Timbabwiani Posted December 31, 2015 Report Share Posted December 31, 2015 I was trying to make an rome_legionair with a bow and without the shield. I tried the tutorial for creating a new unit but i get stuck. I keep doing it wrong so i need to see how somebody else does it.What would help me here is an videotutorial with step by step guide. I really want this to know!!! Cause i love your idea and philosophy. I hope that in time i can help you guys out. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 31, 2015 Report Share Posted December 31, 2015 The first question to modding and all modders can make to theirself is : what I want to do?So what you want to do? Quote Link to comment Share on other sites More sharing options...
wackyserious Posted December 31, 2015 Report Share Posted December 31, 2015 Try to stick closely to the tutorial http://trac.wildfiregames.com/wiki/CreatingNewUnitsIt will teach you the basics, and you'll get more ideas as you advance further.The instructions there are very clear, just follow each step. and try to create a Gallic axeman. Then, see if it will appear in-game after you finish working on it. Goodluck 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 31, 2015 Report Share Posted December 31, 2015 I would just edit existing actor and copy-paste code from a archer actor. Quote Link to comment Share on other sites More sharing options...
niektb Posted December 31, 2015 Report Share Posted December 31, 2015 (edited) I would just edit existing actor and copy-paste code from a archer actor.While for us, seasoned modders, that might be trivial, I can perfectly understand that that's hard to do for a starter.I suggest, like wackyserious does, to follow the tutorial exactly from beginning to end (and create a Gallic Axeman). That way you'll get some feeling with how those templates work. After that I think it's fairly easy to modify a Roman Legionnaire into an archer. Edited December 31, 2015 by niektb 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 31, 2015 Report Share Posted December 31, 2015 That why asked what he want, but wacky' tutorial can work, because he need remove melee action/ behavior/ animation/ bonus/ class/etc. Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted December 31, 2015 Author Report Share Posted December 31, 2015 Thanks guys I appreciate it! i´ll try it again. But every time i make an shortcut, target it to pyrogenesis.exe and expand it with -mod=testmod it says that my path is invalid. I don't use SVN i just downloaded the game. It may give you an image on how bad iam at this at this moment. Give me a year;). Again keep doing what you guys do!Still, i believe if you expand your existing tutorial with an youtube with all of your steps. than wel... you get less silly question like mine:P Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted December 31, 2015 Author Report Share Posted December 31, 2015 So you create an shortcut targeting pyr..exe in the public map? O and when created are they seeable in the atlas editor? (retorical question iquess) Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 31, 2015 Report Share Posted December 31, 2015 Yes you can but/No, you go to options and from options you can load your mod, your mod must be located in mods folder with mod.js file to load into mod loader. That is Better way. I can do I video for that, but not today ( is Holiday you know) may be Niektb can explain better than me. Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 2, 2016 Author Report Share Posted January 2, 2016 Thanks i did it! I appreciate the quick answers!Still i suck at making an roman imperial archer haha Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 2, 2016 Report Share Posted January 2, 2016 Is esas only take a archer or try with Delenda est mod, that mod have auxiliare archer, ask to wowgetoffyourcellphone is The owner. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 3, 2016 Report Share Posted January 3, 2016 You can try a more direct approach, as what wowgetoffyourcellphone have suggested.You can download the necessary files here https://github.com/0ad/0ad/tree/master/binaries/data/mods/public if you don't want to use SVN (SVN file size is quite large, 5-6gb, I think? But is really worth it, you'll have access to the latest things.)Step 1 - Create a simulation file for your archer unit (Niek's tutorial will teach you how to make one)Step 2 - Copy the Persian infantry_archer_b, infantry_archer_a, infantry_archer_e actor files at https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/art/actors/units/persiansStep 3 - Replace the textures, props or anything else that you want to change (You just need the animations and some props from the files that you copied)GGoodluck! Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2016 Report Share Posted January 3, 2016 Cretan archer ( Macedonian) is most like to Roman one. Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 3, 2016 Author Report Share Posted January 3, 2016 in the tutorial it says " add -mod=testmod" if you create another mod. lets say its called "another mod" should i type -mod=another mod??? Quote Link to comment Share on other sites More sharing options...
niektb Posted January 3, 2016 Report Share Posted January 3, 2016 Yes, but stay away from spaces in the mod folder name 1 Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 3, 2016 Author Report Share Posted January 3, 2016 I manage to make it into a mod. i can see the mod in the mod selection. i even see imperial archer in the list of the atlas editor. but then i get.Oke it say'sCCasheloader failed to find source file for art/actors/units/roman and CObjectmanager: Findobjectbase cannot find object: units/romans/roman_imperial_archer. thanks for the tips to all:)thanks for the tips to all:) Quote Link to comment Share on other sites More sharing options...
