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Rise of Nations Heaven » Forums » Game Modifications » Help with multi-layering Unit Graphics
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Topic Subject:Help with multi-layering Unit Graphics
USS Athens
Member
posted 10-22-17 03:16 PM EDT (US)         
Hello all, it's been a long time since I've been here. Basically, I have a problem. Using the unit_graphics.xml, I'm trying to make a multi-layered unit using some of the CREW/PACKED methods I found in the Rise of Kings mod I downloaded a long time ago. Unfortunately, whenever I modify them in the slightest to use the same methods on a different unit I make, they simply stop working. For example, this works:

<UNIT name="SWORDLIGHT-DEFAULT-AGE0" model=".\art\javelineer_elite.bh3" texture=".\art\Rok\swordsman.tga" cache="1" scale="1" trackdist="10" tracktype="Foot" shadowtype="Biped Shadow" shadowwidth="50" shadowheight="50" skeleton="Biped" scorch="Biped" tex_id="TEX_UNITS_0" tex_col="0" tex_row="2" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>
<UNIT name="SWORDLIGHT-DEFAULT-AGE0-CREW1" model=".\art\legion.bh3" texture=".\art\Rok\westsword1.tga" cache="1" scale="1" trackdist="10" tracktype="Foot" shadowtype="Biped Shadow" shadowwidth="50" shadowheight="50" skeleton="Biped" scorch="Biped" tex_id="TEX_UNITS_0" tex_col="0" tex_row="2" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>
<UNIT name="SWORDLIGHT-DEFAULT-AGE0-PACKED-CREW1" model=".\art\legion.bh3" texture=".\art\Rok\westsword1.tga" cache="1" scale="1" trackdist="10" tracktype="Foot" shadowtype="Biped Shadow" shadowwidth="50" shadowheight="50" skeleton="Biped" scorch="Biped" tex_id="TEX_UNITS_0" tex_col="0" tex_row="2" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>

It creates a swordsman with a round shield and short sword over the elite javelineer unit model from Age 3. (I changed both entries of "westsword" to be just "westsword1.tga" because I wanted them to look uniform.)

Now, I'm trying to mod a unit called the "Rodelero", except I'm trying to use 3 layers instead of 2. One layer uses the bombard cannon crew, another uses an invisible placeholder with a sword put on the 0 node, and the last layer uses the legion model with a small buckler shield.

<UNIT name="RODELERO-DEFAULT-AGE0" model=".\art\javelineer_elite.bh3" texture=".\art\notfound.tga" cache="1" scale="1" tex_id="TEX_UNITS_0" tex_col="0" tex_row="13" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_SLOG" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_WALK" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_JOG" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_DEFAULT" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_IDLE1" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_IDLE2" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_IDLE3" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_ATTACK1" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_ATTACK1" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_ATTACK2" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_ATTACK2" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_ATTACK3" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_DEATH_STAB1" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_DEATH_STAB2" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_DEATH_SHOT1" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_DEATH_SHOT2" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_DEATH_SPLODED1" type="KnightSword" node="0"/>
<EXISTEVENT starttime="0" endtime="9999" anim="CHAR_DEATH_SPLODED2" type="KnightSword" node="0"/>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>
<UNIT name="RODELERO-DEFAULT-AGE0-CREW1" model=".\art\bombard_crew0.bh3" texture=".\art\pikeman_elite.tga" cache="1" scale="1" tex_id="TEX_UNITS_0" tex_col="0" tex_row="13" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
</UNIT>
<UNIT name="RODELERO-DEFAULT-AGE0-CREW1" model=".\art\legion.bh3" texture=".\art\buckler.tga" cache="1" scale="1" trackdist="10" tracktype="Foot" shadowtype="Biped Shadow" shadowwidth="50" shadowheight="50" skeleton="Biped" scorch="Biped" tex_id="TEX_UNITS_0" tex_col="0" tex_row="13" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>

Problem is, I only get this:



Curiously, I went an took the "SWORDLIGHT" entries from above, copied them, and made them the new RODELERO entries just to see if they would work.

<UNIT name="RODELERO-DEFAULT-AGE0" model=".\art\javelineer_elite.bh3" texture=".\art\Rok\swordsman.tga" cache="1" scale="1" trackdist="10" tracktype="Foot" shadowtype="Biped Shadow" shadowwidth="50" shadowheight="50" skeleton="Biped" scorch="Biped" tex_id="TEX_UNITS_0" tex_col="0" tex_row="2" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>
<UNIT name="RODELERO-DEFAULT-AGE0-CREW1" model=".\art\legion.bh3" texture=".\art\Rok\westsword1.tga" cache="1" scale="1" trackdist="10" tracktype="Foot" shadowtype="Biped Shadow" shadowwidth="50" shadowheight="50" skeleton="Biped" scorch="Biped" tex_id="TEX_UNITS_0" tex_col="0" tex_row="2" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>
<UNIT name="RODELERO-DEFAULT-AGE0-PACKED-CREW1" model=".\art\legion.bh3" texture=".\art\Rok\westsword1.tga" cache="1" scale="1" trackdist="10" tracktype="Foot" shadowtype="Biped Shadow" shadowwidth="50" shadowheight="50" skeleton="Biped" scorch="Biped" tex_id="TEX_UNITS_0" tex_col="0" tex_row="2" tex_x="-1" tex_y="-1" tex_clip="0">
<ANIM name="CHAR_DEFAULT" file="Praetorian Default"/>
<ANIM name="CHAR_IDLE1" file="Praetorian Idle1"/>
<ANIM name="CHAR_IDLE2" file="Praetorian Idle2"/>
<ANIM name="CHAR_IDLE3" file="Praetorian Idle3"/>
<ANIM name="CHAR_SLOG" file="Praetorian Walk"/>
<ANIM name="CHAR_WALK" file="Praetorian Walk"/>
<ANIM name="CHAR_JOG" file="Praetorian Jog"/>
<ANIM name="CHAR_ATTACK1" file="Praetorian Attack1"/>
<ANIM name="CHAR_ATTACK2" file="Praetorian Attack2"/>
<ANIM name="CHAR_ATTACK3" file="Praetorian Attack3"/>
<ANIM name="CHAR_DEATH_STAB1" file="Man Stabbed1"/>
<ANIM name="CHAR_DEATH_STAB2" file="Slinger Death3"/>
<ANIM name="CHAR_DEATH_SHOT1" file="Man Shot1"/>
<ANIM name="CHAR_DEATH_SHOT2" file="Man Shot2"/>
<ANIM name="CHAR_DEATH_SPLODED1" file="Man Sploded1"/>
<ANIM name="CHAR_DEATH_SPLODED2" file="Man Sploded2"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="30" rad="40"/>
</BOUNDINGVOLUMES>
<SOUNDEVENT starttime="533" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="399" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="699" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>

When I try this, in place of the Rodelero graphics I was originally trying to do, It should just show up as the light swordsmen I mentioned before. Instead, I get the elite javelineer with no sword or shield.

Why won't this multilayering technique work with my Rodeleros...? I'm so confused.
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