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Only marauder units are supposed to do that, not Chaos Warriors and Chosen
mod? I see your mod is tagged in it but don't see it presented in the pictures on the Ultimate Chaos mod page.
Aspiring Champions look like Mirror Guards now.
Redesigned Exalted Knights (Polearm)
New unit: Firespitter
Also added hunters from norsca
1) Added unit "Doomsday Mammoth" (sorcerors can shoot fire balls atop of the mammoth)
2) Add Magic "Doomsday" (Powerful attack that can be used by Belakor, just see it in game)
"I used both ways. but when I edit vanilla textures, I don't change its original shape. So it's not much different from vanilla texture. I guess it will be fine."
Sounds somewhat encouraging to maybe try using both mods at once?
lol, I doubt he would. thats 1,000s of untis he will have to do but good luck!
Both mods would be 100% compatible if Dryan used your method. Because Glory Mod only adds new units, using a mixture of vanilla and new textures.
Dryan's mods only change the textures of vanilla units. Therefore, if he used your method, both mods should be 100% compatible, is that correct?
In which case, I should ask him if he uses your method and creates new side by side textures rather than just replacing the vanilla ones.
Because I dont edit vanilla units, I make new units. (Granted I have done a few :P)
If both of us edited vanilla units only then yes you would be right.
Mod A:
Vanilla Chaos Warrior _plate armor_ texture BP1 -> BP2 (BP2 is new texture local to Mod A)
Mod B:
Vanilla Chaos Warrior _sword_ texture BP1 -> BP3 (BP3 is new texture local to Mod B)
result: no problem! Here it works because each mod is changing a different element of the same unit, so there is no competition. In this case, I agree, your method is the correct solution to changing textures, because it allows multiple different textures from multiple different mods to correctly stack on any one unit, but only if there is no overlap, e.g. both mods cannot change chaos warriors sword.
My point is that even using your method, if both mod writers change the _same_ unit, it's still incompatible.
Mod A:
Vanilla Chaos Warrior plate armor texture BP1 -> BP2 (BP2 is new texture local to Mod A)
Mod B:
Vanilla Chaos Warrior plate armor texture BP1 -> BP3 (BP3 is new texture local to Mod B)
Result: conflict! each mod has changed the same unit texture, in this case vanilla chaos warrior plate armor
I am using Vanilla textures on my models (I am not even editing them, just using vanilla textures to create new units, head from one unit, body from another, so on) so...basically everything BP1. Linking the chaos armor to say a marauder unit or whatever.
along comes Dyrain, who edits that armor piece in to a different color. But instead of creating BP3, he overwrites BP1.
So what ends up happening is the chaos armor on my unit which was matching vanilla colors all of the sudden becomes a different color as well if you use both of our mods.
I believe its on the person editing the textures to not overwrite these vanilla armors but rather create new textures from them and link them to vanilla units. this way this all can be avoided. Like I do with all of my textures (just now I created a blue spear out of orions, I created it as a new file so Orion's can still look grey/green)
Hence y they are not compatible.
I create a new texture from it with a new name "BP2"
And Dryan created another texture from it and uses my method and creates "BP3"
All three are seperate files now, right? One could be grey, another is blue, third is pink.
I can associate BP2 to a unit I make. While Dryan can overwrite vanilla chaos Warriors' texture BP1 --> BP3
BP1 still exists this way and is not overwritten. only Chaos Warrior is linked to BP3 now.
But let's say that Dryrain also wants to change the breastplate texture for vanilla Chaos Warriors, by doing the same method, so he creates a new side by side texture, and links to it via the unit "variant table".
Now I download and enable both mods in my game. What happens? Both mods edit the same value in table "unit variant" for Chaos Warriors breastplate, although each mod points to a different, unique texture file.
Does this not create a game conflict, where one texture link pointing to the same item on the same unit, is present in both mods?
And no, it wouldn't break compability if this was done the way I am saying.
Have a look at my greenskin mod's unit Gobo Centurion. Run a custom battle with it against Chaos lord Archon. Notice the sword both of these guys are using. My Goblins are using Archon's sword that I have edited the textures of (to give it No Glow). Notice how different it is from Archeon's sword that he himself is wielding which still glows in the game. This is what I mean by "side by side textures"
Had I done it how some modderrs who do reskins, Archons' sword that he himself is wielding would also look like he gobo centurion one because my textures edits would have then replaced vanilla textures. So I add them as seperate files and link them to units.
All they the modders have to do is, do the same method and link the unit under "varient table" to their custom textures, rather than skipping this step and just replacing textures.
You get what I am saying?
then recolor it to be green shrine and black fur and vortexbeast there also a chaos mammoth just in general would be nice for this mod (the vortexbeast would be different cuz it would have bound pit of shades and withering as well as that lightning spell and some better stats)
But the mod is awesome! :)