niektb Posted January 3, 2016 Report Share Posted January 3, 2016 Any chance you can upload your mod? (in a zip) Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 3, 2016 Author Report Share Posted January 3, 2016 i'll do that tommorow! Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 4, 2016 Report Share Posted January 4, 2016 (edited) Uhmm, did you addressed the actor files properly in the simulation files?Example: Simulation file for cart_infantry_archer_b.xml should have the following actor file as its visual actor: units/cart/infantry_archer_b.xmlb= basic , a= advanced, e= elite<VisualActor> <Actor>units/cart/infantry_archer_b.xml</Actor></VisualActor>Make sure file path/locations are addressed properlyI forgot to mention, if you want the unit to be a citizen_soldier type, you should use citizen_soldier simulation templates, (i.e. infantry_archer_b to e) vice versa, use champion simulation templates for champions unitsSimulation templates (or defaults) can be found here, https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/templatesAlso, if you want to use citizen_soldier "actor files" for champion units, you can remove the harvest animations and other props and things associated with gathering, champion units won't be needing it. Edited January 4, 2016 by wackyserious Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 4, 2016 Report Share Posted January 4, 2016 (edited) Now I'm the one confused ..Or you can just copy simulation files from other factions that have archer units, they are less complicated than templates. Just make sure you name files correctly, and address them properly in .xml files Edited January 4, 2016 by wackyserious Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 5, 2016 Author Report Share Posted January 5, 2016 How can I upload my zipped folder to this forum? My workstructure is Testmod_1Imperial_archer_b<?xml version="1.0" encoding="utf-8"?><Entity parent="template_unit_infantry_ranged_archer"> <Builder> <Entities datatype="tokens"> structures/rome_barracks </Entities> </Builder> <Cost> <Resources> <food>25</food> <metal>25</metal> </Resources> </Cost> <Identity> <Civ>rome</Civ> <Lang>latin</Lang><SelectionGroupName>units/rome_imperial_archer_b</SelectionGroupName> <GenericName>Roman Legionnaire Archer</GenericName> <SpecificName>Imperial Archer</SpecificName> <History></History> <Icon>units/rome_champion_legion_imperial.png</Icon> <RequiredTechnology>phase_town</RequiredTechnology> </Identity> <Promotion> <Entity>units/rome_imperial_archer_a</Entity> </Promotion> <VisualActor> <Actor>units/rome/imperial_archer_b.xml</Actor> </VisualActor></Entity>aahh @#$% my bad. entered it to soon:) Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 5, 2016 Author Report Share Posted January 5, 2016 First!!! haha how do you upload an zipped folder on this platform?I copied it all except the json. fileStructure of the modFoldermap: Testmod_1 used: macedonian archer simulation and actor. Edit animation and probs from legionnaire(champion) 4Simulation/ templates/ units/ rome/ rome_imperial_archer_a rome_imperial_archer_b rome_imperial_archer_eSimulation/ templates/ structures/ rome/ rome_fotressArt/ actors/ units/ rome/ imperial_archer_a imperial_archer_b imperial_archer_erome_imperial_archer_a<?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <animations> <animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="102"/> <animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="95"/> <animation event="0.81" file="biped/inf_arch_atk_a.psa" load="0.16" name="attack_ranged" speed="90"/> <animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/> <animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="100"/> <animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="30"/> <animation file="infantry/general/death/inf_01.psa" name="Death" speed="400"/> <animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/> <animation file="infantry/general/death/inf_03.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_04.psa" name="Death" speed="400"/> <animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/> <animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/> </animations> <mesh>skeletal/m_tunic_short.dae</mesh> <props> <prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/> <prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/> <prop actor="props/units/quiver_back.xml" attachpoint="back"/> <prop actor="props/units/heads/rome_imp_gallic_g.xml" attachpoint="helmet"/> </props> </variant> </group> <textures><texture file="skeletal/rome_su4_imperial_legion.dds" name="baseTex"/></textures> <group> <variant frequency="100" name="Idle"/> <variant name="attack_ranged"> <props> <prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/> <prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/> <prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/> </props> </variant> <variant name="attack_slaughter"> <props> <prop actor="props/units/weapons/knife.xml" attachpoint="r_hand"/> </props> </variant> </group> <material>player_trans.xml</material></actor> rome_imperial_archer_b <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <animations> <animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/> <animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="97"/> <animation event="0.84" file="biped/inf_arch_atk_a.psa" load="0.16" name="attack_ranged" speed="90"/> <animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/> <animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="100"/> <animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="30"/> <animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/> <animation file="infantry/general/death/inf_03.