Uniform bugs
Re: Uniform bugs
I think about it, but I have no experience of work in 3d max.
Re: Uniform bugs
I optimize process, I think I can create imperial dragoons sprite at one day, maybe at this weekend, but I don't know what need change in logistic files, need help.
Last edited by Jacquinot on Tue Dec 01, 2015 11:13 pm, edited 1 time in total.
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Re: Uniform bugs
I suggest you download the NSD Guard Chasseurs a Cheval sprites mod and see what NSD did to add a new cavalry sprite to the game.
You need to make it a mod, called EmpressDragoons or something like that and in that mod file needs to be 3 subfolders:
Graphics
Logistics
OOBs
Graphics has a subfolder named:
Packed
Into "Packed" you need to put the sprite texture sheet .dds and .plist files for your reskinned dragoons. Rename them in the same format NSD have done, maybe call them ED-1, ED-2, etc. Use something distinctive but short.
In "Logistics" you need to put edited unitattributes, unitglobal, unitmodel and unitpack.csv files. Using the SDK, open the original game files and the Guard Chasseur updated ones to see what changes are made to get a new cavalry sprite into the game.
In "OOBs" you need to include at least one OOB.csv file. This is the easy bit, you just use one of the main Waterloo OOBs and change the dragoon sprite class in the Imperial Guard for your new unit class you made in unitglobal.csv.
You can't use the sprites in any of the stock scenarios, only sandbox and user created scenarios, or the campaign if you play the campaign using the OOB your mod changes. The stock scenario OOBs are compressed and hidden.
As you are not making a new unit just swapping sprites over you don't need to edit the OOBnames.xml.
Activate EmpressDragoons Mod in your Modifications screen, close the game, go back in. Load sandbox game. Move camera to guard cavalry. Enjoy.
You need to make it a mod, called EmpressDragoons or something like that and in that mod file needs to be 3 subfolders:
Graphics
Logistics
OOBs
Graphics has a subfolder named:
Packed
Into "Packed" you need to put the sprite texture sheet .dds and .plist files for your reskinned dragoons. Rename them in the same format NSD have done, maybe call them ED-1, ED-2, etc. Use something distinctive but short.
In "Logistics" you need to put edited unitattributes, unitglobal, unitmodel and unitpack.csv files. Using the SDK, open the original game files and the Guard Chasseur updated ones to see what changes are made to get a new cavalry sprite into the game.
In "OOBs" you need to include at least one OOB.csv file. This is the easy bit, you just use one of the main Waterloo OOBs and change the dragoon sprite class in the Imperial Guard for your new unit class you made in unitglobal.csv.
You can't use the sprites in any of the stock scenarios, only sandbox and user created scenarios, or the campaign if you play the campaign using the OOB your mod changes. The stock scenario OOBs are compressed and hidden.
As you are not making a new unit just swapping sprites over you don't need to edit the OOBnames.xml.
Activate EmpressDragoons Mod in your Modifications screen, close the game, go back in. Load sandbox game. Move camera to guard cavalry. Enjoy.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: Uniform bugs
Thanks, but need to know what I must type in this files. After I finish my work maybe somebody help me.
Last edited by Jacquinot on Thu Dec 03, 2015 12:57 am, edited 1 time in total.
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Re: Uniform bugs
You can find that out by looking at what NSD changed with their Guard Chasseurs release.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: Uniform bugs
I lost all my work with wrong saving file in photoshop damn, bad luck.