game then looks up the other lod names automatically. a 'primary' shield on the back of an archer that switches to 'secondary' shield in hand. You also CAN NOT have multiple weapon components, e.g. Primary and secondary weapons however have to each be fully weighted to just one bone. Unlike RTW Remastered allows full variable weighting for all 'body' components, so each vertex can be weighted proportionately across any two bones. You can do the same purely for weapons, or you can add settings for the 16 possible armour/weapon combinations by using: Giving progressively more versions of the my_upgrade_soldier with upgrade level. Where you would expect to get about two thirds of the unit using the my_axemen DMB entry model/s you can mix soldiers with different animations, but as the sounds and stats will be the same there is a limit to what you can practically mix, and you may also have formation difficulties if you mix movement speeds.Īrmour and weapon upgrades can also achieve visual effects using this system. The format is instead of the soldier line you have soldiers. ![]() An example using this system can be found in Feral's example mods. Units such as fully armoured knights with helms that don't have anything mapped to the skin/face sections could theoretically use a group which selected all 7 possible model types, which would allow 7 different shaped and mapped models which would all be using the same texture.įrom patch 2.0.4 it is possible to specify multiple DMB soldier types to the same export_descr_unit.txt entry. If you really don't need certain sections of the skin texture you can move some of your generic cross-faction items there and change the units uv mapping to use it. If you don't need units that look like the berserkers you could give them a copy of the mediterranean skin/faces and use the berserker/mediterranean combination to get two different models to load for all your mediterranean appearance units. Getting flexibility from this system relies on not needing the original ethnic variety. If you have space on the texture you can include variants and map each model differently. Note that 4 of the skin types actually use the Caucasian model, if you use those for variations you will get different skin/hair/faces but the same models!Īll the models within the one soldier type entry in descr_model_battle.txt will use the same texture for that faction. The full list of possibilities is as follows: There are 12 possible ethnic types that can be used here, they will use the skin/hair/faces of the exact ethnicity specified, but will use the model from the associated major group. This means the unit using 'Wood_shields' will turn up with approx 35% of the African model, and 65% of the Caucasian model (using caucasiandark skin). To create a new ethnic group add in the last section of descr_unit_variations.txt Would mean the celts use ethnic group 'Wood_shields', and huns would use 'Heaters' At the end of the unit 'type' after ownership you can have an ethnicity line per faction, e.g. Groups of ethnicities can be assigned to units in the EDU. If nothing else is specified in the EDU then the game should load the model for the ethnicity your faction uses in descr_sm_factions. Descr_model_battle.txt has model entries for each soldier type for African, Arabic, Caucasian, EastAsian, Egyptian, Indian & Mediterranean so 7 different models could potential be used per-faction, per-soldier type. The ethnicity system allows a different model to be loaded for a unit depending on ethnicity. The skin and body sections presumably just scroll horizontally through their respective textures. The sections of texture selected for hair appear to be determined by the text file descr_unit_variation.txt. The textures for the face, skin and hair elements are in a long and thin format with multiple variations that the uv maps tile horizontally across to pick up the variants. The picture below shows a Berserker unit from Remastered with the uv mapping explained. The sections of mesh that use these textures do not need to be in separate groups assigned to the textures, instead the texture used is determined by the relative position of the uv coordinates. Remastered allows variations of faces, hair and skin textures based on ethnicity. 3 EDU multiple soldier and upgrade options. ![]()
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