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_04.psa" name="Death" speed="400"/> <animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/> <animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/> </animations> <mesh>skeletal/m_tunic_long.dae</mesh> <props> <prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/> <prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/> <prop actor="props/units/quiver_back.xml" attachpoint="back"/> <prop actor="props/units/heads/rome_imp_gallic_g.xml" attachpoint="helmet"/> </props> <textures><texture file="skeletal/rome_su4_imperial_legion.dds" name="baseTex"/></textures> </variant> </group> <group> <variant frequency="100" name="Idle"/> <variant name="attack_ranged"> <props> <prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/> <prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/> <prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/> </props> </variant> <variant name="attack_slaughter"> <props> <prop actor="props/units/weapons/knife.xml" attachpoint="r_hand"/> </props> </variant> </group> <material>player_trans.xml</material></actor>rome_imperial_archer_e<?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <animations> <animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/> <animation event="0.81" file="biped/inf_arch_atk_a.psa" load="0.16" name="attack_ranged" speed="90"/> <animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/> <animation file="biped/walk_spearshield.psa" name="Walk" speed="120"/> <animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="30"/> <animation file="infantry/general/death/inf_01.psa" name="Death" speed="400"/> <animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/> <animation file="infantry/general/death/inf_03.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_04.psa" name="Death" speed="400"/> <animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/> <animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/> </animations> <mesh>skeletal/m_tunic_long.dae</mesh> <props> <prop actor="props/units/heads/rome_imp_gallic_g.xml" attachpoint="helmet"/> <prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/> <prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/> <prop actor="props/units/quiver_back.xml" attachpoint="back"/> <prop actor="props/units/shields/rome_scutum_legionnaire.xml" attachpoint="shield"/> </props> <textures><texture file="skeletal/rome_su4_imperial_legion.dds" name="baseTex"/></textures> </variant> </group> <group> <variant frequency="100" name="Idle"/> <variant name="attack_ranged"> <props> <prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/> <prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/> <prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/> </props> </variant> <variant name="attack_slaughter"> <props> <prop actor="props/units/weapons/knife.xml" attachpoint="r_hand"/> </props> </variant> </group> <material>player_trans.xml</material></actor> rome_fotress <?xml version="1.0" encoding="utf-8"?><Entity parent="template_structure_military_fortress"> <Identity> <Civ>rome</Civ> <SpecificName>Castellum</SpecificName> <History>Fortified auxillary camp.</History> </Identity> <ProductionQueue> <Entities datatype="tokens"> units/{civ}_hero_marcellus units/{civ}_hero_maximus units/{civ}_hero_scipio units/{civ}_champion_infantry units/{civ}_champion_cavalry units/{civ}_imperial_archer_b </Entities> <Technologies datatype="tokens"> siege_attack siege_armor siege_cost_metal siege_cost_wood </Technologies> </ProductionQueue> <VisualActor> <Actor>structures/romans/fortress.xml</Actor> </VisualActor></Entity> imperial_archer_a <?xml version="1.0" encoding="utf-8"?><Entity parent="units/rome_imperial_archer_b"> <Identity> <Rank>Advanced</Rank> </Identity> <Promotion> <Entity>units/rome_imperial_archer_e</Entity> </Promotion> <VisualActor> <Actor>units/rome/imperial_archer_a.xml</Actor> </VisualActor></Entity> imperial_archer_b <?xml version="1.0" encoding="utf-8"?><Entity parent="template_unit_infantry_ranged_archer"> <Builder> <Entities datatype="tokens"> structures/rome_barracks </Entities> </Builder> <Cost> <Resources> <food>25</food> <metal>25</metal> </Resources> </Cost> <Identity> <Civ>rome</Civ> <Lang>latin</Lang><SelectionGroupName>units/rome_imperial_archer_b</SelectionGroupName> <GenericName>Roman Legionnaire Archer</GenericName> <SpecificName>Roman Legionnaire Archer</SpecificName> <History></History> <Icon>units/rome_champion_legion_imperial.png</Icon> <RequiredTechnology>phase_town</RequiredTechnology> </Identity> <Promotion> <Entity>units/rome_imperial_archer_a</Entity> </Promotion> <VisualActor> <Actor>units/rome/imperial_archer_b.xml</Actor> </VisualActor></Entity> imperial_archer_e <?xml version="1.0" encoding="utf-8"?><Entity parent="units/rome_imperial_archer_a"> <Identity> <Rank>Elite</Rank> </Identity> <Promotion disable=""/> <VisualActor> <Actor>units/rome/imperial_archer_e.xml</Actor> </VisualActor></Entity> I hope this will give you a better image of what im doing wrong:) Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 5, 2016 Author Report Share Posted January 5, 2016 And maybe. if its not to much to ask. can anybody maked it for me and then send it. so i can look at the difference:) Again I want to learn this! Quote Link to comment Share on other sites More sharing options...
niektb Posted January 5, 2016 Report Share Posted January 5, 2016 Oh dear, just click on 'more reply options' and attach your zip there.If you ever need to make such huge posts, please put some stuff (like the templates) in spoilers. That makes it a lot more readable 2 Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 5, 2016 Author Report Share Posted January 5, 2016 AAAAAAhh yea haha oke "more replay option" awesome.. my bad! and thanks! Quote Link to comment Share on other sites More sharing options...
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