Units in game -1 reply

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yaaar

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13th October 2004

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#1 14 years ago

:0wned: :0wned: :0wned: :0wned: :0wned: :0wned: i am new at learning to mod, and so if anyone could maybe answer this question i would really appreciate that. so far (in stat modding) i have made a custom unit, put it in protox.xml, then converted it back into protox.xmb (or whatever it is called). i then went to the editor to see if my unit was there... but i couldnt seem to locate it. so i now have a couple of questions. -how do i get my units to appear in it? -if i finally get them in the editor, where will i find them? thanks alot for your time.




kebax735

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29th December 2003

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#2 14 years ago

You are supposed to make a copy of the original anim file and rename it and put X as the displaynameid part in the protox. Once you get it in the editor, it will be the first unit to choose because it has " *** " in front. If you don't want the ***, create a entry in vachus text editor and put the entry number at the displaynameid part, instead of putting a X.




yaaar

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#3 14 years ago

well thanks for trying to explain it, but i dont think i get it. i tried what you said to do, but it didnt work. there is still nothing in "place objects". i think there must be something im missing. and i dont really see how the renamed anim file is relevant. could you maybe explain it in a simpler way if possible? oh right, and do you have to do anything with the protox file once you have converted it back to protox.xmb?




kebax735

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#4 14 years ago

No, you don't have to do anything once you have converted it back to protox.xmb. Actually, I don't convert it and it still works because it's actually a backup. Ok now, you made a new unit but did you change your unit's id name in your protox? If you did, then you need another anim file because it uses its name to load a anim file for the units animation and attachments. If you didn't change the unit id name of your unit, but kept it's original unit id name, but you want a different name for the unit, you would have to get vachus text editor and create a entry. After creating a entry, you take the number and put it in the displaynameid part of the protox. After that, you should be able to find your unit in the editor. In the editor, the unit name would be alphabeticalized so it should be easy to find. If you don't understand what I said here, it would be best if you paste a copy of your unit's protox.




yaaar

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#5 14 years ago

i did change the id #. the last unit in the protox is bella i think, with the unit id number as 800. i made my custom unit 801. will that work?

how would i get another anim file? do i copy it from what i already have? like say i took a random anim file... a hoplite anim file lets say. if were to copy that then rename it to my unit's name would it work? hehe.. i probably have it all wrong or something. sorry for all your time, this must get frusterating answering everyones questions like this ;)




kebax735

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#6 14 years ago

No, you aren't frustrating, but what you did was correct but I'm not talking about that part. I was talking about the unit id name by the unit id #. There is a name there that says the name of the unit of the anim file it will open. If you changed the name, you would have to extract a file in the anim folder called anim2.bar(I think thats the name of the file, after i uninstalled my game a long time ago). You have to download a file called AOMed to copy and extract the files. Get it on aomfiles.com. open the file and click on "set input data file". Load up anim2.bar file and then click on "folder to extract data into". Choose a destination to where all the files will be extracted to and then click on "read data file". A window will pop up with green letters. Wait a while until the extracting is completed and it will say finished. Close the file and go in the folder where you extracted all the files and you should see a whole bunch of text files. The files are named "theunitname_anim" Example, bella_anim. Look for a file that has a the name of the original unit you had edited and rename it to the name you gave it in the protox. Don't delete the "_anim" part! After you have done that, you copy that file and you paste in the anim folder of your aom folder. Open up the protox file and where it says displaynameid of your unit, erase the number and put a capital X in that place. Save and load up aom and go in the editor and you should see your unit. Your unit should be the first unit to be able to choose in the editor. You unit's name will then have a *** in front of its name. If you want to remove that, you must get vachus text editor on aomfiles.com and create a entry and type in the name of your unit. Copy the entry number and save your work. Open up the protox and paste the number where it says displaynameid instead of putting a X. Save and you should see your unit alphabeticalized in the create units menu of the editor. If you still don't understand, please paste your unit's protox here.




yaaar

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#7 14 years ago

this is so frusterating:mad: . i followed what you said to do very carefully, and still it does not appear- it is supposed to be in the "place object" tool, right? well hmm.. i dont know what i could be doing wrong, im sure i followed it closely. you said you wanted to see my unit's protox so... well... here it is:

2848XFootprint MilitaryHero G atalanta10.0500400.0000350.000020.0000Hero G Atalanta Icon 640.70000.7000PierceHero BirthHero DeathSplashDust MediumMobile1000.0000land18.0000RangedCombative550.0000535.000016612172721734217563176220.350.400.99LogicalTypeVolcanoAttackLogicalTypeSuperPredatorsAutoAttackLogicalTypeCanBeHealedLogicalTypeAffectedByRestorationLogicalTypeAffectedByVortexLogicalTypeMilitaryUnitsAndBuildingsLogicalTypeParticipatesInBattlecriesLogicalTypeTornadoAttackLogicalTypeSuperPredatorsAttackLogicalTypeValidFlamingWeaponsTargetLogicalTypeValidBoltTargetLogicalTypeFimbulWinterTCEvalTypeLogicalTypeEarthquakeAttackLogicalTypeFavoriteUnitLogicalTypeValidSpyTargetLogicalTypeGreekHeroesLogicalTypeValidShiftingSandsTargetLogicalTypePredatorsAttackLogicalTypeNeededForVictoryLogicalTypeHandUnitsAutoAttackLogicalTypeValidFrostTargetLogicalTypeLandMilitaryLogicalTypeImplodeAttackLogicalTypeValidSPCUnitsDeadConditionLogicalTypeAffectedByHealingSpringLogicalTypeUnitsNotBuildingsLogicalTypeRangedUnitsAutoAttackLogicalTypeVillagersAttackLogicalTypeHandUnitsAttackLogicalTypeRangedUnitsAttackLogicalTypeTartarianGateValidOverlapPlacementLogicalTypeGarrisonOnBoatsLogicalTypeValidForestFireTargetLogicalTypeValidMeteorTargetLogicalTypeMinimapFilterMilitaryLogicalTypeIdleHeroLogicalTypeIdleMilitaryUnitUnitClassMilitaryHeroObscuredByUnitsCollidesWithProjectilesDontRotateObstructionShowGarrisonButtonApplyHandicapTrainingLightningDamageCorpseDecaysHideGarrisonFlagTracked well i hope you can find out whats wrong. thanks alot for your time. hmmm now that i think of it, could it be because i changed atlanta who is a melee unit into a ranged unit? well i messed around with it a bunch. good luck.




kebax735

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#8 14 years ago

Change the dbid part to X also. Did you also copy the anim file and rename it to natalya_anim? If you did, there should be no problem now. Also, changing a melee unit into a ranged unit doesn't matter, but it might look kinda weird when it attacks.




yaaar

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#9 14 years ago

well i tried everything you said, ans still no luck. the anim file was an atlanta file, which i renamed natalya_anim the original protox was atlanta. i changed displaynameid X and dbid X but still, no. maybe aom doesnt read the files on my compter... i have no idea. but i guess it doesnt work. unless you can suggest anything that could be wrong i guess i can't mod. thanks alot for your time anyway.




kebax735

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#10 14 years ago

Did you place the anim file you made in the anim folder? Did you also put the part at the end of the protox? If you did all these, there should be no problem unless I'm losing my modding skills.